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					4860 lines
				
				224 KiB
			
		
		
			
		
	
	
					4860 lines
				
				224 KiB
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											1 year ago
										 
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								/**********************************************************************************************
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								*
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								*   rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
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								*
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								*   DESCRIPTION:
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								*       An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
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								*       that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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								*
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								*   ADDITIONAL NOTES:
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								*       When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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								*       initialized on rlglInit() to accumulate vertex data.
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								*
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								*       When an internal state change is required all the stored vertex data is renderer in batch,
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								*       additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
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								*
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								*       Some resources are also loaded for convenience, here the complete list:
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								*          - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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								*          - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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								*          - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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								*
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								*       Internal buffer (and resources) must be manually unloaded calling rlglClose().
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								*
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								*   CONFIGURATION:
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								*       #define GRAPHICS_API_OPENGL_11
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								*       #define GRAPHICS_API_OPENGL_21
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								*       #define GRAPHICS_API_OPENGL_33
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								*       #define GRAPHICS_API_OPENGL_43
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								*       #define GRAPHICS_API_OPENGL_ES2
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								*       #define GRAPHICS_API_OPENGL_ES3
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								*           Use selected OpenGL graphics backend, should be supported by platform
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								*           Those preprocessor defines are only used on rlgl module, if OpenGL version is
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								*           required by any other module, use rlGetVersion() to check it
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								*
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								*       #define RLGL_IMPLEMENTATION
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								*           Generates the implementation of the library into the included file.
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								*           If not defined, the library is in header only mode and can be included in other headers
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								*           or source files without problems. But only ONE file should hold the implementation.
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								*
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								*       #define RLGL_RENDER_TEXTURES_HINT
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								*           Enable framebuffer objects (fbo) support (enabled by default)
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								*           Some GPUs could not support them despite the OpenGL version
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								*
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								*       #define RLGL_SHOW_GL_DETAILS_INFO
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								*           Show OpenGL extensions and capabilities detailed logs on init
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								*
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								*       #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
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								*           Enable debug context (only available on OpenGL 4.3)
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								*
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								*       rlgl capabilities could be customized just defining some internal
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								*       values before library inclusion (default values listed):
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								*
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								*       #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
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								*       #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
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								*       #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
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								*       #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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								*
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								*       #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
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								*       #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
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								*       #define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
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								*       #define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
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								*
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								*       When loading a shader, the following vertex attributes and uniform
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								*       location names are tried to be set automatically:
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								*
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								*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: 0
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								*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: 1
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								*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: 2
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								*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: 3
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								*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: 4
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								*       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: 5
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								*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
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								*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
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								*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
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								*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
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								*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
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								*       #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
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								*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
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								*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
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								*       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
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								*
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								*   DEPENDENCIES:
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								*      - OpenGL libraries (depending on platform and OpenGL version selected)
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								*      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
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								*
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								*
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								*   LICENSE: zlib/libpng
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								*
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								*   Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
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								*
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								*   This software is provided "as-is", without any express or implied warranty. In no event
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								*   will the authors be held liable for any damages arising from the use of this software.
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								*
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								*   Permission is granted to anyone to use this software for any purpose, including commercial
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								*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
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								*
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								*     1. The origin of this software must not be misrepresented; you must not claim that you
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								*     wrote the original software. If you use this software in a product, an acknowledgment
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								*     in the product documentation would be appreciated but is not required.
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								*
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								*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
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								*     as being the original software.
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								*
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								*     3. This notice may not be removed or altered from any source distribution.
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								*
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								**********************************************************************************************/
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								#ifndef RLGL_H
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								#define RLGL_H
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								#define RLGL_VERSION  "4.5"
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								// Function specifiers in case library is build/used as a shared library (Windows)
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								// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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								#if defined(_WIN32)
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								    #if defined(BUILD_LIBTYPE_SHARED)
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								        #define RLAPI __declspec(dllexport)     // We are building the library as a Win32 shared library (.dll)
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								    #elif defined(USE_LIBTYPE_SHARED)
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								        #define RLAPI __declspec(dllimport)     // We are using the library as a Win32 shared library (.dll)
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								    #endif
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								#endif
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								// Function specifiers definition
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								#ifndef RLAPI
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								    #define RLAPI       // Functions defined as 'extern' by default (implicit specifiers)
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								#endif
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								// Support TRACELOG macros
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								#ifndef TRACELOG
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								    #define TRACELOG(level, ...) (void)0
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								    #define TRACELOGD(...) (void)0
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								#endif
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								// Allow custom memory allocators
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								#ifndef RL_MALLOC
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								    #define RL_MALLOC(sz)     malloc(sz)
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								#endif
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								#ifndef RL_CALLOC
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								    #define RL_CALLOC(n,sz)   calloc(n,sz)
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								#endif
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								#ifndef RL_REALLOC
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								    #define RL_REALLOC(n,sz)  realloc(n,sz)
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								#endif
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								#ifndef RL_FREE
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								    #define RL_FREE(p)        free(p)
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								#endif
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								// Security check in case no GRAPHICS_API_OPENGL_* defined
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								#if !defined(GRAPHICS_API_OPENGL_11) && \
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								    !defined(GRAPHICS_API_OPENGL_21) && \
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								    !defined(GRAPHICS_API_OPENGL_33) && \
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								    !defined(GRAPHICS_API_OPENGL_43) && \
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								    !defined(GRAPHICS_API_OPENGL_ES2) && \
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								    !defined(GRAPHICS_API_OPENGL_ES3)
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								        #define GRAPHICS_API_OPENGL_33
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								#endif
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								// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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								#if defined(GRAPHICS_API_OPENGL_11)
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								    #if defined(GRAPHICS_API_OPENGL_21)
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								        #undef GRAPHICS_API_OPENGL_21
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								    #endif
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								    #if defined(GRAPHICS_API_OPENGL_33)
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								        #undef GRAPHICS_API_OPENGL_33
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								    #endif
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								    #if defined(GRAPHICS_API_OPENGL_43)
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								        #undef GRAPHICS_API_OPENGL_43
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								    #endif
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								    #if defined(GRAPHICS_API_OPENGL_ES2)
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								        #undef GRAPHICS_API_OPENGL_ES2
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								    #endif
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								#endif
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								// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
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								// WARNING: Specific parts are checked with #if defines
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								#if defined(GRAPHICS_API_OPENGL_21)
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								    #define GRAPHICS_API_OPENGL_33
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								#endif
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								// OpenGL 4.3 uses OpenGL 3.3 Core functionality
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								#if defined(GRAPHICS_API_OPENGL_43)
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								    #define GRAPHICS_API_OPENGL_33
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								#endif
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								// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
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								#if defined(GRAPHICS_API_OPENGL_ES3)
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								    #define GRAPHICS_API_OPENGL_ES2
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								#endif
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								// Support framebuffer objects by default
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								// NOTE: Some driver implementation do not support it, despite they should
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								#define RLGL_RENDER_TEXTURES_HINT
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								//----------------------------------------------------------------------------------
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								// Defines and Macros
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								//----------------------------------------------------------------------------------
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								// Default internal render batch elements limits
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								#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
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								    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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								        // This is the maximum amount of elements (quads) per batch
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								        // NOTE: Be careful with text, every letter maps to a quad
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								        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  8192
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								    #endif
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								    #if defined(GRAPHICS_API_OPENGL_ES2)
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								        // We reduce memory sizes for embedded systems (RPI and HTML5)
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						||
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								        // NOTE: On HTML5 (emscripten) this is allocated on heap,
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								        // by default it's only 16MB!...just take care...
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								        #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  2048
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								    #endif
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								#endif
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								#ifndef RL_DEFAULT_BATCH_BUFFERS
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								    #define RL_DEFAULT_BATCH_BUFFERS                 1      // Default number of batch buffers (multi-buffering)
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								#endif
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								#ifndef RL_DEFAULT_BATCH_DRAWCALLS
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								    #define RL_DEFAULT_BATCH_DRAWCALLS             256      // Default number of batch draw calls (by state changes: mode, texture)
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								#endif
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						||
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								 | 
							
								#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
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								 | 
							
								    #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS       4      // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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						||
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								#endif
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						||
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								 | 
							
								
							 | 
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								 | 
							
								// Internal Matrix stack
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						||
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								 | 
							
								#ifndef RL_MAX_MATRIX_STACK_SIZE
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						||
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								 | 
							
								    #define RL_MAX_MATRIX_STACK_SIZE                32      // Maximum size of Matrix stack
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shader limits
							 | 
						||
| 
								 | 
							
								#ifndef RL_MAX_SHADER_LOCATIONS
							 | 
						||
| 
								 | 
							
								    #define RL_MAX_SHADER_LOCATIONS                 32      // Maximum number of shader locations supported
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Projection matrix culling
							 | 
						||
| 
								 | 
							
								#ifndef RL_CULL_DISTANCE_NEAR
							 | 
						||
| 
								 | 
							
								    #define RL_CULL_DISTANCE_NEAR                 0.01      // Default near cull distance
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_CULL_DISTANCE_FAR
							 | 
						||
| 
								 | 
							
								    #define RL_CULL_DISTANCE_FAR                1000.0      // Default far cull distance
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Texture parameters (equivalent to OpenGL defines)
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_WRAP_S                       0x2802      // GL_TEXTURE_WRAP_S
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_WRAP_T                       0x2803      // GL_TEXTURE_WRAP_T
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_MAG_FILTER                   0x2800      // GL_TEXTURE_MAG_FILTER
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_MIN_FILTER                   0x2801      // GL_TEXTURE_MIN_FILTER
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_NEAREST               0x2600      // GL_NEAREST
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_LINEAR                0x2601      // GL_LINEAR
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_MIP_NEAREST           0x2700      // GL_NEAREST_MIPMAP_NEAREST
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR    0x2702      // GL_NEAREST_MIPMAP_LINEAR
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST    0x2701      // GL_LINEAR_MIPMAP_NEAREST
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_MIP_LINEAR            0x2703      // GL_LINEAR_MIPMAP_LINEAR
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_FILTER_ANISOTROPIC           0x3000      // Anisotropic filter (custom identifier)
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_MIPMAP_BIAS_RATIO            0x4000      // Texture mipmap bias, percentage ratio (custom identifier)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_WRAP_REPEAT                  0x2901      // GL_REPEAT
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_WRAP_CLAMP                   0x812F      // GL_CLAMP_TO_EDGE
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_WRAP_MIRROR_REPEAT           0x8370      // GL_MIRRORED_REPEAT
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE_WRAP_MIRROR_CLAMP            0x8742      // GL_MIRROR_CLAMP_EXT
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Matrix modes (equivalent to OpenGL)
							 | 
						||
| 
								 | 
							
								#define RL_MODELVIEW                            0x1700      // GL_MODELVIEW
							 | 
						||
| 
								 | 
							
								#define RL_PROJECTION                           0x1701      // GL_PROJECTION
							 | 
						||
| 
								 | 
							
								#define RL_TEXTURE                              0x1702      // GL_TEXTURE
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Primitive assembly draw modes
							 | 
						||
| 
								 | 
							
								#define RL_LINES                                0x0001      // GL_LINES
							 | 
						||
| 
								 | 
							
								#define RL_TRIANGLES                            0x0004      // GL_TRIANGLES
							 | 
						||
| 
								 | 
							
								#define RL_QUADS                                0x0007      // GL_QUADS
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// GL equivalent data types
							 | 
						||
| 
								 | 
							
								#define RL_UNSIGNED_BYTE                        0x1401      // GL_UNSIGNED_BYTE
							 | 
						||
| 
								 | 
							
								#define RL_FLOAT                                0x1406      // GL_FLOAT
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// GL buffer usage hint
							 | 
						||
| 
								 | 
							
								#define RL_STREAM_DRAW                          0x88E0      // GL_STREAM_DRAW
							 | 
						||
| 
								 | 
							
								#define RL_STREAM_READ                          0x88E1      // GL_STREAM_READ
							 | 
						||
| 
								 | 
							
								#define RL_STREAM_COPY                          0x88E2      // GL_STREAM_COPY
							 | 
						||
| 
								 | 
							
								#define RL_STATIC_DRAW                          0x88E4      // GL_STATIC_DRAW
							 | 
						||
| 
								 | 
							
								#define RL_STATIC_READ                          0x88E5      // GL_STATIC_READ
							 | 
						||
| 
								 | 
							
								#define RL_STATIC_COPY                          0x88E6      // GL_STATIC_COPY
							 | 
						||
| 
								 | 
							
								#define RL_DYNAMIC_DRAW                         0x88E8      // GL_DYNAMIC_DRAW
							 | 
						||
| 
								 | 
							
								#define RL_DYNAMIC_READ                         0x88E9      // GL_DYNAMIC_READ
							 | 
						||
| 
								 | 
							
								#define RL_DYNAMIC_COPY                         0x88EA      // GL_DYNAMIC_COPY
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// GL Shader type
							 | 
						||
| 
								 | 
							
								#define RL_FRAGMENT_SHADER                      0x8B30      // GL_FRAGMENT_SHADER
							 | 
						||
| 
								 | 
							
								#define RL_VERTEX_SHADER                        0x8B31      // GL_VERTEX_SHADER
							 | 
						||
| 
								 | 
							
								#define RL_COMPUTE_SHADER                       0x91B9      // GL_COMPUTE_SHADER
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// GL blending factors
							 | 
						||
| 
								 | 
							
								#define RL_ZERO                                 0           // GL_ZERO
							 | 
						||
| 
								 | 
							
								#define RL_ONE                                  1           // GL_ONE
							 | 
						||
| 
								 | 
							
								#define RL_SRC_COLOR                            0x0300      // GL_SRC_COLOR
							 | 
						||
| 
								 | 
							
								#define RL_ONE_MINUS_SRC_COLOR                  0x0301      // GL_ONE_MINUS_SRC_COLOR
							 | 
						||
| 
								 | 
							
								#define RL_SRC_ALPHA                            0x0302      // GL_SRC_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_ONE_MINUS_SRC_ALPHA                  0x0303      // GL_ONE_MINUS_SRC_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_DST_ALPHA                            0x0304      // GL_DST_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_ONE_MINUS_DST_ALPHA                  0x0305      // GL_ONE_MINUS_DST_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_DST_COLOR                            0x0306      // GL_DST_COLOR
							 | 
						||
| 
								 | 
							
								#define RL_ONE_MINUS_DST_COLOR                  0x0307      // GL_ONE_MINUS_DST_COLOR
							 | 
						||
| 
								 | 
							
								#define RL_SRC_ALPHA_SATURATE                   0x0308      // GL_SRC_ALPHA_SATURATE
							 | 
						||
| 
								 | 
							
								#define RL_CONSTANT_COLOR                       0x8001      // GL_CONSTANT_COLOR
							 | 
						||
| 
								 | 
							
								#define RL_ONE_MINUS_CONSTANT_COLOR             0x8002      // GL_ONE_MINUS_CONSTANT_COLOR
							 | 
						||
| 
								 | 
							
								#define RL_CONSTANT_ALPHA                       0x8003      // GL_CONSTANT_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_ONE_MINUS_CONSTANT_ALPHA             0x8004      // GL_ONE_MINUS_CONSTANT_ALPHA
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// GL blending functions/equations
							 | 
						||
| 
								 | 
							
								#define RL_FUNC_ADD                             0x8006      // GL_FUNC_ADD
							 | 
						||
| 
								 | 
							
								#define RL_MIN                                  0x8007      // GL_MIN
							 | 
						||
| 
								 | 
							
								#define RL_MAX                                  0x8008      // GL_MAX
							 | 
						||
| 
								 | 
							
								#define RL_FUNC_SUBTRACT                        0x800A      // GL_FUNC_SUBTRACT
							 | 
						||
| 
								 | 
							
								#define RL_FUNC_REVERSE_SUBTRACT                0x800B      // GL_FUNC_REVERSE_SUBTRACT
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_EQUATION                       0x8009      // GL_BLEND_EQUATION
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_EQUATION_RGB                   0x8009      // GL_BLEND_EQUATION_RGB   // (Same as BLEND_EQUATION)
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_EQUATION_ALPHA                 0x883D      // GL_BLEND_EQUATION_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_DST_RGB                        0x80C8      // GL_BLEND_DST_RGB
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_SRC_RGB                        0x80C9      // GL_BLEND_SRC_RGB
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_DST_ALPHA                      0x80CA      // GL_BLEND_DST_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_SRC_ALPHA                      0x80CB      // GL_BLEND_SRC_ALPHA
							 | 
						||
| 
								 | 
							
								#define RL_BLEND_COLOR                          0x8005      // GL_BLEND_COLOR
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Types and Structures Definition
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
							 | 
						||
| 
								 | 
							
								    #include <stdbool.h>
							 | 
						||
| 
								 | 
							
								#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
							 | 
						||
| 
								 | 
							
								    // Boolean type
							 | 
						||
| 
								 | 
							
								typedef enum bool { false = 0, true = !false } bool;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if !defined(RL_MATRIX_TYPE)
							 | 
						||
| 
								 | 
							
								// Matrix, 4x4 components, column major, OpenGL style, right handed
							 | 
						||
| 
								 | 
							
								typedef struct Matrix {
							 | 
						||
| 
								 | 
							
								    float m0, m4, m8, m12;      // Matrix first row (4 components)
							 | 
						||
| 
								 | 
							
								    float m1, m5, m9, m13;      // Matrix second row (4 components)
							 | 
						||
| 
								 | 
							
								    float m2, m6, m10, m14;     // Matrix third row (4 components)
							 | 
						||
| 
								 | 
							
								    float m3, m7, m11, m15;     // Matrix fourth row (4 components)
							 | 
						||
| 
								 | 
							
								} Matrix;
							 | 
						||
| 
								 | 
							
								#define RL_MATRIX_TYPE
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
							 | 
						||
| 
								 | 
							
								typedef 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)
							 | 
						||
| 
								 | 
							
								    unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    unsigned int *indices;      // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    unsigned short *indices;    // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    unsigned int vaoId;         // OpenGL Vertex Array Object id
							 | 
						||
| 
								 | 
							
								    unsigned int vboId[4];      // OpenGL Vertex Buffer Objects id (4 types of vertex data)
							 | 
						||
| 
								 | 
							
								} rlVertexBuffer;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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)
							 | 
						||
| 
								 | 
							
								typedef 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
							 | 
						||
| 
								 | 
							
								    unsigned int 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
							 | 
						||
| 
								 | 
							
								} rlDrawCall;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// rlRenderBatch type
							 | 
						||
| 
								 | 
							
								typedef 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
							 | 
						||
| 
								 | 
							
								} rlRenderBatch;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// OpenGL version
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_OPENGL_11 = 1,           // OpenGL 1.1
							 | 
						||
| 
								 | 
							
								    RL_OPENGL_21,               // OpenGL 2.1 (GLSL 120)
							 | 
						||
| 
								 | 
							
								    RL_OPENGL_33,               // OpenGL 3.3 (GLSL 330)
							 | 
						||
| 
								 | 
							
								    RL_OPENGL_43,               // OpenGL 4.3 (using GLSL 330)
							 | 
						||
| 
								 | 
							
								    RL_OPENGL_ES_20,            // OpenGL ES 2.0 (GLSL 100)
							 | 
						||
| 
								 | 
							
								    RL_OPENGL_ES_30             // OpenGL ES 3.0 (GLSL 300 es)
							 | 
						||
| 
								 | 
							
								} rlGlVersion;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Trace log level
							 | 
						||
| 
								 | 
							
								// NOTE: Organized by priority level
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_LOG_ALL = 0,             // Display all logs
							 | 
						||
| 
								 | 
							
								    RL_LOG_TRACE,               // Trace logging, intended for internal use only
							 | 
						||
| 
								 | 
							
								    RL_LOG_DEBUG,               // Debug logging, used for internal debugging, it should be disabled on release builds
							 | 
						||
| 
								 | 
							
								    RL_LOG_INFO,                // Info logging, used for program execution info
							 | 
						||
| 
								 | 
							
								    RL_LOG_WARNING,             // Warning logging, used on recoverable failures
							 | 
						||
| 
								 | 
							
								    RL_LOG_ERROR,               // Error logging, used on unrecoverable failures
							 | 
						||
| 
								 | 
							
								    RL_LOG_FATAL,               // Fatal logging, used to abort program: exit(EXIT_FAILURE)
							 | 
						||
| 
								 | 
							
								    RL_LOG_NONE                 // Disable logging
							 | 
						||
| 
								 | 
							
								} rlTraceLogLevel;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Texture pixel formats
							 | 
						||
| 
								 | 
							
								// NOTE: Support depends on OpenGL version
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5,            // 16 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8,            // 24 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          // 32 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R16,               // 16 bpp (1 channel - half float)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16,         // 16*3 bpp (3 channels - half float)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,      // 16*4 bpp (4 channels - half float)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA,           // 8 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA,           // 8 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_ETC1_RGB,            // 4 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_ETC2_RGB,            // 4 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_PVRT_RGB,            // 4 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA,           // 4 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
							 | 
						||
| 
								 | 
							
								    RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
							 | 
						||
| 
								 | 
							
								} rlPixelFormat;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Texture parameters: filter mode
							 | 
						||
| 
								 | 
							
								// NOTE 1: Filtering considers mipmaps if available in the texture
							 | 
						||
| 
								 | 
							
								// NOTE 2: Filter is accordingly set for minification and magnification
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_TEXTURE_FILTER_POINT = 0,        // No filter, just pixel approximation
							 | 
						||
| 
								 | 
							
								    RL_TEXTURE_FILTER_BILINEAR,         // Linear filtering
							 | 
						||
| 
								 | 
							
								    RL_TEXTURE_FILTER_TRILINEAR,        // Trilinear filtering (linear with mipmaps)
							 | 
						||
| 
								 | 
							
								    RL_TEXTURE_FILTER_ANISOTROPIC_4X,   // Anisotropic filtering 4x
							 | 
						||
| 
								 | 
							
								    RL_TEXTURE_FILTER_ANISOTROPIC_8X,   // Anisotropic filtering 8x
							 | 
						||
| 
								 | 
							
								    RL_TEXTURE_FILTER_ANISOTROPIC_16X,  // Anisotropic filtering 16x
							 | 
						||
| 
								 | 
							
								} rlTextureFilter;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Color blending modes (pre-defined)
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_BLEND_ALPHA = 0,                 // Blend textures considering alpha (default)
							 | 
						||
| 
								 | 
							
								    RL_BLEND_ADDITIVE,                  // Blend textures adding colors
							 | 
						||
| 
								 | 
							
								    RL_BLEND_MULTIPLIED,                // Blend textures multiplying colors
							 | 
						||
| 
								 | 
							
								    RL_BLEND_ADD_COLORS,                // Blend textures adding colors (alternative)
							 | 
						||
| 
								 | 
							
								    RL_BLEND_SUBTRACT_COLORS,           // Blend textures subtracting colors (alternative)
							 | 
						||
| 
								 | 
							
								    RL_BLEND_ALPHA_PREMULTIPLY,         // Blend premultiplied textures considering alpha
							 | 
						||
| 
								 | 
							
								    RL_BLEND_CUSTOM,                    // Blend textures using custom src/dst factors (use rlSetBlendFactors())
							 | 
						||
| 
								 | 
							
								    RL_BLEND_CUSTOM_SEPARATE            // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
							 | 
						||
| 
								 | 
							
								} rlBlendMode;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shader location point type
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VERTEX_POSITION = 0,  // Shader location: vertex attribute: position
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VERTEX_TEXCOORD01,    // Shader location: vertex attribute: texcoord01
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VERTEX_TEXCOORD02,    // Shader location: vertex attribute: texcoord02
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VERTEX_NORMAL,        // Shader location: vertex attribute: normal
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VERTEX_TANGENT,       // Shader location: vertex attribute: tangent
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VERTEX_COLOR,         // Shader location: vertex attribute: color
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MATRIX_MVP,           // Shader location: matrix uniform: model-view-projection
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MATRIX_VIEW,          // Shader location: matrix uniform: view (camera transform)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MATRIX_PROJECTION,    // Shader location: matrix uniform: projection
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MATRIX_MODEL,         // Shader location: matrix uniform: model (transform)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MATRIX_NORMAL,        // Shader location: matrix uniform: normal
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_VECTOR_VIEW,          // Shader location: vector uniform: view
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_COLOR_DIFFUSE,        // Shader location: vector uniform: diffuse color
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_COLOR_SPECULAR,       // Shader location: vector uniform: specular color
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_COLOR_AMBIENT,        // Shader location: vector uniform: ambient color
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_ALBEDO,           // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_METALNESS,        // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_NORMAL,           // Shader location: sampler2d texture: normal
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_ROUGHNESS,        // Shader location: sampler2d texture: roughness
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_OCCLUSION,        // Shader location: sampler2d texture: occlusion
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_EMISSION,         // Shader location: sampler2d texture: emission
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_HEIGHT,           // Shader location: sampler2d texture: height
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_CUBEMAP,          // Shader location: samplerCube texture: cubemap
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_IRRADIANCE,       // Shader location: samplerCube texture: irradiance
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_PREFILTER,        // Shader location: samplerCube texture: prefilter
							 | 
						||
| 
								 | 
							
								    RL_SHADER_LOC_MAP_BRDF              // Shader location: sampler2d texture: brdf
							 | 
						||
| 
								 | 
							
								} rlShaderLocationIndex;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define RL_SHADER_LOC_MAP_DIFFUSE       RL_SHADER_LOC_MAP_ALBEDO
							 | 
						||
| 
								 | 
							
								#define RL_SHADER_LOC_MAP_SPECULAR      RL_SHADER_LOC_MAP_METALNESS
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shader uniform data type
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_FLOAT = 0,        // Shader uniform type: float
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_VEC2,             // Shader uniform type: vec2 (2 float)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_VEC3,             // Shader uniform type: vec3 (3 float)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_VEC4,             // Shader uniform type: vec4 (4 float)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_INT,              // Shader uniform type: int
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d
							 | 
						||
| 
								 | 
							
								} rlShaderUniformDataType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shader attribute data types
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_SHADER_ATTRIB_FLOAT = 0,         // Shader attribute type: float
							 | 
						||
| 
								 | 
							
								    RL_SHADER_ATTRIB_VEC2,              // Shader attribute type: vec2 (2 float)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_ATTRIB_VEC3,              // Shader attribute type: vec3 (3 float)
							 | 
						||
| 
								 | 
							
								    RL_SHADER_ATTRIB_VEC4               // Shader attribute type: vec4 (4 float)
							 | 
						||
| 
								 | 
							
								} rlShaderAttributeDataType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Framebuffer attachment type
							 | 
						||
| 
								 | 
							
								// NOTE: By default up to 8 color channels defined, but it can be more
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    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
							 | 
						||
| 
								 | 
							
								} rlFramebufferAttachType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Framebuffer texture attachment type
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    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
							 | 
						||
| 
								 | 
							
								} rlFramebufferAttachTextureType;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Face culling mode
							 | 
						||
| 
								 | 
							
								typedef enum {
							 | 
						||
| 
								 | 
							
								    RL_CULL_FACE_FRONT = 0,
							 | 
						||
| 
								 | 
							
								    RL_CULL_FACE_BACK
							 | 
						||
| 
								 | 
							
								} rlCullMode;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Functions Declaration - Matrix operations
							 | 
						||
| 
								 | 
							
								//------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(__cplusplus)
							 | 
						||
| 
								 | 
							
								extern "C" {            // Prevents name mangling of functions
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								RLAPI void rlMatrixMode(int mode);                    // Choose the current matrix to be transformed
							 | 
						||
| 
								 | 
							
								RLAPI void rlPushMatrix(void);                        // Push the current matrix to stack
							 | 
						||
| 
								 | 
							
								RLAPI void rlPopMatrix(void);                         // Pop latest inserted matrix from stack
							 | 
						||
| 
								 | 
							
								RLAPI void rlLoadIdentity(void);                      // Reset current matrix to identity matrix
							 | 
						||
| 
								 | 
							
								RLAPI void rlTranslatef(float x, float y, float z);   // Multiply the current matrix by a translation matrix
							 | 
						||
| 
								 | 
							
								RLAPI void rlRotatef(float angle, float x, float y, float z);  // Multiply the current matrix by a rotation matrix
							 | 
						||
| 
								 | 
							
								RLAPI void rlScalef(float x, float y, float z);       // Multiply the current matrix by a scaling matrix
							 | 
						||
| 
								 | 
							
								RLAPI void rlMultMatrixf(const float *matf);                // Multiply the current matrix by another matrix
							 | 
						||
| 
								 | 
							
								RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
							 | 
						||
| 
								 | 
							
								RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
							 | 
						||
| 
								 | 
							
								RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Functions Declaration - Vertex level operations
							 | 
						||
| 
								 | 
							
								//------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								RLAPI void rlBegin(int mode);                         // Initialize drawing mode (how to organize vertex)
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnd(void);                               // Finish vertex providing
							 | 
						||
| 
								 | 
							
								RLAPI void rlVertex2i(int x, int y);                  // Define one vertex (position) - 2 int
							 | 
						||
| 
								 | 
							
								RLAPI void rlVertex2f(float x, float y);              // Define one vertex (position) - 2 float
							 | 
						||
| 
								 | 
							
								RLAPI void rlVertex3f(float x, float y, float z);     // Define one vertex (position) - 3 float
							 | 
						||
| 
								 | 
							
								RLAPI void rlTexCoord2f(float x, float y);            // Define one vertex (texture coordinate) - 2 float
							 | 
						||
| 
								 | 
							
								RLAPI void rlNormal3f(float x, float y, float z);     // Define one vertex (normal) - 3 float
							 | 
						||
| 
								 | 
							
								RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a);  // Define one vertex (color) - 4 byte
							 | 
						||
| 
								 | 
							
								RLAPI void rlColor3f(float x, float y, float z);          // Define one vertex (color) - 3 float
							 | 
						||
| 
								 | 
							
								RLAPI 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
							 | 
						||
| 
								 | 
							
								RLAPI bool rlEnableVertexArray(unsigned int vaoId);     // Enable vertex array (VAO, if supported)
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableVertexArray(void);                  // Disable vertex array (VAO, if supported)
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableVertexBuffer(unsigned int id);       // Enable vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableVertexBuffer(void);                 // Disable vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableVertexBufferElement(void);          // Disable vertex buffer element (VBO element)
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer);    // Enable attribute state pointer
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableStatePointer(int vertexAttribType);                 // Disable attribute state pointer
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Textures state
							 | 
						||
| 
								 | 
							
								RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableTexture(unsigned int id);            // Enable texture
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableTexture(void);                      // Disable texture
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
							 | 
						||
| 
								 | 
							
								RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
							 | 
						||
| 
								 | 
							
								RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shader state
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableShader(unsigned int id);             // Enable shader program
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableShader(void);                       // Disable shader program
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Framebuffer state
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableFramebuffer(unsigned int id);        // Enable render texture (fbo)
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableFramebuffer(void);                  // Disable render texture (fbo), return to default framebuffer
							 | 
						||
| 
								 | 
							
								RLAPI void rlActiveDrawBuffers(int count);              // Activate multiple draw color buffers
							 | 
						||
| 
								 | 
							
								RLAPI 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
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableColorBlend(void);                     // Enable color blending
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableColorBlend(void);                   // Disable color blending
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableDepthTest(void);                     // Enable depth test
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableDepthTest(void);                    // Disable depth test
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableDepthMask(void);                     // Enable depth write
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableDepthMask(void);                    // Disable depth write
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableBackfaceCulling(void);               // Enable backface culling
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableBackfaceCulling(void);              // Disable backface culling
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetCullFace(int mode);                     // Set face culling mode
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableScissorTest(void);                   // Enable scissor test
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableScissorTest(void);                  // Disable scissor test
							 | 
						||
| 
								 | 
							
								RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableWireMode(void);                      // Enable wire mode
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnablePointMode(void);                     //  Enable point mode
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableWireMode(void);                     // Disable wire mode ( and point ) maybe rename
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetLineWidth(float width);                 // Set the line drawing width
							 | 
						||
| 
								 | 
							
								RLAPI float rlGetLineWidth(void);                       // Get the line drawing width
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableSmoothLines(void);                   // Enable line aliasing
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableSmoothLines(void);                  // Disable line aliasing
							 | 
						||
| 
								 | 
							
								RLAPI void rlEnableStereoRender(void);                  // Enable stereo rendering
							 | 
						||
| 
								 | 
							
								RLAPI void rlDisableStereoRender(void);                 // Disable stereo rendering
							 | 
						||
| 
								 | 
							
								RLAPI bool rlIsStereoRenderEnabled(void);               // Check if stereo render is enabled
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
							 | 
						||
| 
								 | 
							
								RLAPI void rlClearScreenBuffers(void);                  // Clear used screen buffers (color and depth)
							 | 
						||
| 
								 | 
							
								RLAPI void rlCheckErrors(void);                         // Check and log OpenGL error codes
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetBlendMode(int mode);                    // Set blending mode
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
							 | 
						||
| 
								 | 
							
								RLAPI 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
							 | 
						||
| 
								 | 
							
								RLAPI void rlglInit(int width, int height);             // Initialize rlgl (buffers, shaders, textures, states)
							 | 
						||
| 
								 | 
							
								RLAPI void rlglClose(void);                             // De-initialize rlgl (buffers, shaders, textures)
							 | 
						||
| 
								 | 
							
								RLAPI void rlLoadExtensions(void *loader);              // Load OpenGL extensions (loader function required)
							 | 
						||
| 
								 | 
							
								RLAPI int rlGetVersion(void);                           // Get current OpenGL version
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetFramebufferWidth(int width);            // Set current framebuffer width
							 | 
						||
| 
								 | 
							
								RLAPI int rlGetFramebufferWidth(void);                  // Get default framebuffer width
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetFramebufferHeight(int height);          // Set current framebuffer height
							 | 
						||
| 
								 | 
							
								RLAPI int rlGetFramebufferHeight(void);                 // Get default framebuffer height
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlGetTextureIdDefault(void);         // Get default texture id
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlGetShaderIdDefault(void);          // Get default shader id
							 | 
						||
| 
								 | 
							
								RLAPI int *rlGetShaderLocsDefault(void);                // 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
							 | 
						||
| 
								 | 
							
								RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements);  // Load a render batch system
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadRenderBatch(rlRenderBatch batch);                        // Unload render batch system
							 | 
						||
| 
								 | 
							
								RLAPI void rlDrawRenderBatch(rlRenderBatch *batch);                         // Draw render batch data (Update->Draw->Reset)
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch);                    // Set the active render batch for rlgl (NULL for default internal)
							 | 
						||
| 
								 | 
							
								RLAPI void rlDrawRenderBatchActive(void);                                   // Update and draw internal render batch
							 | 
						||
| 
								 | 
							
								RLAPI bool rlCheckRenderBatchLimit(int vCount);                             // Check internal buffer overflow for a given number of vertex
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetTexture(unsigned int id);               // Set current texture for render batch and check buffers limits
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//------------------------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Vertex buffers management
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadVertexArray(void);                               // Load vertex array (vao) if supported
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic);            // Load a vertex buffer attribute
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic);     // Load a new attributes element buffer
							 | 
						||
| 
								 | 
							
								RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset);     // Update GPU buffer with new data
							 | 
						||
| 
								 | 
							
								RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset);   // Update vertex buffer elements with new data
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadVertexArray(unsigned int vaoId);
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
							 | 
						||
| 
								 | 
							
								RLAPI void rlDrawVertexArray(int offset, int count);
							 | 
						||
| 
								 | 
							
								RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
							 | 
						||
| 
								 | 
							
								RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
							 | 
						||
| 
								 | 
							
								RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Textures management
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer);               // Load depth texture/renderbuffer (to be attached to fbo)
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format);                        // Load texture cubemap
							 | 
						||
| 
								 | 
							
								RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data);  // Update GPU texture with new data
							 | 
						||
| 
								 | 
							
								RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType);  // Get OpenGL internal formats
							 | 
						||
| 
								 | 
							
								RLAPI const char *rlGetPixelFormatName(unsigned int format);              // Get name string for pixel format
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadTexture(unsigned int id);                              // Unload texture from GPU memory
							 | 
						||
| 
								 | 
							
								RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
							 | 
						||
| 
								 | 
							
								RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format);              // Read texture pixel data
							 | 
						||
| 
								 | 
							
								RLAPI unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Framebuffer management (fbo)
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadFramebuffer(int width, int height);              // Load an empty framebuffer
							 | 
						||
| 
								 | 
							
								RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel);  // Attach texture/renderbuffer to a framebuffer
							 | 
						||
| 
								 | 
							
								RLAPI bool rlFramebufferComplete(unsigned int id);                        // Verify framebuffer is complete
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadFramebuffer(unsigned int id);                          // Delete framebuffer from GPU
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shaders management
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode);    // Load shader from code strings
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlCompileShader(const char *shaderCode, int type);           // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadShaderProgram(unsigned int id);                              // Unload shader program
							 | 
						||
| 
								 | 
							
								RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
							 | 
						||
| 
								 | 
							
								RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName);   // Get shader location attribute
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count);   // Set shader value uniform
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);                        // Set shader value matrix
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId);           // Set shader value sampler
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetShader(unsigned int id, int *locs);                             // Set shader currently active (id and locations)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Compute shader management
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);           // Load compute shader program
							 | 
						||
| 
								 | 
							
								RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);  // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shader buffer storage object management (ssbo)
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
							 | 
						||
| 
								 | 
							
								RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);                           // Unload shader storage buffer object (SSBO)
							 | 
						||
| 
								 | 
							
								RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
							 | 
						||
| 
								 | 
							
								RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);             // Bind SSBO buffer
							 | 
						||
| 
								 | 
							
								RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
							 | 
						||
| 
								 | 
							
								RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
							 | 
						||
| 
								 | 
							
								RLAPI unsigned int rlGetShaderBufferSize(unsigned int id);                      // Get SSBO buffer size
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Buffer management
							 | 
						||
| 
								 | 
							
								RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly);  // Bind image texture
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Matrix state management
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixModelview(void);                                  // Get internal modelview matrix
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixProjection(void);                                 // Get internal projection matrix
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixTransform(void);                                  // Get internal accumulated transform matrix
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixProjectionStereo(int eye);                        // Get internal projection matrix for stereo render (selected eye)
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye);                        // Get internal view offset matrix for stereo render (selected eye)
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetMatrixProjection(Matrix proj);                            // Set a custom projection matrix (replaces internal projection matrix)
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetMatrixModelview(Matrix view);                             // Set a custom modelview matrix (replaces internal modelview matrix)
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left);        // Set eyes projection matrices for stereo rendering
							 | 
						||
| 
								 | 
							
								RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);        // Set eyes view offsets matrices for stereo rendering
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Quick and dirty cube/quad buffers load->draw->unload
							 | 
						||
| 
								 | 
							
								RLAPI void rlLoadDrawCube(void);     // Load and draw a cube
							 | 
						||
| 
								 | 
							
								RLAPI void rlLoadDrawQuad(void);     // Load and draw a quad
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(__cplusplus)
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif // RLGL_H
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/***********************************************************************************
							 | 
						||
| 
								 | 
							
								*
							 | 
						||
| 
								 | 
							
								*   RLGL IMPLEMENTATION
							 | 
						||
| 
								 | 
							
								*
							 | 
						||
| 
								 | 
							
								************************************************************************************/
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_IMPLEMENTATION)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    #if defined(__APPLE__)
							 | 
						||
| 
								 | 
							
								        #include <OpenGL/gl.h>          // OpenGL 1.1 library for OSX
							 | 
						||
| 
								 | 
							
								        #include <OpenGL/glext.h>       // OpenGL extensions library
							 | 
						||
| 
								 | 
							
								    #else
							 | 
						||
| 
								 | 
							
								        // APIENTRY for OpenGL function pointer declarations is required
							 | 
						||
| 
								 | 
							
								        #if !defined(APIENTRY)
							 | 
						||
| 
								 | 
							
								            #if defined(_WIN32)
							 | 
						||
| 
								 | 
							
								                #define APIENTRY __stdcall
							 | 
						||
| 
								 | 
							
								            #else
							 | 
						||
| 
								 | 
							
								                #define APIENTRY
							 | 
						||
| 
								 | 
							
								            #endif
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								        // WINGDIAPI definition. Some Windows OpenGL headers need it
							 | 
						||
| 
								 | 
							
								        #if !defined(WINGDIAPI) && defined(_WIN32)
							 | 
						||
| 
								 | 
							
								            #define WINGDIAPI __declspec(dllimport)
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #include <GL/gl.h>              // OpenGL 1.1 library
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    #define GLAD_MALLOC RL_MALLOC
							 | 
						||
| 
								 | 
							
								    #define GLAD_FREE RL_FREE
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    #define GLAD_GL_IMPLEMENTATION
							 | 
						||
| 
								 | 
							
								    #include "external/glad.h"          // GLAD extensions loading library, includes OpenGL headers
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								    #include <GLES3/gl3.h>              // OpenGL ES 3.0 library
							 | 
						||
| 
								 | 
							
								    #define GL_GLEXT_PROTOTYPES
							 | 
						||
| 
								 | 
							
								    #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // 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
							 | 
						||
| 
								 | 
							
								    #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
							 | 
						||
| 
								 | 
							
								        #define GLAD_GLES2_IMPLEMENTATION
							 | 
						||
| 
								 | 
							
								        #include "external/glad_gles2.h"
							 | 
						||
| 
								 | 
							
								    #else
							 | 
						||
| 
								 | 
							
								        #define GL_GLEXT_PROTOTYPES
							 | 
						||
| 
								 | 
							
								        //#include <EGL/egl.h>          // EGL library -> not required, platform layer
							 | 
						||
| 
								 | 
							
								        #include <GLES2/gl2.h>          // OpenGL ES 2.0 library
							 | 
						||
| 
								 | 
							
								        #include <GLES2/gl2ext.h>       // OpenGL ES 2.0 extensions library
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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)
							 | 
						||
| 
								 | 
							
								    #if defined(PLATFORM_DRM)
							 | 
						||
| 
								 | 
							
								    typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
							 | 
						||
| 
								 | 
							
								    typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
							 | 
						||
| 
								 | 
							
								    typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include <stdlib.h>                     // Required for: malloc(), free()
							 | 
						||
| 
								 | 
							
								#include <string.h>                     // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
							 | 
						||
| 
								 | 
							
								#include <math.h>                       // Required for: sqrtf(), sinf(), cosf(), floor(), log()
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Defines and Macros
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#ifndef PI
							 | 
						||
| 
								 | 
							
								    #define PI 3.14159265358979323846f
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef DEG2RAD
							 | 
						||
| 
								 | 
							
								    #define DEG2RAD (PI/180.0f)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RAD2DEG
							 | 
						||
| 
								 | 
							
								    #define RAD2DEG (180.0f/PI)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifndef GL_SHADING_LANGUAGE_VERSION
							 | 
						||
| 
								 | 
							
								    #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_ETC1_RGB8_OES
							 | 
						||
| 
								 | 
							
								    #define GL_ETC1_RGB8_OES                    0x8D64
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGB8_ETC2
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGB8_ETC2             0x9274
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
							 | 
						||
| 
								 | 
							
								    #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
							 | 
						||
| 
								 | 
							
								    #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
							 | 
						||
| 
								 | 
							
								    #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    #define GL_UNSIGNED_SHORT_5_6_5             0x8363
							 | 
						||
| 
								 | 
							
								    #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
							 | 
						||
| 
								 | 
							
								    #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								    #define GL_LUMINANCE                        0x1909
							 | 
						||
| 
								 | 
							
								    #define GL_LUMINANCE_ALPHA                  0x190A
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    #define glClearDepth                 glClearDepthf
							 | 
						||
| 
								 | 
							
								    #if !defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								        #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
							 | 
						||
| 
								 | 
							
								        #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Default shader vertex attribute names to set location points
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: 0
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: 1
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: 2
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: 3
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: 4
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: 5
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
							 | 
						||
| 
								 | 
							
								    #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Types and Structures Definition
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								typedef struct rlglData {
							 | 
						||
| 
								 | 
							
								    rlRenderBatch *currentBatch;            // Current render batch
							 | 
						||
| 
								 | 
							
								    rlRenderBatch defaultBatch;             // Default internal render batch
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    struct {
							 | 
						||
| 
								 | 
							
								        int vertexCounter;                  // Current active render batch vertex counter (generic, used for all batches)
							 | 
						||
| 
								 | 
							
								        float texcoordx, texcoordy;         // Current active texture coordinate (added on glVertex*())
							 | 
						||
| 
								 | 
							
								        float normalx, normaly, normalz;    // Current active normal (added on glVertex*())
							 | 
						||
| 
								 | 
							
								        unsigned char colorr, colorg, colorb, colora;   // Current active color (added on glVertex*())
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        int currentMatrixMode;              // Current matrix mode
							 | 
						||
| 
								 | 
							
								        Matrix *currentMatrix;              // Current matrix pointer
							 | 
						||
| 
								 | 
							
								        Matrix modelview;                   // Default modelview matrix
							 | 
						||
| 
								 | 
							
								        Matrix projection;                  // Default projection matrix
							 | 
						||
| 
								 | 
							
								        Matrix transform;                   // Transform matrix to be used with rlTranslate, rlRotate, rlScale
							 | 
						||
| 
								 | 
							
								        bool transformRequired;             // Require transform matrix application to current draw-call vertex (if required)
							 | 
						||
| 
								 | 
							
								        Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
							 | 
						||
| 
								 | 
							
								        int stackCounter;                   // Matrix stack counter
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        unsigned int defaultTextureId;      // Default texture used on shapes/poly drawing (required by shader)
							 | 
						||
| 
								 | 
							
								        unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS];    // Active texture ids to be enabled on batch drawing (0 active by default)
							 | 
						||
| 
								 | 
							
								        unsigned int defaultVShaderId;      // Default vertex shader id (used by default shader program)
							 | 
						||
| 
								 | 
							
								        unsigned int defaultFShaderId;      // Default fragment shader id (used by default shader program)
							 | 
						||
| 
								 | 
							
								        unsigned int defaultShaderId;       // Default shader program id, supports vertex color and diffuse texture
							 | 
						||
| 
								 | 
							
								        int *defaultShaderLocs;             // Default shader locations pointer to be used on rendering
							 | 
						||
| 
								 | 
							
								        unsigned int currentShaderId;       // Current shader id to be used on rendering (by default, defaultShaderId)
							 | 
						||
| 
								 | 
							
								        int *currentShaderLocs;             // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        bool stereoRender;                  // Stereo rendering flag
							 | 
						||
| 
								 | 
							
								        Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
							 | 
						||
| 
								 | 
							
								        Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Blending variables
							 | 
						||
| 
								 | 
							
								        int currentBlendMode;               // Blending mode active
							 | 
						||
| 
								 | 
							
								        int glBlendSrcFactor;               // Blending source factor
							 | 
						||
| 
								 | 
							
								        int glBlendDstFactor;               // Blending destination factor
							 | 
						||
| 
								 | 
							
								        int glBlendEquation;                // Blending equation
							 | 
						||
| 
								 | 
							
								        int glBlendSrcFactorRGB;            // Blending source RGB factor
							 | 
						||
| 
								 | 
							
								        int glBlendDestFactorRGB;           // Blending destination RGB factor
							 | 
						||
| 
								 | 
							
								        int glBlendSrcFactorAlpha;          // Blending source alpha factor
							 | 
						||
| 
								 | 
							
								        int glBlendDestFactorAlpha;         // Blending destination alpha factor
							 | 
						||
| 
								 | 
							
								        int glBlendEquationRGB;             // Blending equation for RGB
							 | 
						||
| 
								 | 
							
								        int glBlendEquationAlpha;           // Blending equation for alpha
							 | 
						||
| 
								 | 
							
								        bool glCustomBlendModeModified;     // Custom blending factor and equation modification status
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        int framebufferWidth;               // Current framebuffer width
							 | 
						||
| 
								 | 
							
								        int framebufferHeight;              // Current framebuffer height
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    } State;            // Renderer state
							 | 
						||
| 
								 | 
							
								    struct {
							 | 
						||
| 
								 | 
							
								        bool vao;                           // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
							 | 
						||
| 
								 | 
							
								        bool instancing;                    // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
							 | 
						||
| 
								 | 
							
								        bool texNPOT;                       // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
							 | 
						||
| 
								 | 
							
								        bool texDepth;                      // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
							 | 
						||
| 
								 | 
							
								        bool texDepthWebGL;                 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
							 | 
						||
| 
								 | 
							
								        bool texFloat32;                    // float textures support (32 bit per channel) (GL_OES_texture_float)
							 | 
						||
| 
								 | 
							
								        bool texFloat16;                    // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
							 | 
						||
| 
								 | 
							
								        bool texCompDXT;                    // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
							 | 
						||
| 
								 | 
							
								        bool texCompETC1;                   // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
							 | 
						||
| 
								 | 
							
								        bool texCompETC2;                   // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
							 | 
						||
| 
								 | 
							
								        bool texCompPVRT;                   // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
							 | 
						||
| 
								 | 
							
								        bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
							 | 
						||
| 
								 | 
							
								        bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
							 | 
						||
| 
								 | 
							
								        bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
							 | 
						||
| 
								 | 
							
								        bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)
							 | 
						||
| 
								 | 
							
								        bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
							 | 
						||
| 
								 | 
							
								        int maxDepthBits;                   // Maximum bits for depth component
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    } ExtSupported;     // Extensions supported flags
							 | 
						||
| 
								 | 
							
								} rlglData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								typedef void *(*rlglLoadProc)(const char *name);   // OpenGL extension functions loader signature (same as GLADloadproc)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Global Variables Definition
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								static rlglData RLGL = { 0 };
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								// NOTE: VAO functionality is exposed through extensions (OES)
							 | 
						||
| 
								 | 
							
								static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
							 | 
						||
| 
								 | 
							
								static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
							 | 
						||
| 
								 | 
							
								static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// NOTE: Instancing functionality could also be available through extension
							 | 
						||
| 
								 | 
							
								static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
							 | 
						||
| 
								 | 
							
								static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
							 | 
						||
| 
								 | 
							
								static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module specific Functions Declaration
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								static void rlLoadShaderDefault(void);      // Load default shader
							 | 
						||
| 
								 | 
							
								static void rlUnloadShaderDefault(void);    // Unload default shader
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_SHOW_GL_DETAILS_INFO)
							 | 
						||
| 
								 | 
							
								static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
							 | 
						||
| 
								 | 
							
								#endif  // RLGL_SHOW_GL_DETAILS_INFO
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static int rlGetPixelDataSize(int width, int height, int format);   // Get pixel data size in bytes (image or texture)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Auxiliar matrix math functions
							 | 
						||
| 
								 | 
							
								static Matrix rlMatrixIdentity(void);                       // Get identity matrix
							 | 
						||
| 
								 | 
							
								static Matrix rlMatrixMultiply(Matrix left, Matrix right);  // Multiply two matrices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module Functions Definition - Matrix operations
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								// Fallback to OpenGL 1.1 function calls
							 | 
						||
| 
								 | 
							
								//---------------------------------------
							 | 
						||
| 
								 | 
							
								void rlMatrixMode(int mode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    switch (mode)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
							 | 
						||
| 
								 | 
							
								        case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glFrustum(left, right, bottom, top, znear, zfar);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glOrtho(left, right, bottom, top, znear, zfar);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void rlPushMatrix(void) { glPushMatrix(); }
							 | 
						||
| 
								 | 
							
								void rlPopMatrix(void) { glPopMatrix(); }
							 | 
						||
| 
								 | 
							
								void rlLoadIdentity(void) { glLoadIdentity(); }
							 | 
						||
| 
								 | 
							
								void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
							 | 
						||
| 
								 | 
							
								void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
							 | 
						||
| 
								 | 
							
								void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
							 | 
						||
| 
								 | 
							
								void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								// Choose the current matrix to be transformed
							 | 
						||
| 
								 | 
							
								void rlMatrixMode(int mode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
							 | 
						||
| 
								 | 
							
								    else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
							 | 
						||
| 
								 | 
							
								    //else if (mode == RL_TEXTURE) // Not supported
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    RLGL.State.currentMatrixMode = mode;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Push the current matrix into RLGL.State.stack
							 | 
						||
| 
								 | 
							
								void rlPushMatrix(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        RLGL.State.transformRequired = true;
							 | 
						||
| 
								 | 
							
								        RLGL.State.currentMatrix = &RLGL.State.transform;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
							 | 
						||
| 
								 | 
							
								    RLGL.State.stackCounter++;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Pop lattest inserted matrix from RLGL.State.stack
							 | 
						||
| 
								 | 
							
								void rlPopMatrix(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.stackCounter > 0)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
							 | 
						||
| 
								 | 
							
								        *RLGL.State.currentMatrix = mat;
							 | 
						||
| 
								 | 
							
								        RLGL.State.stackCounter--;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        RLGL.State.currentMatrix = &RLGL.State.modelview;
							 | 
						||
| 
								 | 
							
								        RLGL.State.transformRequired = false;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Reset current matrix to identity matrix
							 | 
						||
| 
								 | 
							
								void rlLoadIdentity(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Multiply the current matrix by a translation matrix
							 | 
						||
| 
								 | 
							
								void rlTranslatef(float x, float y, float z)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix matTranslation = {
							 | 
						||
| 
								 | 
							
								        1.0f, 0.0f, 0.0f, x,
							 | 
						||
| 
								 | 
							
								        0.0f, 1.0f, 0.0f, y,
							 | 
						||
| 
								 | 
							
								        0.0f, 0.0f, 1.0f, z,
							 | 
						||
| 
								 | 
							
								        0.0f, 0.0f, 0.0f, 1.0f
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: We transpose matrix with multiplication order
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Multiply the current matrix by a rotation matrix
							 | 
						||
| 
								 | 
							
								// NOTE: The provided angle must be in degrees
							 | 
						||
| 
								 | 
							
								void rlRotatef(float angle, float x, float y, float z)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix matRotation = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Axis vector (x, y, z) normalization
							 | 
						||
| 
								 | 
							
								    float lengthSquared = x*x + y*y + z*z;
							 | 
						||
| 
								 | 
							
								    if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        float inverseLength = 1.0f/sqrtf(lengthSquared);
							 | 
						||
| 
								 | 
							
								        x *= inverseLength;
							 | 
						||
| 
								 | 
							
								        y *= inverseLength;
							 | 
						||
| 
								 | 
							
								        z *= inverseLength;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Rotation matrix generation
							 | 
						||
| 
								 | 
							
								    float sinres = sinf(DEG2RAD*angle);
							 | 
						||
| 
								 | 
							
								    float cosres = cosf(DEG2RAD*angle);
							 | 
						||
| 
								 | 
							
								    float t = 1.0f - cosres;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matRotation.m0 = x*x*t + cosres;
							 | 
						||
| 
								 | 
							
								    matRotation.m1 = y*x*t + z*sinres;
							 | 
						||
| 
								 | 
							
								    matRotation.m2 = z*x*t - y*sinres;
							 | 
						||
| 
								 | 
							
								    matRotation.m3 = 0.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matRotation.m4 = x*y*t - z*sinres;
							 | 
						||
| 
								 | 
							
								    matRotation.m5 = y*y*t + cosres;
							 | 
						||
| 
								 | 
							
								    matRotation.m6 = z*y*t + x*sinres;
							 | 
						||
| 
								 | 
							
								    matRotation.m7 = 0.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matRotation.m8 = x*z*t + y*sinres;
							 | 
						||
| 
								 | 
							
								    matRotation.m9 = y*z*t - x*sinres;
							 | 
						||
| 
								 | 
							
								    matRotation.m10 = z*z*t + cosres;
							 | 
						||
| 
								 | 
							
								    matRotation.m11 = 0.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matRotation.m12 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matRotation.m13 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matRotation.m14 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matRotation.m15 = 1.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: We transpose matrix with multiplication order
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Multiply the current matrix by a scaling matrix
							 | 
						||
| 
								 | 
							
								void rlScalef(float x, float y, float z)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix matScale = {
							 | 
						||
| 
								 | 
							
								        x, 0.0f, 0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        0.0f, y, 0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        0.0f, 0.0f, z, 0.0f,
							 | 
						||
| 
								 | 
							
								        0.0f, 0.0f, 0.0f, 1.0f
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: We transpose matrix with multiplication order
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Multiply the current matrix by another matrix
							 | 
						||
| 
								 | 
							
								void rlMultMatrixf(const float *matf)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // Matrix creation from array
							 | 
						||
| 
								 | 
							
								    Matrix mat = { matf[0], matf[4], matf[8], matf[12],
							 | 
						||
| 
								 | 
							
								                   matf[1], matf[5], matf[9], matf[13],
							 | 
						||
| 
								 | 
							
								                   matf[2], matf[6], matf[10], matf[14],
							 | 
						||
| 
								 | 
							
								                   matf[3], matf[7], matf[11], matf[15] };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Multiply the current matrix by a perspective matrix generated by parameters
							 | 
						||
| 
								 | 
							
								void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix matFrustum = { 0 };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    float rl = (float)(right - left);
							 | 
						||
| 
								 | 
							
								    float tb = (float)(top - bottom);
							 | 
						||
| 
								 | 
							
								    float fn = (float)(zfar - znear);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matFrustum.m0 = ((float) znear*2.0f)/rl;
							 | 
						||
| 
								 | 
							
								    matFrustum.m1 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matFrustum.m2 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matFrustum.m3 = 0.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matFrustum.m4 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matFrustum.m5 = ((float) znear*2.0f)/tb;
							 | 
						||
| 
								 | 
							
								    matFrustum.m6 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matFrustum.m7 = 0.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matFrustum.m8 = ((float)right + (float)left)/rl;
							 | 
						||
| 
								 | 
							
								    matFrustum.m9 = ((float)top + (float)bottom)/tb;
							 | 
						||
| 
								 | 
							
								    matFrustum.m10 = -((float)zfar + (float)znear)/fn;
							 | 
						||
| 
								 | 
							
								    matFrustum.m11 = -1.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matFrustum.m12 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matFrustum.m13 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
							 | 
						||
| 
								 | 
							
								    matFrustum.m15 = 0.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Multiply the current matrix by an orthographic matrix generated by parameters
							 | 
						||
| 
								 | 
							
								void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // NOTE: If left-right and top-botton values are equal it could create a division by zero,
							 | 
						||
| 
								 | 
							
								    // response to it is platform/compiler dependant
							 | 
						||
| 
								 | 
							
								    Matrix matOrtho = { 0 };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    float rl = (float)(right - left);
							 | 
						||
| 
								 | 
							
								    float tb = (float)(top - bottom);
							 | 
						||
| 
								 | 
							
								    float fn = (float)(zfar - znear);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    matOrtho.m0 = 2.0f/rl;
							 | 
						||
| 
								 | 
							
								    matOrtho.m1 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m2 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m3 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m4 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m5 = 2.0f/tb;
							 | 
						||
| 
								 | 
							
								    matOrtho.m6 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m7 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m8 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m9 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m10 = -2.0f/fn;
							 | 
						||
| 
								 | 
							
								    matOrtho.m11 = 0.0f;
							 | 
						||
| 
								 | 
							
								    matOrtho.m12 = -((float)left + (float)right)/rl;
							 | 
						||
| 
								 | 
							
								    matOrtho.m13 = -((float)top + (float)bottom)/tb;
							 | 
						||
| 
								 | 
							
								    matOrtho.m14 = -((float)zfar + (float)znear)/fn;
							 | 
						||
| 
								 | 
							
								    matOrtho.m15 = 1.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set the viewport area (transformation from normalized device coordinates to window coordinates)
							 | 
						||
| 
								 | 
							
								// NOTE: We store current viewport dimensions
							 | 
						||
| 
								 | 
							
								void rlViewport(int x, int y, int width, int height)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glViewport(x, y, width, height);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module Functions Definition - Vertex level operations
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								// Fallback to OpenGL 1.1 function calls
							 | 
						||
| 
								 | 
							
								//---------------------------------------
							 | 
						||
| 
								 | 
							
								void rlBegin(int mode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    switch (mode)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_LINES: glBegin(GL_LINES); break;
							 | 
						||
| 
								 | 
							
								        case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
							 | 
						||
| 
								 | 
							
								        case RL_QUADS: glBegin(GL_QUADS); break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void rlEnd() { glEnd(); }
							 | 
						||
| 
								 | 
							
								void rlVertex2i(int x, int y) { glVertex2i(x, y); }
							 | 
						||
| 
								 | 
							
								void rlVertex2f(float x, float y) { glVertex2f(x, y); }
							 | 
						||
| 
								 | 
							
								void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
							 | 
						||
| 
								 | 
							
								void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
							 | 
						||
| 
								 | 
							
								void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
							 | 
						||
| 
								 | 
							
								void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
							 | 
						||
| 
								 | 
							
								void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
							 | 
						||
| 
								 | 
							
								void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								// Initialize drawing mode (how to organize vertex)
							 | 
						||
| 
								 | 
							
								void rlBegin(int mode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
							 | 
						||
| 
								 | 
							
								    // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
							 | 
						||
| 
								 | 
							
								    if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // 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
							 | 
						||
| 
								 | 
							
								            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
							 | 
						||
| 
								 | 
							
								            else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
							 | 
						||
| 
								 | 
							
								            else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
							 | 
						||
| 
								 | 
							
								                RLGL.currentBatch->drawCounter++;
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
							 | 
						||
| 
								 | 
							
								        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
							 | 
						||
| 
								 | 
							
								        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Finish vertex providing
							 | 
						||
| 
								 | 
							
								void rlEnd(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // 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)
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (position)
							 | 
						||
| 
								 | 
							
								// NOTE: Vertex position data is the basic information required for drawing
							 | 
						||
| 
								 | 
							
								void rlVertex3f(float x, float y, float z)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    float tx = x;
							 | 
						||
| 
								 | 
							
								    float ty = y;
							 | 
						||
| 
								 | 
							
								    float tz = z;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Transform provided vector if required
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.transformRequired)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
							 | 
						||
| 
								 | 
							
								        ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
							 | 
						||
| 
								 | 
							
								        tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
							 | 
						||
| 
								 | 
							
								            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // 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
							 | 
						||
| 
								 | 
							
								            rlCheckRenderBatchLimit(2 + 1);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
							 | 
						||
| 
								 | 
							
								            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            rlCheckRenderBatchLimit(3 + 1);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
							 | 
						||
| 
								 | 
							
								            (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            rlCheckRenderBatchLimit(4 + 1);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Add vertices
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Add current texcoord
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // WARNING: By default rlVertexBuffer struct does not store normals
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Add current color
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    RLGL.State.vertexCounter++;
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (position)
							 | 
						||
| 
								 | 
							
								void rlVertex2f(float x, float y)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (position)
							 | 
						||
| 
								 | 
							
								void rlVertex2i(int x, int y)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (texture coordinate)
							 | 
						||
| 
								 | 
							
								// NOTE: Texture coordinates are limited to QUADS only
							 | 
						||
| 
								 | 
							
								void rlTexCoord2f(float x, float y)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    RLGL.State.texcoordx = x;
							 | 
						||
| 
								 | 
							
								    RLGL.State.texcoordy = y;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (normal)
							 | 
						||
| 
								 | 
							
								// NOTE: Normals limited to TRIANGLES only?
							 | 
						||
| 
								 | 
							
								void rlNormal3f(float x, float y, float z)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    RLGL.State.normalx = x;
							 | 
						||
| 
								 | 
							
								    RLGL.State.normaly = y;
							 | 
						||
| 
								 | 
							
								    RLGL.State.normalz = z;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (color)
							 | 
						||
| 
								 | 
							
								void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    RLGL.State.colorr = x;
							 | 
						||
| 
								 | 
							
								    RLGL.State.colorg = y;
							 | 
						||
| 
								 | 
							
								    RLGL.State.colorb = z;
							 | 
						||
| 
								 | 
							
								    RLGL.State.colora = w;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (color)
							 | 
						||
| 
								 | 
							
								void rlColor4f(float r, float g, float b, float a)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Define one vertex (color)
							 | 
						||
| 
								 | 
							
								void rlColor3f(float x, float y, float z)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//--------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
							 | 
						||
| 
								 | 
							
								//--------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set current texture to use
							 | 
						||
| 
								 | 
							
								void rlSetTexture(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    if (id == 0)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								        rlDisableTexture();
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								        // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
							 | 
						||
| 
								 | 
							
								        if (RLGL.State.vertexCounter >=
							 | 
						||
| 
								 | 
							
								            RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            rlDrawRenderBatch(RLGL.currentBatch);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								        rlEnableTexture(id);
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                // 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
							 | 
						||
| 
								 | 
							
								                if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
							 | 
						||
| 
								 | 
							
								                else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
							 | 
						||
| 
								 | 
							
								                else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
							 | 
						||
| 
								 | 
							
								                {
							 | 
						||
| 
								 | 
							
								                    RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                    RLGL.currentBatch->drawCounter++;
							 | 
						||
| 
								 | 
							
								                }
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
							 | 
						||
| 
								 | 
							
								            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Select and active a texture slot
							 | 
						||
| 
								 | 
							
								void rlActiveTextureSlot(int slot)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glActiveTexture(GL_TEXTURE0 + slot);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable texture
							 | 
						||
| 
								 | 
							
								void rlEnableTexture(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    glEnable(GL_TEXTURE_2D);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable texture
							 | 
						||
| 
								 | 
							
								void rlDisableTexture(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    glDisable(GL_TEXTURE_2D);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable texture cubemap
							 | 
						||
| 
								 | 
							
								void rlEnableTextureCubemap(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable texture cubemap
							 | 
						||
| 
								 | 
							
								void rlDisableTextureCubemap(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set texture parameters (wrap mode/filter mode)
							 | 
						||
| 
								 | 
							
								void rlTextureParameters(unsigned int id, int param, int value)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    // Reset anisotropy filter, in case it was set
							 | 
						||
| 
								 | 
							
								    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    switch (param)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_WRAP_S:
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_WRAP_T:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								#if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								                if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
							 | 
						||
| 
								 | 
							
								                else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else glTexParameteri(GL_TEXTURE_2D, param, value);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_MAG_FILTER:
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_FILTER_ANISOTROPIC:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								#if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								            if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
							 | 
						||
| 
								 | 
							
								            else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
							 | 
						||
| 
								 | 
							
								                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set cubemap parameters (wrap mode/filter mode)
							 | 
						||
| 
								 | 
							
								void rlCubemapParameters(unsigned int id, int param, int value)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Reset anisotropy filter, in case it was set
							 | 
						||
| 
								 | 
							
								    glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    switch (param)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_WRAP_S:
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_WRAP_T:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
							 | 
						||
| 
								 | 
							
								                else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_MAG_FILTER:
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_FILTER_ANISOTROPIC:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
							 | 
						||
| 
								 | 
							
								            else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
							 | 
						||
| 
								 | 
							
								                glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								        case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable shader program
							 | 
						||
| 
								 | 
							
								void rlEnableShader(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
							 | 
						||
| 
								 | 
							
								    glUseProgram(id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable shader program
							 | 
						||
| 
								 | 
							
								void rlDisableShader(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
							 | 
						||
| 
								 | 
							
								    glUseProgram(0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable rendering to texture (fbo)
							 | 
						||
| 
								 | 
							
								void rlEnableFramebuffer(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable rendering to texture
							 | 
						||
| 
								 | 
							
								void rlDisableFramebuffer(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Blit active framebuffer to main framebuffer
							 | 
						||
| 
								 | 
							
								void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Activate multiple draw color buffers
							 | 
						||
| 
								 | 
							
								// NOTE: One color buffer is always active by default
							 | 
						||
| 
								 | 
							
								void rlActiveDrawBuffers(int count)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
							 | 
						||
| 
								 | 
							
								    // 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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (count > 0)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
							 | 
						||
| 
								 | 
							
								        else
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            unsigned int buffers[8] = {
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT0_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT1_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT2_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT3_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT4_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT5_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT6_EXT,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT7_EXT,
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT0,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT1,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT2,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT3,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT4,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT5,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT6,
							 | 
						||
| 
								 | 
							
								                GL_COLOR_ATTACHMENT7,
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								            };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								            glDrawBuffersEXT(count, buffers);
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								            glDrawBuffers(count, buffers);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// General render state configuration
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable color blending
							 | 
						||
| 
								 | 
							
								void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable color blending
							 | 
						||
| 
								 | 
							
								void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable depth test
							 | 
						||
| 
								 | 
							
								void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable depth test
							 | 
						||
| 
								 | 
							
								void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable depth write
							 | 
						||
| 
								 | 
							
								void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable depth write
							 | 
						||
| 
								 | 
							
								void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable backface culling
							 | 
						||
| 
								 | 
							
								void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable backface culling
							 | 
						||
| 
								 | 
							
								void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set face culling mode
							 | 
						||
| 
								 | 
							
								void rlSetCullFace(int mode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    switch (mode)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
							 | 
						||
| 
								 | 
							
								        case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable scissor test
							 | 
						||
| 
								 | 
							
								void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable scissor test
							 | 
						||
| 
								 | 
							
								void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Scissor test
							 | 
						||
| 
								 | 
							
								void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable wire mode
							 | 
						||
| 
								 | 
							
								void rlEnableWireMode(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    // NOTE: glPolygonMode() not available on OpenGL ES
							 | 
						||
| 
								 | 
							
								    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void rlEnablePointMode(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    // NOTE: glPolygonMode() not available on OpenGL ES
							 | 
						||
| 
								 | 
							
								    glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
							 | 
						||
| 
								 | 
							
								    glEnable(GL_PROGRAM_POINT_SIZE);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								// Disable wire mode
							 | 
						||
| 
								 | 
							
								void rlDisableWireMode(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    // NOTE: glPolygonMode() not available on OpenGL ES
							 | 
						||
| 
								 | 
							
								    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set the line drawing width
							 | 
						||
| 
								 | 
							
								void rlSetLineWidth(float width) { glLineWidth(width); }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get the line drawing width
							 | 
						||
| 
								 | 
							
								float rlGetLineWidth(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    float width = 0;
							 | 
						||
| 
								 | 
							
								    glGetFloatv(GL_LINE_WIDTH, &width);
							 | 
						||
| 
								 | 
							
								    return width;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable line aliasing
							 | 
						||
| 
								 | 
							
								void rlEnableSmoothLines(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    glEnable(GL_LINE_SMOOTH);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable line aliasing
							 | 
						||
| 
								 | 
							
								void rlDisableSmoothLines(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    glDisable(GL_LINE_SMOOTH);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable stereo rendering
							 | 
						||
| 
								 | 
							
								void rlEnableStereoRender(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
							 | 
						||
| 
								 | 
							
								    RLGL.State.stereoRender = true;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable stereo rendering
							 | 
						||
| 
								 | 
							
								void rlDisableStereoRender(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
							 | 
						||
| 
								 | 
							
								    RLGL.State.stereoRender = false;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Check if stereo render is enabled
							 | 
						||
| 
								 | 
							
								bool rlIsStereoRenderEnabled(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
							 | 
						||
| 
								 | 
							
								    return RLGL.State.stereoRender;
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    return false;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Clear color buffer with color
							 | 
						||
| 
								 | 
							
								void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // Color values clamp to 0.0f(0) and 1.0f(255)
							 | 
						||
| 
								 | 
							
								    float cr = (float)r/255;
							 | 
						||
| 
								 | 
							
								    float cg = (float)g/255;
							 | 
						||
| 
								 | 
							
								    float cb = (float)b/255;
							 | 
						||
| 
								 | 
							
								    float ca = (float)a/255;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glClearColor(cr, cg, cb, ca);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Clear used screen buffers (color and depth)
							 | 
						||
| 
								 | 
							
								void rlClearScreenBuffers(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // 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
							 | 
						||
| 
								 | 
							
								void rlCheckErrors()
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    int check = 1;
							 | 
						||
| 
								 | 
							
								    while (check)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        const GLenum err = glGetError();
							 | 
						||
| 
								 | 
							
								        switch (err)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            case GL_NO_ERROR: check = 0; break;
							 | 
						||
| 
								 | 
							
								            case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
							 | 
						||
| 
								 | 
							
								            case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
							 | 
						||
| 
								 | 
							
								            case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
							 | 
						||
| 
								 | 
							
								            case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
							 | 
						||
| 
								 | 
							
								            case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
							 | 
						||
| 
								 | 
							
								            case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
							 | 
						||
| 
								 | 
							
								            case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
							 | 
						||
| 
								 | 
							
								            default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set blend mode
							 | 
						||
| 
								 | 
							
								void rlSetBlendMode(int mode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        rlDrawRenderBatch(RLGL.currentBatch);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        switch (mode)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_CUSTOM:
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
							 | 
						||
| 
								 | 
							
								                glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            } break;
							 | 
						||
| 
								 | 
							
								            case RL_BLEND_CUSTOM_SEPARATE:
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
							 | 
						||
| 
								 | 
							
								                glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
							 | 
						||
| 
								 | 
							
								                glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            } break;
							 | 
						||
| 
								 | 
							
								            default: break;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        RLGL.State.currentBlendMode = mode;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glCustomBlendModeModified = false;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set blending mode factor and equation
							 | 
						||
| 
								 | 
							
								void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendDstFactor != glDstFactor) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendEquation != glEquation))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendSrcFactor = glSrcFactor;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendDstFactor = glDstFactor;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendEquation = glEquation;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        RLGL.State.glCustomBlendModeModified = true;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set blending mode factor and equation separately for RGB and alpha
							 | 
						||
| 
								 | 
							
								void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendEquationRGB != glEqRGB) ||
							 | 
						||
| 
								 | 
							
								        (RLGL.State.glBlendEquationAlpha != glEqAlpha))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendDestFactorRGB = glDstRGB;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendEquationRGB = glEqRGB;
							 | 
						||
| 
								 | 
							
								        RLGL.State.glBlendEquationAlpha = glEqAlpha;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        RLGL.State.glCustomBlendModeModified = true;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module Functions Definition - OpenGL Debug
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // 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)
							 | 
						||
| 
								 | 
							
								    if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const char *msgSource = NULL;
							 | 
						||
| 
								 | 
							
								    switch (source)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const char *msgType = NULL;
							 | 
						||
| 
								 | 
							
								    switch (type)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const char *msgSeverity = "DEFAULT";
							 | 
						||
| 
								 | 
							
								    switch (severity)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
							 | 
						||
| 
								 | 
							
								        case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
							 | 
						||
| 
								 | 
							
								    TRACELOG(LOG_WARNING, "    > Type: %s", msgType);
							 | 
						||
| 
								 | 
							
								    TRACELOG(LOG_WARNING, "    > Source = %s", msgSource);
							 | 
						||
| 
								 | 
							
								    TRACELOG(LOG_WARNING, "    > Severity = %s", msgSeverity);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module Functions Definition - rlgl functionality
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
							 | 
						||
| 
								 | 
							
								void rlglInit(int width, int height)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // Enable OpenGL debug context if required
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glDebugMessageCallback(rlDebugMessageCallback, 0);
							 | 
						||
| 
								 | 
							
								        // 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
							 | 
						||
| 
								 | 
							
								        glEnable(GL_DEBUG_OUTPUT);
							 | 
						||
| 
								 | 
							
								        glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // Init default white texture
							 | 
						||
| 
								 | 
							
								    unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
							 | 
						||
| 
								 | 
							
								    RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init default Shader (customized for GL 3.3 and ES2)
							 | 
						||
| 
								 | 
							
								    // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
							 | 
						||
| 
								 | 
							
								    rlLoadShaderDefault();
							 | 
						||
| 
								 | 
							
								    RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
							 | 
						||
| 
								 | 
							
								    RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init default vertex arrays buffers
							 | 
						||
| 
								 | 
							
								    RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
							 | 
						||
| 
								 | 
							
								    RLGL.currentBatch = &RLGL.defaultBatch;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init stack matrices (emulating OpenGL 1.1)
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init internal matrices
							 | 
						||
| 
								 | 
							
								    RLGL.State.transform = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								    RLGL.State.projection = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								    RLGL.State.modelview = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								    RLGL.State.currentMatrix = &RLGL.State.modelview;
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Initialize OpenGL default states
							 | 
						||
| 
								 | 
							
								    //----------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    // Init state: Depth test
							 | 
						||
| 
								 | 
							
								    glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
							 | 
						||
| 
								 | 
							
								    glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init state: Blending mode
							 | 
						||
| 
								 | 
							
								    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
							 | 
						||
| 
								 | 
							
								    glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init state: Culling
							 | 
						||
| 
								 | 
							
								    // NOTE: All shapes/models triangles are drawn CCW
							 | 
						||
| 
								 | 
							
								    glCullFace(GL_BACK);                                    // Cull the back face (default)
							 | 
						||
| 
								 | 
							
								    glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
							 | 
						||
| 
								 | 
							
								    glEnable(GL_CULL_FACE);                                 // Enable backface culling
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init state: Cubemap seamless
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);                 // Seamless cubemaps (not supported on OpenGL ES 2.0)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    // Init state: Color hints (deprecated in OpenGL 3.0+)
							 | 
						||
| 
								 | 
							
								    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
							 | 
						||
| 
								 | 
							
								    glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // Store screen size into global variables
							 | 
						||
| 
								 | 
							
								    RLGL.State.framebufferWidth = width;
							 | 
						||
| 
								 | 
							
								    RLGL.State.framebufferHeight = height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
							 | 
						||
| 
								 | 
							
								    //----------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init state: Color/Depth buffers clear
							 | 
						||
| 
								 | 
							
								    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
							 | 
						||
| 
								 | 
							
								    glClearDepth(1.0f);                                     // Set clear depth value (default)
							 | 
						||
| 
								 | 
							
								    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Vertex Buffer Object deinitialization (memory free)
							 | 
						||
| 
								 | 
							
								void rlglClose(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    rlUnloadRenderBatch(RLGL.defaultBatch);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    rlUnloadShaderDefault();          // Unload default shader
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load OpenGL extensions
							 | 
						||
| 
								 | 
							
								// NOTE: External loader function must be provided
							 | 
						||
| 
								 | 
							
								void rlLoadExtensions(void *loader)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)     // Also defined for GRAPHICS_API_OPENGL_21
							 | 
						||
| 
								 | 
							
								    // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
							 | 
						||
| 
								 | 
							
								    if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Get number of supported extensions
							 | 
						||
| 
								 | 
							
								    GLint numExt = 0;
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_SHOW_GL_DETAILS_INFO)
							 | 
						||
| 
								 | 
							
								    // Get supported extensions list
							 | 
						||
| 
								 | 
							
								    // WARNING: glGetStringi() not available on OpenGL 2.1
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", glGetStringi(GL_EXTENSIONS, i));
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								    // Register supported extensions flags
							 | 
						||
| 
								 | 
							
								    // Optional OpenGL 2.1 extensions
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.maxDepthBits = 32;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    // Register supported extensions flags
							 | 
						||
| 
								 | 
							
								    // OpenGL 3.3 extensions supported by default (core)
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.vao = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.instancing = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texNPOT = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texFloat32 = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texFloat16 = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texDepth = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.maxDepthBits = 32;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texAnisoFilter = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texMirrorClamp = true;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Optional OpenGL 3.3 extensions
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc;  // Texture compression: DXT
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility;        // Texture compression: ETC2/EAC
							 | 
						||
| 
								 | 
							
								    #if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								    // Register supported extensions flags
							 | 
						||
| 
								 | 
							
								    // OpenGL ES 3.0 extensions supported by default (or it should be)
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.vao = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.instancing = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texNPOT = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texFloat32 = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texFloat16 = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texDepth = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texDepthWebGL = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.maxDepthBits = 24;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texAnisoFilter = true;
							 | 
						||
| 
								 | 
							
								    RLGL.ExtSupported.texMirrorClamp = true;
							 | 
						||
| 
								 | 
							
								    // 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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
							 | 
						||
| 
								 | 
							
								    // TODO: Support GLAD loader for OpenGL ES 3.0
							 | 
						||
| 
								 | 
							
								    if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Get supported extensions list
							 | 
						||
| 
								 | 
							
								    GLint numExt = 0;
							 | 
						||
| 
								 | 
							
								    const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
							 | 
						||
| 
								 | 
							
								    const char *extensions = (const char *)glGetString(GL_EXTENSIONS);  // One big const string
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: We have to duplicate string because glGetString() returns a const string
							 | 
						||
| 
								 | 
							
								    int size = strlen(extensions) + 1;      // Get extensions string size in bytes
							 | 
						||
| 
								 | 
							
								    char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
							 | 
						||
| 
								 | 
							
								    strcpy(extensionsDup, extensions);
							 | 
						||
| 
								 | 
							
								    extList[numExt] = extensionsDup;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < size; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (extensionsDup[i] == ' ')
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            extensionsDup[i] = '\0';
							 | 
						||
| 
								 | 
							
								            numExt++;
							 | 
						||
| 
								 | 
							
								            extList[numExt] = &extensionsDup[i + 1];
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_SHOW_GL_DETAILS_INFO)
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", extList[i]);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Check required extensions
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < numExt; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // Check VAO support
							 | 
						||
| 
								 | 
							
								        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // 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...
							 | 
						||
| 
								 | 
							
								            glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
							 | 
						||
| 
								 | 
							
								            glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
							 | 
						||
| 
								 | 
							
								            glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
							 | 
						||
| 
								 | 
							
								            //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check instanced rendering support
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)         // Web ANGLE
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
							 | 
						||
| 
								 | 
							
								            glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
							 | 
						||
| 
								 | 
							
								            glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        else
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) &&     // Standard EXT
							 | 
						||
| 
								 | 
							
								                (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
							 | 
						||
| 
								 | 
							
								                glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
							 | 
						||
| 
								 | 
							
								                glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check NPOT textures support
							 | 
						||
| 
								 | 
							
								        // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check texture float support
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check depth texture support
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true;    // WebGL requires unsized internal format
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;   // Not available on WebGL
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;   // Not available on WebGL
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check texture compression support: DXT
							 | 
						||
| 
								 | 
							
								        if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
							 | 
						||
| 
								 | 
							
								            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
							 | 
						||
| 
								 | 
							
								            (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check texture compression support: ETC1
							 | 
						||
| 
								 | 
							
								        if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
							 | 
						||
| 
								 | 
							
								            (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check texture compression support: ETC2/EAC
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check texture compression support: PVR
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check texture compression support: ASTC
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check anisotropic texture filter support
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Check clamp mirror wrap mode support
							 | 
						||
| 
								 | 
							
								        if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Free extensions pointers
							 | 
						||
| 
								 | 
							
								    RL_FREE(extList);
							 | 
						||
| 
								 | 
							
								    RL_FREE(extensionsDup);    // Duplicated string must be deallocated
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Check OpenGL information and capabilities
							 | 
						||
| 
								 | 
							
								    //------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    // Show current OpenGL and GLSL version
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    > Vendor:   %s", glGetString(GL_VENDOR));
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    > Renderer: %s", glGetString(GL_RENDERER));
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    > Version:  %s", glGetString(GL_VERSION));
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    > GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // NOTE: Anisotropy levels capability is an extension
							 | 
						||
| 
								 | 
							
								    #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
							 | 
						||
| 
								 | 
							
								        #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_SHOW_GL_DETAILS_INFO)
							 | 
						||
| 
								 | 
							
								    // Show some OpenGL GPU capabilities
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
							 | 
						||
| 
								 | 
							
								    GLint capability = 0;
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_SIZE: %i", capability);
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIBS: %i", capability);
							 | 
						||
| 
								 | 
							
								    #if !defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_DRAW_BUFFERS: %i", capability);
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
							 | 
						||
| 
								 | 
							
								    GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, "        %s", rlGetCompressedFormatName(compFormats[i]));
							 | 
						||
| 
								 | 
							
								    RL_FREE(compFormats);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
							 | 
						||
| 
								 | 
							
								    glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_43
							 | 
						||
| 
								 | 
							
								#else   // RLGL_SHOW_GL_DETAILS_INFO
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Show some basic info about GL supported features
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
							 | 
						||
| 
								 | 
							
								#endif  // RLGL_SHOW_GL_DETAILS_INFO
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get current OpenGL version
							 | 
						||
| 
								 | 
							
								int rlGetVersion(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int glVersion = 0;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    glVersion = RL_OPENGL_11;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								    glVersion = RL_OPENGL_21;
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glVersion = RL_OPENGL_43;
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    glVersion = RL_OPENGL_33;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								    glVersion = RL_OPENGL_ES_30;
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glVersion = RL_OPENGL_ES_20;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return glVersion;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set current framebuffer width
							 | 
						||
| 
								 | 
							
								void rlSetFramebufferWidth(int width)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    RLGL.State.framebufferWidth = width;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set current framebuffer height
							 | 
						||
| 
								 | 
							
								void rlSetFramebufferHeight(int height)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    RLGL.State.framebufferHeight = height;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get default framebuffer width
							 | 
						||
| 
								 | 
							
								int rlGetFramebufferWidth(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int width = 0;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    width = RLGL.State.framebufferWidth;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return width;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get default framebuffer height
							 | 
						||
| 
								 | 
							
								int rlGetFramebufferHeight(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int height = 0;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    height = RLGL.State.framebufferHeight;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return height;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get default internal texture (white texture)
							 | 
						||
| 
								 | 
							
								// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
							 | 
						||
| 
								 | 
							
								unsigned int rlGetTextureIdDefault(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    id = RLGL.State.defaultTextureId;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get default shader id
							 | 
						||
| 
								 | 
							
								unsigned int rlGetShaderIdDefault(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    id = RLGL.State.defaultShaderId;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get default shader locs
							 | 
						||
| 
								 | 
							
								int *rlGetShaderLocsDefault(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int *locs = NULL;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    locs = RLGL.State.defaultShaderLocs;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return locs;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Render batch management
							 | 
						||
| 
								 | 
							
								//------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Load render batch
							 | 
						||
| 
								 | 
							
								rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    rlRenderBatch batch = { 0 };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
							 | 
						||
| 
								 | 
							
								    //--------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < numBuffers; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        batch.vertexBuffer[i].elementCount = bufferElements;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
							 | 
						||
| 
								 | 
							
								        batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float));       // 2 float by texcoord, 4 texcoord by quad
							 | 
						||
| 
								 | 
							
								        batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char));   // 4 float by color, 4 colors by quad
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								        batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int));      // 6 int by quad (indices)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								        batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short));  // 6 int by quad (indices)
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
							 | 
						||
| 
								 | 
							
								        for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
							 | 
						||
| 
								 | 
							
								        for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        int k = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Indices can be initialized right now
							 | 
						||
| 
								 | 
							
								        for (int j = 0; j < (6*bufferElements); j += 6)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            batch.vertexBuffer[i].indices[j] = 4*k;
							 | 
						||
| 
								 | 
							
								            batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
							 | 
						||
| 
								 | 
							
								            batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
							 | 
						||
| 
								 | 
							
								            batch.vertexBuffer[i].indices[j + 3] = 4*k;
							 | 
						||
| 
								 | 
							
								            batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
							 | 
						||
| 
								 | 
							
								            batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            k++;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        RLGL.State.vertexCounter = 0;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
							 | 
						||
| 
								 | 
							
								    //--------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
							 | 
						||
| 
								 | 
							
								    //--------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < numBuffers; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.vao)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // Initialize Quads VAO
							 | 
						||
| 
								 | 
							
								            glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
							 | 
						||
| 
								 | 
							
								            glBindVertexArray(batch.vertexBuffer[i].vaoId);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Quads - Vertex buffers binding and attributes enable
							 | 
						||
| 
								 | 
							
								        // Vertex position buffer (shader-location = 0)
							 | 
						||
| 
								 | 
							
								        glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
							 | 
						||
| 
								 | 
							
								        glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
							 | 
						||
| 
								 | 
							
								        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
							 | 
						||
| 
								 | 
							
								        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Vertex texcoord buffer (shader-location = 1)
							 | 
						||
| 
								 | 
							
								        glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
							 | 
						||
| 
								 | 
							
								        glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
							 | 
						||
| 
								 | 
							
								        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
							 | 
						||
| 
								 | 
							
								        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Vertex color buffer (shader-location = 3)
							 | 
						||
| 
								 | 
							
								        glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
							 | 
						||
| 
								 | 
							
								        glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
							 | 
						||
| 
								 | 
							
								        glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
							 | 
						||
| 
								 | 
							
								        glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Fill index buffer
							 | 
						||
| 
								 | 
							
								        glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								        glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								        glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Unbind the current VAO
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.vao) glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								    //--------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Init draw calls tracking system
							 | 
						||
| 
								 | 
							
								    //--------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        batch.draws[i].mode = RL_QUADS;
							 | 
						||
| 
								 | 
							
								        batch.draws[i].vertexCount = 0;
							 | 
						||
| 
								 | 
							
								        batch.draws[i].vertexAlignment = 0;
							 | 
						||
| 
								 | 
							
								        //batch.draws[i].vaoId = 0;
							 | 
						||
| 
								 | 
							
								        //batch.draws[i].shaderId = 0;
							 | 
						||
| 
								 | 
							
								        batch.draws[i].textureId = RLGL.State.defaultTextureId;
							 | 
						||
| 
								 | 
							
								        //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								        //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    batch.bufferCount = numBuffers;    // Record buffer count
							 | 
						||
| 
								 | 
							
								    batch.drawCounter = 1;             // Reset draws counter
							 | 
						||
| 
								 | 
							
								    batch.currentDepth = -1.0f;         // Reset depth value
							 | 
						||
| 
								 | 
							
								    //--------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return batch;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload default internal buffers vertex data from CPU and GPU
							 | 
						||
| 
								 | 
							
								void rlUnloadRenderBatch(rlRenderBatch batch)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // Unbind everything
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Unload all vertex buffers data
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < batch.bufferCount; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // Unbind VAO attribs data
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.vao)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            glBindVertexArray(batch.vertexBuffer[i].vaoId);
							 | 
						||
| 
								 | 
							
								            glDisableVertexAttribArray(0);
							 | 
						||
| 
								 | 
							
								            glDisableVertexAttribArray(1);
							 | 
						||
| 
								 | 
							
								            glDisableVertexAttribArray(2);
							 | 
						||
| 
								 | 
							
								            glDisableVertexAttribArray(3);
							 | 
						||
| 
								 | 
							
								            glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Delete VBOs from GPU (VRAM)
							 | 
						||
| 
								 | 
							
								        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
							 | 
						||
| 
								 | 
							
								        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
							 | 
						||
| 
								 | 
							
								        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
							 | 
						||
| 
								 | 
							
								        glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Delete VAOs from GPU (VRAM)
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Free vertex arrays memory from CPU (RAM)
							 | 
						||
| 
								 | 
							
								        RL_FREE(batch.vertexBuffer[i].vertices);
							 | 
						||
| 
								 | 
							
								        RL_FREE(batch.vertexBuffer[i].texcoords);
							 | 
						||
| 
								 | 
							
								        RL_FREE(batch.vertexBuffer[i].colors);
							 | 
						||
| 
								 | 
							
								        RL_FREE(batch.vertexBuffer[i].indices);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Unload arrays
							 | 
						||
| 
								 | 
							
								    RL_FREE(batch.vertexBuffer);
							 | 
						||
| 
								 | 
							
								    RL_FREE(batch.draws);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Draw render batch
							 | 
						||
| 
								 | 
							
								// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
							 | 
						||
| 
								 | 
							
								void rlDrawRenderBatch(rlRenderBatch *batch)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // 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?)
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.vertexCounter > 0)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // Activate elements VAO
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Vertex positions buffer
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
							 | 
						||
| 
								 | 
							
								        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
							 | 
						||
| 
								 | 
							
								        //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
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
							 | 
						||
| 
								 | 
							
								        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
							 | 
						||
| 
								 | 
							
								        //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
							 | 
						||
| 
								 | 
							
								        glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
							 | 
						||
| 
								 | 
							
								        glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
							 | 
						||
| 
								 | 
							
								        //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
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.vao) glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    //------------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Draw batch vertex buffers (considering VR stereo if required)
							 | 
						||
| 
								 | 
							
								    //------------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    Matrix matProjection = RLGL.State.projection;
							 | 
						||
| 
								 | 
							
								    Matrix matModelView = RLGL.State.modelview;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    int eyeCount = 1;
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.stereoRender) eyeCount = 2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (int eye = 0; eye < eyeCount; eye++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (eyeCount == 2)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // Setup current eye viewport (half screen width)
							 | 
						||
| 
								 | 
							
								            rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            // Set current eye view offset to modelview matrix
							 | 
						||
| 
								 | 
							
								            rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
							 | 
						||
| 
								 | 
							
								            // Set current eye projection matrix
							 | 
						||
| 
								 | 
							
								            rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Draw buffers
							 | 
						||
| 
								 | 
							
								        if (RLGL.State.vertexCounter > 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // Set current shader and upload current MVP matrix
							 | 
						||
| 
								 | 
							
								            glUseProgram(RLGL.State.currentShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            // Create modelview-projection matrix and upload to shader
							 | 
						||
| 
								 | 
							
								            Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
							 | 
						||
| 
								 | 
							
								            float matMVPfloat[16] = {
							 | 
						||
| 
								 | 
							
								                matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
							 | 
						||
| 
								 | 
							
								                matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
							 | 
						||
| 
								 | 
							
								                matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
							 | 
						||
| 
								 | 
							
								                matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
							 | 
						||
| 
								 | 
							
								            };
							 | 
						||
| 
								 | 
							
								            glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
							 | 
						||
| 
								 | 
							
								            else
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                // Bind vertex attrib: position (shader-location = 0)
							 | 
						||
| 
								 | 
							
								                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
							 | 
						||
| 
								 | 
							
								                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
							 | 
						||
| 
								 | 
							
								                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                // Bind vertex attrib: texcoord (shader-location = 1)
							 | 
						||
| 
								 | 
							
								                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
							 | 
						||
| 
								 | 
							
								                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
							 | 
						||
| 
								 | 
							
								                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                // Bind vertex attrib: color (shader-location = 3)
							 | 
						||
| 
								 | 
							
								                glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
							 | 
						||
| 
								 | 
							
								                glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
							 | 
						||
| 
								 | 
							
								                glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            // Setup some default shader values
							 | 
						||
| 
								 | 
							
								            glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
							 | 
						||
| 
								 | 
							
								            glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0);  // Active default sampler2D: texture0
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            // Activate additional sampler textures
							 | 
						||
| 
								 | 
							
								            // Those additional textures will be common for all draw calls of the batch
							 | 
						||
| 
								 | 
							
								            for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                if (RLGL.State.activeTextureId[i] > 0)
							 | 
						||
| 
								 | 
							
								                {
							 | 
						||
| 
								 | 
							
								                    glActiveTexture(GL_TEXTURE0 + 1 + i);
							 | 
						||
| 
								 | 
							
								                    glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
							 | 
						||
| 
								 | 
							
								                }
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            // 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
							 | 
						||
| 
								 | 
							
								            glActiveTexture(GL_TEXTURE0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
							 | 
						||
| 
								 | 
							
								                glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
							 | 
						||
| 
								 | 
							
								                else
							 | 
						||
| 
								 | 
							
								                {
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								                    // 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
							 | 
						||
| 
								 | 
							
								                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								                }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								                vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if (!RLGL.ExtSupported.vao)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                glBindBuffer(GL_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        glUseProgram(0);    // Unbind shader program
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Restore viewport to default measures
							 | 
						||
| 
								 | 
							
								    if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
							 | 
						||
| 
								 | 
							
								    //------------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Reset batch buffers
							 | 
						||
| 
								 | 
							
								    //------------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								    // Reset vertex counter for next frame
							 | 
						||
| 
								 | 
							
								    RLGL.State.vertexCounter = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Reset depth for next draw
							 | 
						||
| 
								 | 
							
								    batch->currentDepth = -1.0f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Restore projection/modelview matrices
							 | 
						||
| 
								 | 
							
								    RLGL.State.projection = matProjection;
							 | 
						||
| 
								 | 
							
								    RLGL.State.modelview = matModelView;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Reset RLGL.currentBatch->draws array
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        batch->draws[i].mode = RL_QUADS;
							 | 
						||
| 
								 | 
							
								        batch->draws[i].vertexCount = 0;
							 | 
						||
| 
								 | 
							
								        batch->draws[i].textureId = RLGL.State.defaultTextureId;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Reset active texture units for next batch
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Reset draws counter to one draw for the batch
							 | 
						||
| 
								 | 
							
								    batch->drawCounter = 1;
							 | 
						||
| 
								 | 
							
								    //------------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Change to next buffer in the list (in case of multi-buffering)
							 | 
						||
| 
								 | 
							
								    batch->currentBuffer++;
							 | 
						||
| 
								 | 
							
								    if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set the active render batch for rlgl
							 | 
						||
| 
								 | 
							
								void rlSetRenderBatchActive(rlRenderBatch *batch)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    rlDrawRenderBatch(RLGL.currentBatch);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (batch != NULL) RLGL.currentBatch = batch;
							 | 
						||
| 
								 | 
							
								    else RLGL.currentBatch = &RLGL.defaultBatch;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Update and draw internal render batch
							 | 
						||
| 
								 | 
							
								void rlDrawRenderBatchActive(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Check internal buffer overflow for a given number of vertex
							 | 
						||
| 
								 | 
							
								// and force a rlRenderBatch draw call if required
							 | 
						||
| 
								 | 
							
								bool rlCheckRenderBatchLimit(int vCount)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    bool overflow = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if ((RLGL.State.vertexCounter + vCount) >=
							 | 
						||
| 
								 | 
							
								        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        overflow = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Store current primitive drawing mode and texture id
							 | 
						||
| 
								 | 
							
								        int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
							 | 
						||
| 
								 | 
							
								        int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Restore state of last batch so we can continue adding vertices
							 | 
						||
| 
								 | 
							
								        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
							 | 
						||
| 
								 | 
							
								        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return overflow;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Textures data management
							 | 
						||
| 
								 | 
							
								//-----------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Convert image data to OpenGL texture (returns OpenGL valid Id)
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Check texture format support by OpenGL 1.1 (compressed textures not supported)
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
							 | 
						||
| 
								 | 
							
								        return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
							 | 
						||
| 
								 | 
							
								        (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
							 | 
						||
| 
								 | 
							
								        return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
							 | 
						||
| 
								 | 
							
								        return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
							 | 
						||
| 
								 | 
							
								        return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
							 | 
						||
| 
								 | 
							
								        return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
							 | 
						||
| 
								 | 
							
								        return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_11
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glGenTextures(1, &id);              // Generate texture id
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    int mipWidth = width;
							 | 
						||
| 
								 | 
							
								    int mipHeight = height;
							 | 
						||
| 
								 | 
							
								    int mipOffset = 0;          // Mipmap data offset, only used for tracelog
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
							 | 
						||
| 
								 | 
							
								    unsigned char *dataPtr = NULL;
							 | 
						||
| 
								 | 
							
								    if (data != NULL) dataPtr = (unsigned char *)data;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Load the different mipmap levels
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < mipmapCount; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        unsigned int glInternalFormat, glFormat, glType;
							 | 
						||
| 
								 | 
							
								        rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (glInternalFormat != 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
							 | 
						||
| 
								 | 
							
								#if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								            else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								            if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
							 | 
						||
| 
								 | 
							
								                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								                glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        mipWidth /= 2;
							 | 
						||
| 
								 | 
							
								        mipHeight /= 2;
							 | 
						||
| 
								 | 
							
								        mipOffset += mipSize;       // Increment offset position to next mipmap
							 | 
						||
| 
								 | 
							
								        if (data != NULL) dataPtr += mipSize;         // Increment data pointer to next mipmap
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Security check for NPOT textures
							 | 
						||
| 
								 | 
							
								        if (mipWidth < 1) mipWidth = 1;
							 | 
						||
| 
								 | 
							
								        if (mipHeight < 1) mipHeight = 1;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Texture parameters configuration
							 | 
						||
| 
								 | 
							
								    // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // 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
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.texNPOT)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Magnification and minification filters
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    if (mipmapCount > 1)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // Activate Trilinear filtering if mipmaps are available
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // In case depth textures not supported, we force renderbuffer usage
							 | 
						||
| 
								 | 
							
								    if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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
							 | 
						||
| 
								 | 
							
								    unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
							 | 
						||
| 
								 | 
							
								    // 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
							 | 
						||
| 
								 | 
							
								    if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
							 | 
						||
| 
								 | 
							
								        else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
							 | 
						||
| 
								 | 
							
								        else glInternalFormat = GL_DEPTH_COMPONENT16;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glGenTextures(1, &id);
							 | 
						||
| 
								 | 
							
								        glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								        glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
							 | 
						||
| 
								 | 
							
								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // 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
							 | 
						||
| 
								 | 
							
								        glGenRenderbuffers(1, &id);
							 | 
						||
| 
								 | 
							
								        glBindRenderbuffer(GL_RENDERBUFFER, id);
							 | 
						||
| 
								 | 
							
								        glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        glBindRenderbuffer(GL_RENDERBUFFER, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    unsigned int dataSize = rlGetPixelDataSize(size, size, format);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glGenTextures(1, &id);
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_CUBE_MAP, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    unsigned int glInternalFormat, glFormat, glType;
							 | 
						||
| 
								 | 
							
								    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (glInternalFormat != 0)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // Load cubemap faces
							 | 
						||
| 
								 | 
							
								        for (unsigned int i = 0; i < 6; i++)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (data == NULL)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
							 | 
						||
| 
								 | 
							
								                {
							 | 
						||
| 
								 | 
							
								                    if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
							 | 
						||
| 
								 | 
							
								                            || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
							 | 
						||
| 
								 | 
							
								                        TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
							 | 
						||
| 
								 | 
							
								                    else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
							 | 
						||
| 
								 | 
							
								                }
							 | 
						||
| 
								 | 
							
								                else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
							 | 
						||
| 
								 | 
							
								                else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								            if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
							 | 
						||
| 
								 | 
							
								                glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
							 | 
						||
| 
								 | 
							
								            {
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								                GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								                glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Set cubemap texture sampling parameters
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Update already loaded texture in GPU with new data
							 | 
						||
| 
								 | 
							
								// NOTE: We don't know safely if internal texture format is the expected one...
							 | 
						||
| 
								 | 
							
								void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    unsigned int glInternalFormat, glFormat, glType;
							 | 
						||
| 
								 | 
							
								    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get OpenGL internal formats and data type from raylib PixelFormat
							 | 
						||
| 
								 | 
							
								void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    *glInternalFormat = 0;
							 | 
						||
| 
								 | 
							
								    *glFormat = 0;
							 | 
						||
| 
								 | 
							
								    *glType = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    switch (format)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								    #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								        // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        #if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								        #if defined(GRAPHICS_API_OPENGL_ES3)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        #else
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break;            // NOTE: Requires extension OES_texture_float
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break;                  // NOTE: Requires extension OES_texture_float
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;             // NOTE: Requires extension OES_texture_float
							 | 
						||
| 
								 | 
							
								        #if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
							 | 
						||
| 
								 | 
							
								        #else // defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break;   // NOTE: Requires extension OES_texture_half_float
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break;         // NOTE: Requires extension OES_texture_half_float
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break;    // NOTE: Requires extension OES_texture_half_float
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								    #elif defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								    #if !defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								        default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload texture from GPU memory
							 | 
						||
| 
								 | 
							
								void rlUnloadTexture(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glDeleteTextures(1, &id);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Generate mipmap data for selected texture
							 | 
						||
| 
								 | 
							
								// NOTE: Only supports GPU mipmap generation
							 | 
						||
| 
								 | 
							
								void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Check if texture is power-of-two (POT)
							 | 
						||
| 
								 | 
							
								    bool texIsPOT = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (((width > 0) && ((width & (width - 1)) == 0)) &&
							 | 
						||
| 
								 | 
							
								        ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
							 | 
						||
| 
								 | 
							
								        glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #define MIN(a,b) (((a)<(b))? (a):(b))
							 | 
						||
| 
								 | 
							
								        #define MAX(a,b) (((a)>(b))? (a):(b))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Read texture pixel data
							 | 
						||
| 
								 | 
							
								void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    void *pixels = NULL;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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.)
							 | 
						||
| 
								 | 
							
								    glPixelStorei(GL_PACK_ALIGNMENT, 1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    unsigned int glInternalFormat, glFormat, glType;
							 | 
						||
| 
								 | 
							
								    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
							 | 
						||
| 
								 | 
							
								    unsigned int size = rlGetPixelDataSize(width, height, format);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        pixels = RL_MALLOC(size);
							 | 
						||
| 
								 | 
							
								        glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // 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...
							 | 
						||
| 
								 | 
							
								    unsigned int fboId = rlLoadFramebuffer(width, height);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, fboId);
							 | 
						||
| 
								 | 
							
								    glBindTexture(GL_TEXTURE_2D, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Attach our texture to FBO
							 | 
						||
| 
								 | 
							
								    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
							 | 
						||
| 
								 | 
							
								    pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
							 | 
						||
| 
								 | 
							
								    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Clean up temporal fbo
							 | 
						||
| 
								 | 
							
								    rlUnloadFramebuffer(fboId);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return pixels;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Read screen pixel data (color buffer)
							 | 
						||
| 
								 | 
							
								unsigned char *rlReadScreenPixels(int width, int height)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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!
							 | 
						||
| 
								 | 
							
								    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Flip image vertically!
							 | 
						||
| 
								 | 
							
								    unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (int y = height - 1; y >= 0; y--)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        for (int x = 0; x < (width*4); x++)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];  // 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!
							 | 
						||
| 
								 | 
							
								            if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    RL_FREE(screenData);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return imgData;     // NOTE: image data should be freed
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Framebuffer management (fbo)
							 | 
						||
| 
								 | 
							
								//-----------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Load a framebuffer to be used for rendering
							 | 
						||
| 
								 | 
							
								// NOTE: No textures attached
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadFramebuffer(int width, int height)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int fboId = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    glGenFramebuffers(1, &fboId);       // Create the framebuffer object
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, 0);   // Unbind any framebuffer
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return fboId;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Attach color buffer texture to an fbo (unloads previous attachment)
							 | 
						||
| 
								 | 
							
								// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
							 | 
						||
| 
								 | 
							
								void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, fboId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    switch (attachType)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL0:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL1:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL2:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL3:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL4:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL5:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL6:
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_COLOR_CHANNEL7:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
							 | 
						||
| 
								 | 
							
								            else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
							 | 
						||
| 
								 | 
							
								            else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_DEPTH:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
							 | 
						||
| 
								 | 
							
								            else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								        case RL_ATTACHMENT_STENCIL:
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
							 | 
						||
| 
								 | 
							
								            else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        } break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Verify render texture is complete
							 | 
						||
| 
								 | 
							
								bool rlFramebufferComplete(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    bool result = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (status != GL_FRAMEBUFFER_COMPLETE)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        switch (status)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
							 | 
						||
| 
								 | 
							
								            case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								            case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								            case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
							 | 
						||
| 
								 | 
							
								            default: break;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    result = (status == GL_FRAMEBUFFER_COMPLETE);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return result;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload framebuffer from GPU memory
							 | 
						||
| 
								 | 
							
								// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
							 | 
						||
| 
								 | 
							
								void rlUnloadFramebuffer(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
							 | 
						||
| 
								 | 
							
								    // Query depth attachment to automatically delete texture/renderbuffer
							 | 
						||
| 
								 | 
							
								    int depthType = 0, depthId = 0;
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, id);   // Bind framebuffer to query depth texture type
							 | 
						||
| 
								 | 
							
								    glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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/
							 | 
						||
| 
								 | 
							
								    glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    unsigned int depthIdU = (unsigned int)depthId;
							 | 
						||
| 
								 | 
							
								    if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
							 | 
						||
| 
								 | 
							
								    else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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.
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glBindFramebuffer(GL_FRAMEBUFFER, 0);
							 | 
						||
| 
								 | 
							
								    glDeleteFramebuffers(1, &id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Vertex data management
							 | 
						||
| 
								 | 
							
								//-----------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Load a new attributes buffer
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glGenBuffers(1, &id);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load a new attributes element buffer
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glGenBuffers(1, &id);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								void rlEnableVertexBuffer(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								void rlDisableVertexBuffer(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable vertex buffer element (VBO element)
							 | 
						||
| 
								 | 
							
								void rlEnableVertexBufferElement(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable vertex buffer element (VBO element)
							 | 
						||
| 
								 | 
							
								void rlDisableVertexBufferElement(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Update vertex buffer with new data
							 | 
						||
| 
								 | 
							
								// NOTE: dataSize and offset must be provided in bytes
							 | 
						||
| 
								 | 
							
								void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Update vertex buffer elements with new data
							 | 
						||
| 
								 | 
							
								// NOTE: dataSize and offset must be provided in bytes
							 | 
						||
| 
								 | 
							
								void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable vertex array object (VAO)
							 | 
						||
| 
								 | 
							
								bool rlEnableVertexArray(unsigned int vaoId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    bool result = false;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.vao)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glBindVertexArray(vaoId);
							 | 
						||
| 
								 | 
							
								        result = true;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return result;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable vertex array object (VAO)
							 | 
						||
| 
								 | 
							
								void rlDisableVertexArray(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.vao) glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Enable vertex attribute index
							 | 
						||
| 
								 | 
							
								void rlEnableVertexAttribute(unsigned int index)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glEnableVertexAttribArray(index);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable vertex attribute index
							 | 
						||
| 
								 | 
							
								void rlDisableVertexAttribute(unsigned int index)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glDisableVertexAttribArray(index);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Draw vertex array
							 | 
						||
| 
								 | 
							
								void rlDrawVertexArray(int offset, int count)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glDrawArrays(GL_TRIANGLES, offset, count);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Draw vertex array elements
							 | 
						||
| 
								 | 
							
								void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
							 | 
						||
| 
								 | 
							
								    unsigned short *bufferPtr = (unsigned short *)buffer;
							 | 
						||
| 
								 | 
							
								    if (offset > 0) bufferPtr += offset;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Draw vertex array instanced
							 | 
						||
| 
								 | 
							
								void rlDrawVertexArrayInstanced(int offset, int count, int instances)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Draw vertex array elements instanced
							 | 
						||
| 
								 | 
							
								void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // NOTE: Added pointer math separately from function to avoid UBSAN complaining
							 | 
						||
| 
								 | 
							
								    unsigned short *bufferPtr = (unsigned short *)buffer;
							 | 
						||
| 
								 | 
							
								    if (offset > 0) bufferPtr += offset;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								// Enable vertex state pointer
							 | 
						||
| 
								 | 
							
								void rlEnableStatePointer(int vertexAttribType, void *buffer)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    if (buffer != NULL) glEnableClientState(vertexAttribType);
							 | 
						||
| 
								 | 
							
								    switch (vertexAttribType)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
							 | 
						||
| 
								 | 
							
								        case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
							 | 
						||
| 
								 | 
							
								        case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
							 | 
						||
| 
								 | 
							
								        case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
							 | 
						||
| 
								 | 
							
								        //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Disable vertex state pointer
							 | 
						||
| 
								 | 
							
								void rlDisableStatePointer(int vertexAttribType)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glDisableClientState(vertexAttribType);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load vertex array object (VAO)
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadVertexArray(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int vaoId = 0;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.vao)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glGenVertexArrays(1, &vaoId);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return vaoId;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set vertex attribute
							 | 
						||
| 
								 | 
							
								void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set vertex attribute divisor
							 | 
						||
| 
								 | 
							
								void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glVertexAttribDivisor(index, divisor);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload vertex array object (VAO)
							 | 
						||
| 
								 | 
							
								void rlUnloadVertexArray(unsigned int vaoId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if (RLGL.ExtSupported.vao)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								        glDeleteVertexArrays(1, &vaoId);
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								void rlUnloadVertexBuffer(unsigned int vboId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glDeleteBuffers(1, &vboId);
							 | 
						||
| 
								 | 
							
								    //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Shaders management
							 | 
						||
| 
								 | 
							
								//-----------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Load shader from code strings
							 | 
						||
| 
								 | 
							
								// NOTE: If shader string is NULL, using default vertex/fragment shaders
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int id = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    unsigned int vertexShaderId = 0;
							 | 
						||
| 
								 | 
							
								    unsigned int fragmentShaderId = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Compile vertex shader (if provided)
							 | 
						||
| 
								 | 
							
								    if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
							 | 
						||
| 
								 | 
							
								    // In case no vertex shader was provided or compilation failed, we use default vertex shader
							 | 
						||
| 
								 | 
							
								    if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Compile fragment shader (if provided)
							 | 
						||
| 
								 | 
							
								    if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
							 | 
						||
| 
								 | 
							
								    // In case no fragment shader was provided or compilation failed, we use default fragment shader
							 | 
						||
| 
								 | 
							
								    if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
							 | 
						||
| 
								 | 
							
								    if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // One of or both shader are new, we need to compile a new shader program
							 | 
						||
| 
								 | 
							
								        id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // We can detach and delete vertex/fragment shaders (if not default ones)
							 | 
						||
| 
								 | 
							
								        // NOTE: We detach shader before deletion to make sure memory is freed
							 | 
						||
| 
								 | 
							
								        if (vertexShaderId != RLGL.State.defaultVShaderId)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // WARNING: Shader program linkage could fail and returned id is 0
							 | 
						||
| 
								 | 
							
								            if (id > 0) glDetachShader(id, vertexShaderId);
							 | 
						||
| 
								 | 
							
								            glDeleteShader(vertexShaderId);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        if (fragmentShaderId != RLGL.State.defaultFShaderId)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // WARNING: Shader program linkage could fail and returned id is 0
							 | 
						||
| 
								 | 
							
								            if (id > 0) glDetachShader(id, fragmentShaderId);
							 | 
						||
| 
								 | 
							
								            glDeleteShader(fragmentShaderId);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // In case shader program loading failed, we assign default shader
							 | 
						||
| 
								 | 
							
								        if (id == 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            // In case shader loading fails, we return the default shader
							 | 
						||
| 
								 | 
							
								            TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
							 | 
						||
| 
								 | 
							
								            id = RLGL.State.defaultShaderId;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        /*
							 | 
						||
| 
								 | 
							
								        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));
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        */
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return id;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Compile custom shader and return shader id
							 | 
						||
| 
								 | 
							
								unsigned int rlCompileShader(const char *shaderCode, int type)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int shader = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    shader = glCreateShader(type);
							 | 
						||
| 
								 | 
							
								    glShaderSource(shader, 1, &shaderCode, NULL);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    GLint success = 0;
							 | 
						||
| 
								 | 
							
								    glCompileShader(shader);
							 | 
						||
| 
								 | 
							
								    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (success == GL_FALSE)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        switch (type)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
							 | 
						||
| 
								 | 
							
								            case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
							 | 
						||
| 
								 | 
							
								            //case GL_GEOMETRY_SHADER:
							 | 
						||
| 
								 | 
							
								        #if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								            default: break;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        int maxLength = 0;
							 | 
						||
| 
								 | 
							
								        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (maxLength > 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            int length = 0;
							 | 
						||
| 
								 | 
							
								            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
							 | 
						||
| 
								 | 
							
								            glGetShaderInfoLog(shader, maxLength, &length, log);
							 | 
						||
| 
								 | 
							
								            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
							 | 
						||
| 
								 | 
							
								            RL_FREE(log);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        switch (type)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
							 | 
						||
| 
								 | 
							
								            case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
							 | 
						||
| 
								 | 
							
								            //case GL_GEOMETRY_SHADER:
							 | 
						||
| 
								 | 
							
								        #if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								            case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								            default: break;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return shader;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load custom shader strings and return program id
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int program = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    GLint success = 0;
							 | 
						||
| 
								 | 
							
								    program = glCreateProgram();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glAttachShader(program, vShaderId);
							 | 
						||
| 
								 | 
							
								    glAttachShader(program, fShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: Default attribute shader locations must be Bound before linking
							 | 
						||
| 
								 | 
							
								    glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
							 | 
						||
| 
								 | 
							
								    glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
							 | 
						||
| 
								 | 
							
								    glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
							 | 
						||
| 
								 | 
							
								    glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
							 | 
						||
| 
								 | 
							
								    glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
							 | 
						||
| 
								 | 
							
								    glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: If some attrib name is no found on the shader, it locations becomes -1
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glLinkProgram(program);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: All uniform variables are intitialised to 0 when a program links
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glGetProgramiv(program, GL_LINK_STATUS, &success);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (success == GL_FALSE)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        int maxLength = 0;
							 | 
						||
| 
								 | 
							
								        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (maxLength > 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            int length = 0;
							 | 
						||
| 
								 | 
							
								            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
							 | 
						||
| 
								 | 
							
								            glGetProgramInfoLog(program, maxLength, &length, log);
							 | 
						||
| 
								 | 
							
								            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
							 | 
						||
| 
								 | 
							
								            RL_FREE(log);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        glDeleteProgram(program);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        program = 0;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // 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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return program;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload shader program
							 | 
						||
| 
								 | 
							
								void rlUnloadShaderProgram(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    glDeleteProgram(id);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get shader location uniform
							 | 
						||
| 
								 | 
							
								int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int location = -1;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    location = glGetUniformLocation(shaderId, uniformName);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    //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);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return location;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get shader location attribute
							 | 
						||
| 
								 | 
							
								int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int location = -1;
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    location = glGetAttribLocation(shaderId, attribName);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    //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);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return location;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set shader value uniform
							 | 
						||
| 
								 | 
							
								void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    switch (uniformType)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
							 | 
						||
| 
								 | 
							
								        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set shader value attribute
							 | 
						||
| 
								 | 
							
								void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    switch (attribType)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
							 | 
						||
| 
								 | 
							
								        default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set shader value uniform matrix
							 | 
						||
| 
								 | 
							
								void rlSetUniformMatrix(int locIndex, Matrix mat)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    float matfloat[16] = {
							 | 
						||
| 
								 | 
							
								        mat.m0, mat.m1, mat.m2, mat.m3,
							 | 
						||
| 
								 | 
							
								        mat.m4, mat.m5, mat.m6, mat.m7,
							 | 
						||
| 
								 | 
							
								        mat.m8, mat.m9, mat.m10, mat.m11,
							 | 
						||
| 
								 | 
							
								        mat.m12, mat.m13, mat.m14, mat.m15
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								    glUniformMatrix4fv(locIndex, 1, false, matfloat);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set shader value uniform sampler
							 | 
						||
| 
								 | 
							
								void rlSetUniformSampler(int locIndex, unsigned int textureId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // Check if texture is already active
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Register a new active texture for the internal batch system
							 | 
						||
| 
								 | 
							
								    // NOTE: Default texture is always activated as GL_TEXTURE0
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if (RLGL.State.activeTextureId[i] == 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            glUniform1i(locIndex, 1 + i);              // Activate new texture unit
							 | 
						||
| 
								 | 
							
								            RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
							 | 
						||
| 
								 | 
							
								            break;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set shader currently active (id and locations)
							 | 
						||
| 
								 | 
							
								void rlSetShader(unsigned int id, int *locs)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.currentShaderId != id)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        rlDrawRenderBatch(RLGL.currentBatch);
							 | 
						||
| 
								 | 
							
								        RLGL.State.currentShaderId = id;
							 | 
						||
| 
								 | 
							
								        RLGL.State.currentShaderLocs = locs;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load compute shader program
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int program = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    GLint success = 0;
							 | 
						||
| 
								 | 
							
								    program = glCreateProgram();
							 | 
						||
| 
								 | 
							
								    glAttachShader(program, shaderId);
							 | 
						||
| 
								 | 
							
								    glLinkProgram(program);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: All uniform variables are intitialised to 0 when a program links
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glGetProgramiv(program, GL_LINK_STATUS, &success);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (success == GL_FALSE)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        int maxLength = 0;
							 | 
						||
| 
								 | 
							
								        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        if (maxLength > 0)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            int length = 0;
							 | 
						||
| 
								 | 
							
								            char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
							 | 
						||
| 
								 | 
							
								            glGetProgramInfoLog(program, maxLength, &length, log);
							 | 
						||
| 
								 | 
							
								            TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
							 | 
						||
| 
								 | 
							
								            RL_FREE(log);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        glDeleteProgram(program);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        program = 0;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // 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);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return program;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
							 | 
						||
| 
								 | 
							
								void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glDispatchCompute(groupX, groupY, groupZ);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load shader storage buffer object (SSBO)
							 | 
						||
| 
								 | 
							
								unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    unsigned int ssbo = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glGenBuffers(1, &ssbo);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
							 | 
						||
| 
								 | 
							
								    glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
							 | 
						||
| 
								 | 
							
								    if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);    // Clear buffer data to 0
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return ssbo;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload shader storage buffer object (SSBO)
							 | 
						||
| 
								 | 
							
								void rlUnloadShaderBuffer(unsigned int ssboId)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glDeleteBuffers(1, &ssboId);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Update SSBO buffer data
							 | 
						||
| 
								 | 
							
								void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get SSBO buffer size
							 | 
						||
| 
								 | 
							
								unsigned int rlGetShaderBufferSize(unsigned int id)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    long long size = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return (size > 0)? (unsigned int)size : 0;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Read SSBO buffer data (GPU->CPU)
							 | 
						||
| 
								 | 
							
								void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
							 | 
						||
| 
								 | 
							
								    glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Bind SSBO buffer
							 | 
						||
| 
								 | 
							
								void rlBindShaderBuffer(unsigned int id, unsigned int index)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Copy SSBO buffer data
							 | 
						||
| 
								 | 
							
								void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_COPY_READ_BUFFER, srcId);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
							 | 
						||
| 
								 | 
							
								    glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Bind image texture
							 | 
						||
| 
								 | 
							
								void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_43)
							 | 
						||
| 
								 | 
							
								    unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
							 | 
						||
| 
								 | 
							
								    glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Matrix state management
							 | 
						||
| 
								 | 
							
								//-----------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Get internal modelview matrix
							 | 
						||
| 
								 | 
							
								Matrix rlGetMatrixModelview(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix matrix = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    float mat[16];
							 | 
						||
| 
								 | 
							
								    glGetFloatv(GL_MODELVIEW_MATRIX, mat);
							 | 
						||
| 
								 | 
							
								    matrix.m0 = mat[0];
							 | 
						||
| 
								 | 
							
								    matrix.m1 = mat[1];
							 | 
						||
| 
								 | 
							
								    matrix.m2 = mat[2];
							 | 
						||
| 
								 | 
							
								    matrix.m3 = mat[3];
							 | 
						||
| 
								 | 
							
								    matrix.m4 = mat[4];
							 | 
						||
| 
								 | 
							
								    matrix.m5 = mat[5];
							 | 
						||
| 
								 | 
							
								    matrix.m6 = mat[6];
							 | 
						||
| 
								 | 
							
								    matrix.m7 = mat[7];
							 | 
						||
| 
								 | 
							
								    matrix.m8 = mat[8];
							 | 
						||
| 
								 | 
							
								    matrix.m9 = mat[9];
							 | 
						||
| 
								 | 
							
								    matrix.m10 = mat[10];
							 | 
						||
| 
								 | 
							
								    matrix.m11 = mat[11];
							 | 
						||
| 
								 | 
							
								    matrix.m12 = mat[12];
							 | 
						||
| 
								 | 
							
								    matrix.m13 = mat[13];
							 | 
						||
| 
								 | 
							
								    matrix.m14 = mat[14];
							 | 
						||
| 
								 | 
							
								    matrix.m15 = mat[15];
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    matrix = RLGL.State.modelview;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return matrix;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get internal projection matrix
							 | 
						||
| 
								 | 
							
								Matrix rlGetMatrixProjection(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_11)
							 | 
						||
| 
								 | 
							
								    float mat[16];
							 | 
						||
| 
								 | 
							
								    glGetFloatv(GL_PROJECTION_MATRIX,mat);
							 | 
						||
| 
								 | 
							
								    Matrix m;
							 | 
						||
| 
								 | 
							
								    m.m0 = mat[0];
							 | 
						||
| 
								 | 
							
								    m.m1 = mat[1];
							 | 
						||
| 
								 | 
							
								    m.m2 = mat[2];
							 | 
						||
| 
								 | 
							
								    m.m3 = mat[3];
							 | 
						||
| 
								 | 
							
								    m.m4 = mat[4];
							 | 
						||
| 
								 | 
							
								    m.m5 = mat[5];
							 | 
						||
| 
								 | 
							
								    m.m6 = mat[6];
							 | 
						||
| 
								 | 
							
								    m.m7 = mat[7];
							 | 
						||
| 
								 | 
							
								    m.m8 = mat[8];
							 | 
						||
| 
								 | 
							
								    m.m9 = mat[9];
							 | 
						||
| 
								 | 
							
								    m.m10 = mat[10];
							 | 
						||
| 
								 | 
							
								    m.m11 = mat[11];
							 | 
						||
| 
								 | 
							
								    m.m12 = mat[12];
							 | 
						||
| 
								 | 
							
								    m.m13 = mat[13];
							 | 
						||
| 
								 | 
							
								    m.m14 = mat[14];
							 | 
						||
| 
								 | 
							
								    m.m15 = mat[15];
							 | 
						||
| 
								 | 
							
								    return m;
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								    return RLGL.State.projection;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get internal accumulated transform matrix
							 | 
						||
| 
								 | 
							
								Matrix rlGetMatrixTransform(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix mat = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    // 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);
							 | 
						||
| 
								 | 
							
								    mat = RLGL.State.transform;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return mat;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get internal projection matrix for stereo render (selected eye)
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix mat = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    mat = RLGL.State.projectionStereo[eye];
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return mat;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get internal view offset matrix for stereo render (selected eye)
							 | 
						||
| 
								 | 
							
								RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix mat = rlMatrixIdentity();
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    mat = RLGL.State.viewOffsetStereo[eye];
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    return mat;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set a custom modelview matrix (replaces internal modelview matrix)
							 | 
						||
| 
								 | 
							
								void rlSetMatrixModelview(Matrix view)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    RLGL.State.modelview = view;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set a custom projection matrix (replaces internal projection matrix)
							 | 
						||
| 
								 | 
							
								void rlSetMatrixProjection(Matrix projection)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    RLGL.State.projection = projection;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set eyes projection matrices for stereo rendering
							 | 
						||
| 
								 | 
							
								void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    RLGL.State.projectionStereo[0] = right;
							 | 
						||
| 
								 | 
							
								    RLGL.State.projectionStereo[1] = left;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Set eyes view offsets matrices for stereo rendering
							 | 
						||
| 
								 | 
							
								void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    RLGL.State.viewOffsetStereo[0] = right;
							 | 
						||
| 
								 | 
							
								    RLGL.State.viewOffsetStereo[1] = left;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load and draw a quad in NDC
							 | 
						||
| 
								 | 
							
								void rlLoadDrawQuad(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    unsigned int quadVAO = 0;
							 | 
						||
| 
								 | 
							
								    unsigned int quadVBO = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    float vertices[] = {
							 | 
						||
| 
								 | 
							
								         // Positions         Texcoords
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f, 0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, 0.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f, 0.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f, 0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Gen VAO to contain VBO
							 | 
						||
| 
								 | 
							
								    glGenVertexArrays(1, &quadVAO);
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(quadVAO);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Gen and fill vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								    glGenBuffers(1, &quadVBO);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
							 | 
						||
| 
								 | 
							
								    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Bind vertex attributes (position, texcoords)
							 | 
						||
| 
								 | 
							
								    glEnableVertexAttribArray(0);
							 | 
						||
| 
								 | 
							
								    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
							 | 
						||
| 
								 | 
							
								    glEnableVertexAttribArray(1);
							 | 
						||
| 
								 | 
							
								    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Draw quad
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(quadVAO);
							 | 
						||
| 
								 | 
							
								    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Delete buffers (VBO and VAO)
							 | 
						||
| 
								 | 
							
								    glDeleteBuffers(1, &quadVBO);
							 | 
						||
| 
								 | 
							
								    glDeleteVertexArrays(1, &quadVAO);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Load and draw a cube in NDC
							 | 
						||
| 
								 | 
							
								void rlLoadDrawCube(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    unsigned int cubeVAO = 0;
							 | 
						||
| 
								 | 
							
								    unsigned int cubeVBO = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    float vertices[] = {
							 | 
						||
| 
								 | 
							
								         // Positions          Normals               Texcoords
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								         1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
							 | 
						||
| 
								 | 
							
								        -1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 0.0f
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Gen VAO to contain VBO
							 | 
						||
| 
								 | 
							
								    glGenVertexArrays(1, &cubeVAO);
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(cubeVAO);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Gen and fill vertex buffer (VBO)
							 | 
						||
| 
								 | 
							
								    glGenBuffers(1, &cubeVBO);
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
							 | 
						||
| 
								 | 
							
								    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Bind vertex attributes (position, normals, texcoords)
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(cubeVAO);
							 | 
						||
| 
								 | 
							
								    glEnableVertexAttribArray(0);
							 | 
						||
| 
								 | 
							
								    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
							 | 
						||
| 
								 | 
							
								    glEnableVertexAttribArray(1);
							 | 
						||
| 
								 | 
							
								    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
							 | 
						||
| 
								 | 
							
								    glEnableVertexAttribArray(2);
							 | 
						||
| 
								 | 
							
								    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
							 | 
						||
| 
								 | 
							
								    glBindBuffer(GL_ARRAY_BUFFER, 0);
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Draw cube
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(cubeVAO);
							 | 
						||
| 
								 | 
							
								    glDrawArrays(GL_TRIANGLES, 0, 36);
							 | 
						||
| 
								 | 
							
								    glBindVertexArray(0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Delete VBO and VAO
							 | 
						||
| 
								 | 
							
								    glDeleteBuffers(1, &cubeVBO);
							 | 
						||
| 
								 | 
							
								    glDeleteVertexArrays(1, &cubeVAO);
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get name string for pixel format
							 | 
						||
| 
								 | 
							
								const char *rlGetPixelFormatName(unsigned int format)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    switch (format)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break;         // 8 bit per pixel (no alpha)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break;       // 8*2 bpp (2 channels)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break;               // 16 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break;               // 24 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break;           // 16 bpp (1 bit alpha)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break;           // 16 bpp (4 bit alpha)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break;           // 32 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break;                     // 32 bpp (1 channel - float)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break;         // 32*3 bpp (3 channels - float)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break;   // 32*4 bpp (4 channels - float)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break;                     // 16 bpp (1 channel - half float)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break;         // 16*3 bpp (3 channels - half float)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break;   // 16*4 bpp (4 channels - half float)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break;             // 4 bpp (no alpha)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break;           // 4 bpp (1 bit alpha)
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break;           // 8 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break;           // 8 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break;             // 4 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break;             // 4 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break;       // 8 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break;             // 4 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break;           // 4 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break;   // 8 bpp
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break;   // 2 bpp
							 | 
						||
| 
								 | 
							
								        default: return "UNKNOWN"; break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// Module specific Functions Definition
							 | 
						||
| 
								 | 
							
								//----------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								// 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
							 | 
						||
| 
								 | 
							
								static void rlLoadShaderDefault(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: All locations must be reseted to -1 (no location)
							 | 
						||
| 
								 | 
							
								    for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Vertex shader directly defined, no external file required
							 | 
						||
| 
								 | 
							
								    const char *defaultVShaderCode =
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								    "#version 120                       \n"
							 | 
						||
| 
								 | 
							
								    "attribute vec3 vertexPosition;     \n"
							 | 
						||
| 
								 | 
							
								    "attribute vec2 vertexTexCoord;     \n"
							 | 
						||
| 
								 | 
							
								    "attribute vec4 vertexColor;        \n"
							 | 
						||
| 
								 | 
							
								    "varying vec2 fragTexCoord;         \n"
							 | 
						||
| 
								 | 
							
								    "varying vec4 fragColor;            \n"
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    "#version 330                       \n"
							 | 
						||
| 
								 | 
							
								    "in vec3 vertexPosition;            \n"
							 | 
						||
| 
								 | 
							
								    "in vec2 vertexTexCoord;            \n"
							 | 
						||
| 
								 | 
							
								    "in vec4 vertexColor;               \n"
							 | 
						||
| 
								 | 
							
								    "out vec2 fragTexCoord;             \n"
							 | 
						||
| 
								 | 
							
								    "out vec4 fragColor;                \n"
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    "#version 100                       \n"
							 | 
						||
| 
								 | 
							
								    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) (on some browsers)
							 | 
						||
| 
								 | 
							
								    "attribute vec3 vertexPosition;     \n"
							 | 
						||
| 
								 | 
							
								    "attribute vec2 vertexTexCoord;     \n"
							 | 
						||
| 
								 | 
							
								    "attribute vec4 vertexColor;        \n"
							 | 
						||
| 
								 | 
							
								    "varying vec2 fragTexCoord;         \n"
							 | 
						||
| 
								 | 
							
								    "varying vec4 fragColor;            \n"
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    "uniform mat4 mvp;                  \n"
							 | 
						||
| 
								 | 
							
								    "void main()                        \n"
							 | 
						||
| 
								 | 
							
								    "{                                  \n"
							 | 
						||
| 
								 | 
							
								    "    fragTexCoord = vertexTexCoord; \n"
							 | 
						||
| 
								 | 
							
								    "    fragColor = vertexColor;       \n"
							 | 
						||
| 
								 | 
							
								    "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
							 | 
						||
| 
								 | 
							
								    "}                                  \n";
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Fragment shader directly defined, no external file required
							 | 
						||
| 
								 | 
							
								    const char *defaultFShaderCode =
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_21)
							 | 
						||
| 
								 | 
							
								    "#version 120                       \n"
							 | 
						||
| 
								 | 
							
								    "varying vec2 fragTexCoord;         \n"
							 | 
						||
| 
								 | 
							
								    "varying vec4 fragColor;            \n"
							 | 
						||
| 
								 | 
							
								    "uniform sampler2D texture0;        \n"
							 | 
						||
| 
								 | 
							
								    "uniform vec4 colDiffuse;           \n"
							 | 
						||
| 
								 | 
							
								    "void main()                        \n"
							 | 
						||
| 
								 | 
							
								    "{                                  \n"
							 | 
						||
| 
								 | 
							
								    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
							 | 
						||
| 
								 | 
							
								    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
							 | 
						||
| 
								 | 
							
								    "}                                  \n";
							 | 
						||
| 
								 | 
							
								#elif defined(GRAPHICS_API_OPENGL_33)
							 | 
						||
| 
								 | 
							
								    "#version 330       \n"
							 | 
						||
| 
								 | 
							
								    "in vec2 fragTexCoord;              \n"
							 | 
						||
| 
								 | 
							
								    "in vec4 fragColor;                 \n"
							 | 
						||
| 
								 | 
							
								    "out vec4 finalColor;               \n"
							 | 
						||
| 
								 | 
							
								    "uniform sampler2D texture0;        \n"
							 | 
						||
| 
								 | 
							
								    "uniform vec4 colDiffuse;           \n"
							 | 
						||
| 
								 | 
							
								    "void main()                        \n"
							 | 
						||
| 
								 | 
							
								    "{                                  \n"
							 | 
						||
| 
								 | 
							
								    "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
							 | 
						||
| 
								 | 
							
								    "    finalColor = texelColor*colDiffuse*fragColor;        \n"
							 | 
						||
| 
								 | 
							
								    "}                                  \n";
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						||
| 
								 | 
							
								    "#version 100                       \n"
							 | 
						||
| 
								 | 
							
								    "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL)
							 | 
						||
| 
								 | 
							
								    "varying vec2 fragTexCoord;         \n"
							 | 
						||
| 
								 | 
							
								    "varying vec4 fragColor;            \n"
							 | 
						||
| 
								 | 
							
								    "uniform sampler2D texture0;        \n"
							 | 
						||
| 
								 | 
							
								    "uniform vec4 colDiffuse;           \n"
							 | 
						||
| 
								 | 
							
								    "void main()                        \n"
							 | 
						||
| 
								 | 
							
								    "{                                  \n"
							 | 
						||
| 
								 | 
							
								    "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
							 | 
						||
| 
								 | 
							
								    "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
							 | 
						||
| 
								 | 
							
								    "}                                  \n";
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // NOTE: Compiled vertex/fragment shaders are not deleted,
							 | 
						||
| 
								 | 
							
								    // they are kept for re-use as default shaders in case some shader loading fails
							 | 
						||
| 
								 | 
							
								    RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER);     // Compile default vertex shader
							 | 
						||
| 
								 | 
							
								    RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER);   // Compile default fragment shader
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (RLGL.State.defaultShaderId > 0)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Set default shader locations: attributes locations
							 | 
						||
| 
								 | 
							
								        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition");
							 | 
						||
| 
								 | 
							
								        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord");
							 | 
						||
| 
								 | 
							
								        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor");
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Set default shader locations: uniform locations
							 | 
						||
| 
								 | 
							
								        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP]  = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp");
							 | 
						||
| 
								 | 
							
								        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse");
							 | 
						||
| 
								 | 
							
								        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0");
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Unload default shader
							 | 
						||
| 
								 | 
							
								// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
							 | 
						||
| 
								 | 
							
								static void rlUnloadShaderDefault(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    glUseProgram(0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
							 | 
						||
| 
								 | 
							
								    glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
							 | 
						||
| 
								 | 
							
								    glDeleteShader(RLGL.State.defaultVShaderId);
							 | 
						||
| 
								 | 
							
								    glDeleteShader(RLGL.State.defaultFShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    glDeleteProgram(RLGL.State.defaultShaderId);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    RL_FREE(RLGL.State.defaultShaderLocs);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if defined(RLGL_SHOW_GL_DETAILS_INFO)
							 | 
						||
| 
								 | 
							
								// Get compressed format official GL identifier name
							 | 
						||
| 
								 | 
							
								static const char *rlGetCompressedFormatName(int format)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    switch (format)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // GL_EXT_texture_compression_s3tc
							 | 
						||
| 
								 | 
							
								        case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
							 | 
						||
| 
								 | 
							
								        case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
							 | 
						||
| 
								 | 
							
								        case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
							 | 
						||
| 
								 | 
							
								        case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
							 | 
						||
| 
								 | 
							
								        // GL_3DFX_texture_compression_FXT1
							 | 
						||
| 
								 | 
							
								        case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
							 | 
						||
| 
								 | 
							
								        case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
							 | 
						||
| 
								 | 
							
								        // GL_IMG_texture_compression_pvrtc
							 | 
						||
| 
								 | 
							
								        case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
							 | 
						||
| 
								 | 
							
								        // GL_OES_compressed_ETC1_RGB8_texture
							 | 
						||
| 
								 | 
							
								        case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
							 | 
						||
| 
								 | 
							
								        // GL_ARB_texture_compression_rgtc
							 | 
						||
| 
								 | 
							
								        case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
							 | 
						||
| 
								 | 
							
								        // GL_ARB_texture_compression_bptc
							 | 
						||
| 
								 | 
							
								        case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
							 | 
						||
| 
								 | 
							
								        case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
							 | 
						||
| 
								 | 
							
								        // GL_ARB_ES3_compatibility
							 | 
						||
| 
								 | 
							
								        case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
							 | 
						||
| 
								 | 
							
								        case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
							 | 
						||
| 
								 | 
							
								        // GL_KHR_texture_compression_astc_hdr
							 | 
						||
| 
								 | 
							
								        case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
							 | 
						||
| 
								 | 
							
								        case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
							 | 
						||
| 
								 | 
							
								        default: return "GL_COMPRESSED_UNKNOWN"; break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#endif  // RLGL_SHOW_GL_DETAILS_INFO
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get pixel data size in bytes (image or texture)
							 | 
						||
| 
								 | 
							
								// NOTE: Size depends on pixel format
							 | 
						||
| 
								 | 
							
								static int rlGetPixelDataSize(int width, int height, int format)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    int dataSize = 0;       // Size in bytes
							 | 
						||
| 
								 | 
							
								    int bpp = 0;            // Bits per pixel
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    switch (format)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
							 | 
						||
| 
								 | 
							
								        case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
							 | 
						||
| 
								 | 
							
								        default: break;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    dataSize = width*height*bpp/8;  // Total data size in bytes
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Most compressed formats works on 4x4 blocks,
							 | 
						||
| 
								 | 
							
								    // if texture is smaller, minimum dataSize is 8 or 16
							 | 
						||
| 
								 | 
							
								    if ((width < 4) && (height < 4))
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
							 | 
						||
| 
								 | 
							
								        else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return dataSize;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Auxiliar math functions
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get identity matrix
							 | 
						||
| 
								 | 
							
								static Matrix rlMatrixIdentity(void)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix result = {
							 | 
						||
| 
								 | 
							
								        1.0f, 0.0f, 0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        0.0f, 1.0f, 0.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        0.0f, 0.0f, 1.0f, 0.0f,
							 | 
						||
| 
								 | 
							
								        0.0f, 0.0f, 0.0f, 1.0f
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return result;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// Get two matrix multiplication
							 | 
						||
| 
								 | 
							
								// NOTE: When multiplying matrices... the order matters!
							 | 
						||
| 
								 | 
							
								static Matrix rlMatrixMultiply(Matrix left, Matrix right)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    Matrix result = { 0 };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
							 | 
						||
| 
								 | 
							
								    result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
							 | 
						||
| 
								 | 
							
								    result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
							 | 
						||
| 
								 | 
							
								    result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
							 | 
						||
| 
								 | 
							
								    result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
							 | 
						||
| 
								 | 
							
								    result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
							 | 
						||
| 
								 | 
							
								    result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
							 | 
						||
| 
								 | 
							
								    result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
							 | 
						||
| 
								 | 
							
								    result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
							 | 
						||
| 
								 | 
							
								    result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
							 | 
						||
| 
								 | 
							
								    result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
							 | 
						||
| 
								 | 
							
								    result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
							 | 
						||
| 
								 | 
							
								    result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
							 | 
						||
| 
								 | 
							
								    result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
							 | 
						||
| 
								 | 
							
								    result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
							 | 
						||
| 
								 | 
							
								    result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return result;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif  // RLGL_IMPLEMENTATION
							 |