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authorrexim <reximkut@gmail.com>2024-03-24 04:25:29 +0700
committerrexim <reximkut@gmail.com>2024-03-24 04:25:29 +0700
commit82c2d358d3f558f94c1802a8ebf590167eb1fd78 (patch)
treef452b440af50cd1a1c1733794969cd063127a9ea
parentee0db0dc039145962085748fc12f797efbd5b9b7 (diff)
The game is written entirely in Ada now
-rw-r--r--raylib/raylib-5.0_linux_amd64/include/raylib.h1662
-rw-r--r--raylib/raylib-5.0_linux_amd64/include/raymath.h2190
-rw-r--r--raylib/raylib-5.0_linux_amd64/include/rlgl.h4859
-rw-r--r--raylib/raylib-5.0_win64_mingw-w64/include/raylib.h1662
-rw-r--r--raylib/raylib-5.0_win64_mingw-w64/include/raymath.h2190
-rw-r--r--raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h4859
6 files changed, 0 insertions, 17422 deletions
diff --git a/raylib/raylib-5.0_linux_amd64/include/raylib.h b/raylib/raylib-5.0_linux_amd64/include/raylib.h
deleted file mode 100644
index 1c4c4a0..0000000
--- a/raylib/raylib-5.0_linux_amd64/include/raylib.h
+++ /dev/null
@@ -1,1662 +0,0 @@
-/**********************************************************************************************
-*
-* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
-*
-* FEATURES:
-* - NO external dependencies, all required libraries included with raylib
-* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
-* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
-* - Written in plain C code (C99) in PascalCase/camelCase notation
-* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
-* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
-* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
-* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
-* - Flexible Materials system, supporting classic maps and PBR maps
-* - Animated 3D models supported (skeletal bones animation) (IQM)
-* - Shaders support, including Model shaders and Postprocessing shaders
-* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
-* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
-* - VR stereo rendering with configurable HMD device parameters
-* - Bindings to multiple programming languages available!
-*
-* NOTES:
-* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
-* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
-* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
-* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
-*
-* DEPENDENCIES (included):
-* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
-* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
-* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
-*
-* OPTIONAL DEPENDENCIES (included):
-* [rcore] msf_gif (Miles Fogle) for GIF recording
-* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
-* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
-* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
-* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
-* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
-* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
-* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
-* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
-* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
-* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
-* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
-* [raudio] dr_wav (David Reid) for WAV audio file loading
-* [raudio] dr_flac (David Reid) for FLAC audio file loading
-* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
-* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
-* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
-* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
-*
-*
-* LICENSE: zlib/libpng
-*
-* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
-* BSD-like license that allows static linking with closed source software:
-*
-* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYLIB_H
-#define RAYLIB_H
-
-#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
-
-#define RAYLIB_VERSION_MAJOR 5
-#define RAYLIB_VERSION_MINOR 0
-#define RAYLIB_VERSION_PATCH 0
-#define RAYLIB_VERSION "5.0"
-
-// Function specifiers in case library is build/used as a shared library (Windows)
-// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
-#if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #if defined(__TINYC__)
- #define __declspec(x) __attribute__((x))
- #endif
- #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
- #endif
-#endif
-
-#ifndef RLAPI
- #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
-#endif
-
-//----------------------------------------------------------------------------------
-// Some basic Defines
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846f
-#endif
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
-
-// Allow custom memory allocators
-// NOTE: Require recompiling raylib sources
-#ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
-#endif
-#ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
-#endif
-#ifndef RL_REALLOC
- #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
-#endif
-#ifndef RL_FREE
- #define RL_FREE(ptr) free(ptr)
-#endif
-
-// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
-// Plain structures in C++ (without constructors) can be initialized with { }
-// This is called aggregate initialization (C++11 feature)
-#if defined(__cplusplus)
- #define CLITERAL(type) type
-#else
- #define CLITERAL(type) (type)
-#endif
-
-// Some compilers (mostly macos clang) default to C++98,
-// where aggregate initialization can't be used
-// So, give a more clear error stating how to fix this
-#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
- #error "C++11 or later is required. Add -std=c++11"
-#endif
-
-// NOTE: We set some defines with some data types declared by raylib
-// Other modules (raymath, rlgl) also require some of those types, so,
-// to be able to use those other modules as standalone (not depending on raylib)
-// this defines are very useful for internal check and avoid type (re)definitions
-#define RL_COLOR_TYPE
-#define RL_RECTANGLE_TYPE
-#define RL_VECTOR2_TYPE
-#define RL_VECTOR3_TYPE
-#define RL_VECTOR4_TYPE
-#define RL_QUATERNION_TYPE
-#define RL_MATRIX_TYPE
-
-// Some Basic Colors
-// NOTE: Custom raylib color palette for amazing visuals on WHITE background
-#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
-#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
-#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
-#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
-#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
-#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
-#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
-#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
-#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
-#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
-#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
-#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
-#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
-#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
-#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
-#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
-#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
-#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
-#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
-#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
-#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
-
-#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
-#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
-#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
-#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
-#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-// Boolean type
-#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
- #include <stdbool.h>
-#elif !defined(__cplusplus) && !defined(bool)
- typedef enum bool { false = 0, true = !false } bool;
- #define RL_BOOL_TYPE
-#endif
-
-// Vector2, 2 components
-typedef struct Vector2 {
- float x; // Vector x component
- float y; // Vector y component
-} Vector2;
-
-// Vector3, 3 components
-typedef struct Vector3 {
- float x; // Vector x component
- float y; // Vector y component
- float z; // Vector z component
-} Vector3;
-
-// Vector4, 4 components
-typedef struct Vector4 {
- float x; // Vector x component
- float y; // Vector y component
- float z; // Vector z component
- float w; // Vector w component
-} Vector4;
-
-// Quaternion, 4 components (Vector4 alias)
-typedef Vector4 Quaternion;
-
-// 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;
-
-// Color, 4 components, R8G8B8A8 (32bit)
-typedef struct Color {
- unsigned char r; // Color red value
- unsigned char g; // Color green value
- unsigned char b; // Color blue value
- unsigned char a; // Color alpha value
-} Color;
-
-// Rectangle, 4 components
-typedef struct Rectangle {
- float x; // Rectangle top-left corner position x
- float y; // Rectangle top-left corner position y
- float width; // Rectangle width
- float height; // Rectangle height
-} Rectangle;
-
-// Image, pixel data stored in CPU memory (RAM)
-typedef struct Image {
- void *data; // Image raw data
- int width; // Image base width
- int height; // Image base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
-} Image;
-
-// Texture, tex data stored in GPU memory (VRAM)
-typedef struct Texture {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
-} Texture;
-
-// Texture2D, same as Texture
-typedef Texture Texture2D;
-
-// TextureCubemap, same as Texture
-typedef Texture TextureCubemap;
-
-// RenderTexture, fbo for texture rendering
-typedef struct RenderTexture {
- unsigned int id; // OpenGL framebuffer object id
- Texture texture; // Color buffer attachment texture
- Texture depth; // Depth buffer attachment texture
-} RenderTexture;
-
-// RenderTexture2D, same as RenderTexture
-typedef RenderTexture RenderTexture2D;
-
-// NPatchInfo, n-patch layout info
-typedef struct NPatchInfo {
- Rectangle source; // Texture source rectangle
- int left; // Left border offset
- int top; // Top border offset
- int right; // Right border offset
- int bottom; // Bottom border offset
- int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
-} NPatchInfo;
-
-// GlyphInfo, font characters glyphs info
-typedef struct GlyphInfo {
- int value; // Character value (Unicode)
- int offsetX; // Character offset X when drawing
- int offsetY; // Character offset Y when drawing
- int advanceX; // Character advance position X
- Image image; // Character image data
-} GlyphInfo;
-
-// Font, font texture and GlyphInfo array data
-typedef struct Font {
- int baseSize; // Base size (default chars height)
- int glyphCount; // Number of glyph characters
- int glyphPadding; // Padding around the glyph characters
- Texture2D texture; // Texture atlas containing the glyphs
- Rectangle *recs; // Rectangles in texture for the glyphs
- GlyphInfo *glyphs; // Glyphs info data
-} Font;
-
-// Camera, defines position/orientation in 3d space
-typedef struct Camera3D {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
- int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
-} Camera3D;
-
-typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
-
-// Camera2D, defines position/orientation in 2d space
-typedef struct Camera2D {
- Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (rotation and zoom origin)
- float rotation; // Camera rotation in degrees
- float zoom; // Camera zoom (scaling), should be 1.0f by default
-} Camera2D;
-
-// Mesh, vertex data and vao/vbo
-typedef struct Mesh {
- int vertexCount; // Number of vertices stored in arrays
- int triangleCount; // Number of triangles stored (indexed or not)
-
- // Vertex attributes data
- 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)
- float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
- float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
-
- // Animation vertex data
- float *animVertices; // Animated vertex positions (after bones transformations)
- float *animNormals; // Animated normals (after bones transformations)
- unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
- float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
-
- // OpenGL identifiers
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
-} Mesh;
-
-// Shader
-typedef struct Shader {
- unsigned int id; // Shader program id
- int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
-} Shader;
-
-// MaterialMap
-typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
-} MaterialMap;
-
-// Material, includes shader and maps
-typedef struct Material {
- Shader shader; // Material shader
- MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
- float params[4]; // Material generic parameters (if required)
-} Material;
-
-// Transform, vertex transformation data
-typedef struct Transform {
- Vector3 translation; // Translation
- Quaternion rotation; // Rotation
- Vector3 scale; // Scale
-} Transform;
-
-// Bone, skeletal animation bone
-typedef struct BoneInfo {
- char name[32]; // Bone name
- int parent; // Bone parent
-} BoneInfo;
-
-// Model, meshes, materials and animation data
-typedef struct Model {
- Matrix transform; // Local transform matrix
-
- int meshCount; // Number of meshes
- int materialCount; // Number of materials
- Mesh *meshes; // Meshes array
- Material *materials; // Materials array
- int *meshMaterial; // Mesh material number
-
- // Animation data
- int boneCount; // Number of bones
- BoneInfo *bones; // Bones information (skeleton)
- Transform *bindPose; // Bones base transformation (pose)
-} Model;
-
-// ModelAnimation
-typedef struct ModelAnimation {
- int boneCount; // Number of bones
- int frameCount; // Number of animation frames
- BoneInfo *bones; // Bones information (skeleton)
- Transform **framePoses; // Poses array by frame
- char name[32]; // Animation name
-} ModelAnimation;
-
-// Ray, ray for raycasting
-typedef struct Ray {
- Vector3 position; // Ray position (origin)
- Vector3 direction; // Ray direction
-} Ray;
-
-// RayCollision, ray hit information
-typedef struct RayCollision {
- bool hit; // Did the ray hit something?
- float distance; // Distance to the nearest hit
- Vector3 point; // Point of the nearest hit
- Vector3 normal; // Surface normal of hit
-} RayCollision;
-
-// BoundingBox
-typedef struct BoundingBox {
- Vector3 min; // Minimum vertex box-corner
- Vector3 max; // Maximum vertex box-corner
-} BoundingBox;
-
-// Wave, audio wave data
-typedef struct Wave {
- unsigned int frameCount; // Total number of frames (considering channels)
- unsigned int sampleRate; // Frequency (samples per second)
- unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
- void *data; // Buffer data pointer
-} Wave;
-
-// Opaque structs declaration
-// NOTE: Actual structs are defined internally in raudio module
-typedef struct rAudioBuffer rAudioBuffer;
-typedef struct rAudioProcessor rAudioProcessor;
-
-// AudioStream, custom audio stream
-typedef struct AudioStream {
- rAudioBuffer *buffer; // Pointer to internal data used by the audio system
- rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
-
- unsigned int sampleRate; // Frequency (samples per second)
- unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
-} AudioStream;
-
-// Sound
-typedef struct Sound {
- AudioStream stream; // Audio stream
- unsigned int frameCount; // Total number of frames (considering channels)
-} Sound;
-
-// Music, audio stream, anything longer than ~10 seconds should be streamed
-typedef struct Music {
- AudioStream stream; // Audio stream
- unsigned int frameCount; // Total number of frames (considering channels)
- bool looping; // Music looping enable
-
- int ctxType; // Type of music context (audio filetype)
- void *ctxData; // Audio context data, depends on type
-} Music;
-
-// VrDeviceInfo, Head-Mounted-Display device parameters
-typedef struct VrDeviceInfo {
- int hResolution; // Horizontal resolution in pixels
- int vResolution; // Vertical resolution in pixels
- float hScreenSize; // Horizontal size in meters
- float vScreenSize; // Vertical size in meters
- float vScreenCenter; // Screen center in meters
- float eyeToScreenDistance; // Distance between eye and display in meters
- float lensSeparationDistance; // Lens separation distance in meters
- float interpupillaryDistance; // IPD (distance between pupils) in meters
- float lensDistortionValues[4]; // Lens distortion constant parameters
- float chromaAbCorrection[4]; // Chromatic aberration correction parameters
-} VrDeviceInfo;
-
-// VrStereoConfig, VR stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
- Matrix projection[2]; // VR projection matrices (per eye)
- Matrix viewOffset[2]; // VR view offset matrices (per eye)
- float leftLensCenter[2]; // VR left lens center
- float rightLensCenter[2]; // VR right lens center
- float leftScreenCenter[2]; // VR left screen center
- float rightScreenCenter[2]; // VR right screen center
- float scale[2]; // VR distortion scale
- float scaleIn[2]; // VR distortion scale in
-} VrStereoConfig;
-
-// File path list
-typedef struct FilePathList {
- unsigned int capacity; // Filepaths max entries
- unsigned int count; // Filepaths entries count
- char **paths; // Filepaths entries
-} FilePathList;
-
-// Automation event
-typedef struct AutomationEvent {
- unsigned int frame; // Event frame
- unsigned int type; // Event type (AutomationEventType)
- int params[4]; // Event parameters (if required)
-} AutomationEvent;
-
-// Automation event list
-typedef struct AutomationEventList {
- unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
- unsigned int count; // Events entries count
- AutomationEvent *events; // Events entries
-} AutomationEventList;
-
-//----------------------------------------------------------------------------------
-// Enumerators Definition
-//----------------------------------------------------------------------------------
-// System/Window config flags
-// NOTE: Every bit registers one state (use it with bit masks)
-// By default all flags are set to 0
-typedef enum {
- FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
- FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
- FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
- FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
- FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
- FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
- FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
- FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
- FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
- FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
- FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
- FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
- FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
- FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
- FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
- FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
-} ConfigFlags;
-
-// Trace log level
-// NOTE: Organized by priority level
-typedef enum {
- LOG_ALL = 0, // Display all logs
- LOG_TRACE, // Trace logging, intended for internal use only
- LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
- LOG_INFO, // Info logging, used for program execution info
- LOG_WARNING, // Warning logging, used on recoverable failures
- LOG_ERROR, // Error logging, used on unrecoverable failures
- LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- LOG_NONE // Disable logging
-} TraceLogLevel;
-
-// Keyboard keys (US keyboard layout)
-// NOTE: Use GetKeyPressed() to allow redefining
-// required keys for alternative layouts
-typedef enum {
- KEY_NULL = 0, // Key: NULL, used for no key pressed
- // Alphanumeric keys
- KEY_APOSTROPHE = 39, // Key: '
- KEY_COMMA = 44, // Key: ,
- KEY_MINUS = 45, // Key: -
- KEY_PERIOD = 46, // Key: .
- KEY_SLASH = 47, // Key: /
- KEY_ZERO = 48, // Key: 0
- KEY_ONE = 49, // Key: 1
- KEY_TWO = 50, // Key: 2
- KEY_THREE = 51, // Key: 3
- KEY_FOUR = 52, // Key: 4
- KEY_FIVE = 53, // Key: 5
- KEY_SIX = 54, // Key: 6
- KEY_SEVEN = 55, // Key: 7
- KEY_EIGHT = 56, // Key: 8
- KEY_NINE = 57, // Key: 9
- KEY_SEMICOLON = 59, // Key: ;
- KEY_EQUAL = 61, // Key: =
- KEY_A = 65, // Key: A | a
- KEY_B = 66, // Key: B | b
- KEY_C = 67, // Key: C | c
- KEY_D = 68, // Key: D | d
- KEY_E = 69, // Key: E | e
- KEY_F = 70, // Key: F | f
- KEY_G = 71, // Key: G | g
- KEY_H = 72, // Key: H | h
- KEY_I = 73, // Key: I | i
- KEY_J = 74, // Key: J | j
- KEY_K = 75, // Key: K | k
- KEY_L = 76, // Key: L | l
- KEY_M = 77, // Key: M | m
- KEY_N = 78, // Key: N | n
- KEY_O = 79, // Key: O | o
- KEY_P = 80, // Key: P | p
- KEY_Q = 81, // Key: Q | q
- KEY_R = 82, // Key: R | r
- KEY_S = 83, // Key: S | s
- KEY_T = 84, // Key: T | t
- KEY_U = 85, // Key: U | u
- KEY_V = 86, // Key: V | v
- KEY_W = 87, // Key: W | w
- KEY_X = 88, // Key: X | x
- KEY_Y = 89, // Key: Y | y
- KEY_Z = 90, // Key: Z | z
- KEY_LEFT_BRACKET = 91, // Key: [
- KEY_BACKSLASH = 92, // Key: '\'
- KEY_RIGHT_BRACKET = 93, // Key: ]
- KEY_GRAVE = 96, // Key: `
- // Function keys
- KEY_SPACE = 32, // Key: Space
- KEY_ESCAPE = 256, // Key: Esc
- KEY_ENTER = 257, // Key: Enter
- KEY_TAB = 258, // Key: Tab
- KEY_BACKSPACE = 259, // Key: Backspace
- KEY_INSERT = 260, // Key: Ins
- KEY_DELETE = 261, // Key: Del
- KEY_RIGHT = 262, // Key: Cursor right
- KEY_LEFT = 263, // Key: Cursor left
- KEY_DOWN = 264, // Key: Cursor down
- KEY_UP = 265, // Key: Cursor up
- KEY_PAGE_UP = 266, // Key: Page up
- KEY_PAGE_DOWN = 267, // Key: Page down
- KEY_HOME = 268, // Key: Home
- KEY_END = 269, // Key: End
- KEY_CAPS_LOCK = 280, // Key: Caps lock
- KEY_SCROLL_LOCK = 281, // Key: Scroll down
- KEY_NUM_LOCK = 282, // Key: Num lock
- KEY_PRINT_SCREEN = 283, // Key: Print screen
- KEY_PAUSE = 284, // Key: Pause
- KEY_F1 = 290, // Key: F1
- KEY_F2 = 291, // Key: F2
- KEY_F3 = 292, // Key: F3
- KEY_F4 = 293, // Key: F4
- KEY_F5 = 294, // Key: F5
- KEY_F6 = 295, // Key: F6
- KEY_F7 = 296, // Key: F7
- KEY_F8 = 297, // Key: F8
- KEY_F9 = 298, // Key: F9
- KEY_F10 = 299, // Key: F10
- KEY_F11 = 300, // Key: F11
- KEY_F12 = 301, // Key: F12
- KEY_LEFT_SHIFT = 340, // Key: Shift left
- KEY_LEFT_CONTROL = 341, // Key: Control left
- KEY_LEFT_ALT = 342, // Key: Alt left
- KEY_LEFT_SUPER = 343, // Key: Super left
- KEY_RIGHT_SHIFT = 344, // Key: Shift right
- KEY_RIGHT_CONTROL = 345, // Key: Control right
- KEY_RIGHT_ALT = 346, // Key: Alt right
- KEY_RIGHT_SUPER = 347, // Key: Super right
- KEY_KB_MENU = 348, // Key: KB menu
- // Keypad keys
- KEY_KP_0 = 320, // Key: Keypad 0
- KEY_KP_1 = 321, // Key: Keypad 1
- KEY_KP_2 = 322, // Key: Keypad 2
- KEY_KP_3 = 323, // Key: Keypad 3
- KEY_KP_4 = 324, // Key: Keypad 4
- KEY_KP_5 = 325, // Key: Keypad 5
- KEY_KP_6 = 326, // Key: Keypad 6
- KEY_KP_7 = 327, // Key: Keypad 7
- KEY_KP_8 = 328, // Key: Keypad 8
- KEY_KP_9 = 329, // Key: Keypad 9
- KEY_KP_DECIMAL = 330, // Key: Keypad .
- KEY_KP_DIVIDE = 331, // Key: Keypad /
- KEY_KP_MULTIPLY = 332, // Key: Keypad *
- KEY_KP_SUBTRACT = 333, // Key: Keypad -
- KEY_KP_ADD = 334, // Key: Keypad +
- KEY_KP_ENTER = 335, // Key: Keypad Enter
- KEY_KP_EQUAL = 336, // Key: Keypad =
- // Android key buttons
- KEY_BACK = 4, // Key: Android back button
- KEY_MENU = 82, // Key: Android menu button
- KEY_VOLUME_UP = 24, // Key: Android volume up button
- KEY_VOLUME_DOWN = 25 // Key: Android volume down button
-} KeyboardKey;
-
-// Add backwards compatibility support for deprecated names
-#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
-#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
-#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
-
-// Mouse buttons
-typedef enum {
- MOUSE_BUTTON_LEFT = 0, // Mouse button left
- MOUSE_BUTTON_RIGHT = 1, // Mouse button right
- MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
- MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
- MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
- MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
- MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
-} MouseButton;
-
-// Mouse cursor
-typedef enum {
- MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
- MOUSE_CURSOR_ARROW = 1, // Arrow shape
- MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
- MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
- MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
- MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
- MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
-} MouseCursor;
-
-// Gamepad buttons
-typedef enum {
- GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
- GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
- GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
- GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
- GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
- GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
- GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
- GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
- GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
- GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
- GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
- GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
-} GamepadButton;
-
-// Gamepad axis
-typedef enum {
- GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
- GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
- GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
- GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
- GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
- GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
-} GamepadAxis;
-
-// Material map index
-typedef enum {
- MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
- MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
- MATERIAL_MAP_NORMAL, // Normal material
- MATERIAL_MAP_ROUGHNESS, // Roughness material
- MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
- MATERIAL_MAP_EMISSION, // Emission material
- MATERIAL_MAP_HEIGHT, // Heightmap material
- MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_BRDF // Brdf material
-} MaterialMapIndex;
-
-#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
-#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
-
-// Shader location index
-typedef enum {
- SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
- SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
- SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
- SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
- SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
- SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
- SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
- SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
- SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
- SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
- SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
- SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
- SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
- SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
- SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
- SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
- SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
- SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
- SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
- SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
- SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
- SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
- SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
- SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
- SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
- SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
-} ShaderLocationIndex;
-
-#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
-#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
-
-// Shader uniform data type
-typedef enum {
- SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
- SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
- SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
- SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
- SHADER_UNIFORM_INT, // Shader uniform type: int
- SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
- SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
- SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
- SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
-} ShaderUniformDataType;
-
-// Shader attribute data types
-typedef enum {
- SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
- SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
- SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
- SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
-} ShaderAttributeDataType;
-
-// Pixel formats
-// NOTE: Support depends on OpenGL version and platform
-typedef enum {
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
- PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
- PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
- PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
- PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
- PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
- PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
-} PixelFormat;
-
-// 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 {
- TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
- TEXTURE_FILTER_BILINEAR, // Linear filtering
- TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
-} TextureFilter;
-
-// Texture parameters: wrap mode
-typedef enum {
- TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
- TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
- TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
- TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
-} TextureWrap;
-
-// Cubemap layouts
-typedef enum {
- CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
- CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
- CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
- CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
-} CubemapLayout;
-
-// Font type, defines generation method
-typedef enum {
- FONT_DEFAULT = 0, // Default font generation, anti-aliased
- FONT_BITMAP, // Bitmap font generation, no anti-aliasing
- FONT_SDF // SDF font generation, requires external shader
-} FontType;
-
-// Color blending modes (pre-defined)
-typedef enum {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE, // Blend textures adding colors
- BLEND_MULTIPLIED, // Blend textures multiplying colors
- BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
- BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
- BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
- BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
- BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
-} BlendMode;
-
-// Gesture
-// NOTE: Provided as bit-wise flags to enable only desired gestures
-typedef enum {
- GESTURE_NONE = 0, // No gesture
- GESTURE_TAP = 1, // Tap gesture
- GESTURE_DOUBLETAP = 2, // Double tap gesture
- GESTURE_HOLD = 4, // Hold gesture
- GESTURE_DRAG = 8, // Drag gesture
- GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
- GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
- GESTURE_SWIPE_UP = 64, // Swipe up gesture
- GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
- GESTURE_PINCH_IN = 256, // Pinch in gesture
- GESTURE_PINCH_OUT = 512 // Pinch out gesture
-} Gesture;
-
-// Camera system modes
-typedef enum {
- CAMERA_CUSTOM = 0, // Custom camera
- CAMERA_FREE, // Free camera
- CAMERA_ORBITAL, // Orbital camera
- CAMERA_FIRST_PERSON, // First person camera
- CAMERA_THIRD_PERSON // Third person camera
-} CameraMode;
-
-// Camera projection
-typedef enum {
- CAMERA_PERSPECTIVE = 0, // Perspective projection
- CAMERA_ORTHOGRAPHIC // Orthographic projection
-} CameraProjection;
-
-// N-patch layout
-typedef enum {
- NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
- NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
- NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
-} NPatchLayout;
-
-// Callbacks to hook some internal functions
-// WARNING: These callbacks are intended for advance users
-typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
-typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
-typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
-typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
-typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
-
-//------------------------------------------------------------------------------------
-// Global Variables Definition
-//------------------------------------------------------------------------------------
-// It's lonely here...
-
-//------------------------------------------------------------------------------------
-// Window and Graphics Device Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-#if defined(__cplusplus)
-extern "C" { // Prevents name mangling of functions
-#endif
-
-// Window-related functions
-RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
-RLAPI void CloseWindow(void); // Close window and unload OpenGL context
-RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
-RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
-RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
-RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
-RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
-RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
-RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
-RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
-RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
-RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
-RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
-RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
-RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
-RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
-RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
-RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
-RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
-RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
-RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
-RLAPI void SetWindowSize(int width, int height); // Set window dimensions
-RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
-RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
-RLAPI void *GetWindowHandle(void); // Get native window handle
-RLAPI int GetScreenWidth(void); // Get current screen width
-RLAPI int GetScreenHeight(void); // Get current screen height
-RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
-RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
-RLAPI int GetMonitorCount(void); // Get number of connected monitors
-RLAPI int GetCurrentMonitor(void); // Get current connected monitor
-RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
-RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
-RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
-RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
-RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
-RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
-RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
-RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
-RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
-RLAPI void SetClipboardText(const char *text); // Set clipboard text content
-RLAPI const char *GetClipboardText(void); // Get clipboard text content
-RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
-RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
-
-// Cursor-related functions
-RLAPI void ShowCursor(void); // Shows cursor
-RLAPI void HideCursor(void); // Hides cursor
-RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
-RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
-RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
-RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
-
-// Drawing-related functions
-RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
-RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
-RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
-RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
-RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
-RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
-RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
-RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
-RLAPI void EndTextureMode(void); // Ends drawing to render texture
-RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
-RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
-RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
-RLAPI void EndScissorMode(void); // End scissor mode
-RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
-RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
-
-// VR stereo config functions for VR simulator
-RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
-RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
-
-// Shader management functions
-// NOTE: Shader functionality is not available on OpenGL 1.1
-RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
-RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
-RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
-RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
-RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
-RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
-RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
-// Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
-RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
-RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
-RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
-RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
-RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
-
-// Timing-related functions
-RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
-RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
-RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
-RLAPI int GetFPS(void); // Get current FPS
-
-// Custom frame control functions
-// NOTE: Those functions are intended for advance users that want full control over the frame processing
-// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
-// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
-RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
-RLAPI void PollInputEvents(void); // Register all input events
-RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
-
-// Random values generation functions
-RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
-RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
-RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
-RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
-
-// Misc. functions
-RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
-RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
-RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
-
-// NOTE: Following functions implemented in module [utils]
-//------------------------------------------------------------------
-RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
-RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
-RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
-RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
-RLAPI void MemFree(void *ptr); // Internal memory free
-
-// Set custom callbacks
-// WARNING: Callbacks setup is intended for advance users
-RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
-RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
-RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
-RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
-RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
-
-// Files management functions
-RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
-RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
-RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
-RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
-RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
-RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
-RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
-//------------------------------------------------------------------
-
-// File system functions
-RLAPI bool FileExists(const char *fileName); // Check if file exists
-RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
-RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
-RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
-RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
-RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
-RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
-RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
-RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
-RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
-RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
-RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
-RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
-RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
-RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
-RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
-RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
-RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
-RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
-RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
-
-// Compression/Encoding functionality
-RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
-RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
-RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
-RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
-
-// Automation events functionality
-RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
-RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
-RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
-RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
-RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
-RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
-RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
-RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
-
-//------------------------------------------------------------------------------------
-// Input Handling Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-// Input-related functions: keyboard
-RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
-RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
-RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
-RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
-RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
-RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
-RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
-RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-
-// Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
-RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
-RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
-
-// Input-related functions: mouse
-RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
-RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
-RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
-RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
-RLAPI int GetMouseX(void); // Get mouse position X
-RLAPI int GetMouseY(void); // Get mouse position Y
-RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
-RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
-RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
-RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
-RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
-RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
-RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
-RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
-
-// Input-related functions: touch
-RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
-RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
-RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
-RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
-RLAPI int GetTouchPointCount(void); // Get number of touch points
-
-//------------------------------------------------------------------------------------
-// Gestures and Touch Handling Functions (Module: rgestures)
-//------------------------------------------------------------------------------------
-RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
-RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
-RLAPI int GetGestureDetected(void); // Get latest detected gesture
-RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
-RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
-RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
-RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
-RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
-
-//------------------------------------------------------------------------------------
-// Camera System Functions (Module: rcamera)
-//------------------------------------------------------------------------------------
-RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
-RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
-
-//------------------------------------------------------------------------------------
-// Basic Shapes Drawing Functions (Module: shapes)
-//------------------------------------------------------------------------------------
-// Set texture and rectangle to be used on shapes drawing
-// NOTE: It can be useful when using basic shapes and one single font,
-// defining a font char white rectangle would allow drawing everything in a single draw call
-RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
-
-// Basic shapes drawing functions
-RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
-RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
-RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
-RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
-RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
-RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
-RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
-RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
-RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
-RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
-RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
-RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
-RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
-RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
-RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
-RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
-RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
-RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
-RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
-RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
-RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
-RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
-RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
-RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
-RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
-RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
-RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
-RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
-RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
-RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
-RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
-RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
-RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
-RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
-
-// Splines drawing functions
-RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
-RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
-RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
-RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
-RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
-RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
-RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
-RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
-RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
-
-// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
-RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
-RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
-RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
-RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
-RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
-
-// Basic shapes collision detection functions
-RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
-RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
-RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
-RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
-RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
-RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
-RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
-RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
-RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
-RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
-
-//------------------------------------------------------------------------------------
-// Texture Loading and Drawing Functions (Module: textures)
-//------------------------------------------------------------------------------------
-
-// Image loading functions
-// NOTE: These functions do not require GPU access
-RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
-RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
-RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
-RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
-RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
-RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
-RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
-RLAPI bool IsImageReady(Image image); // Check if an image is ready
-RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
-RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
-RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
-RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
-
-// Image generation functions
-RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
-RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
-RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
-RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
-RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
-RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
-RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
-RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
-RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
-
-// Image manipulation functions
-RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
-RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
-RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
-RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
-RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
-RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
-RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
-RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
-RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
-RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
-RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
-RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
-RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
-RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
-RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
-RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
-RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
-RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
-RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
-RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
-RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
-RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
-RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
-RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
-RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
-RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
-RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
-RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
-RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
-RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
-RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
-RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
-RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
-
-// Image drawing functions
-// NOTE: Image software-rendering functions (CPU)
-RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
-RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
-RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
-RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
-RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
-RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
-RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
-RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
-RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
-RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
-RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
-RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
-RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
-RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
-RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
-RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
-
-// Texture loading functions
-// NOTE: These functions require GPU access
-RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
-RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
-RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
-RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
-RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
-RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
-RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
-RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
-RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
-RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
-
-// Texture configuration functions
-RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
-RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
-RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
-
-// Texture drawing functions
-RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
-RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
-RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
-RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
-RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
-
-// Color/pixel related functions
-RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
-RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
-RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
-RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
-RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
-RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
-RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
-RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
-RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
-RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
-RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
-RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
-RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
-
-//------------------------------------------------------------------------------------
-// Font Loading and Text Drawing Functions (Module: text)
-//------------------------------------------------------------------------------------
-
-// Font loading/unloading functions
-RLAPI Font GetFontDefault(void); // Get the default Font
-RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
-RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
-RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
-RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
-RLAPI bool IsFontReady(Font font); // Check if a font is ready
-RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
-RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
-RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
-RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
-RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
-
-// Text drawing functions
-RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
-RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
-RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
-RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
-RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
-RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
-
-// Text font info functions
-RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
-RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
-RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
-RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
-RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
-RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
-
-// Text codepoints management functions (unicode characters)
-RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
-RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
-RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
-RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
-RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-
-// Text strings management functions (no UTF-8 strings, only byte chars)
-// NOTE: Some strings allocate memory internally for returned strings, just be careful!
-RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
-RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
-RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
-RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
-RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
-RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
-RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
-RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
-RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
-RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
-RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
-RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
-RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
-RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
-RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
-
-//------------------------------------------------------------------------------------
-// Basic 3d Shapes Drawing Functions (Module: models)
-//------------------------------------------------------------------------------------
-
-// Basic geometric 3D shapes drawing functions
-RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
-RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
-RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
-RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
-RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
-RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
-RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
-RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
-RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
-RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
-RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
-RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
-RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
-RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
-RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
-RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
-RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
-RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
-RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-
-//------------------------------------------------------------------------------------
-// Model 3d Loading and Drawing Functions (Module: models)
-//------------------------------------------------------------------------------------
-
-// Model management functions
-RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
-RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
-RLAPI bool IsModelReady(Model model); // Check if a model is ready
-RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
-RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
-RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
-RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
-RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
-RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
-
-// Mesh management functions
-RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
-RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
-RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
-RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
-RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
-RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
-RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
-RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
-
-// Mesh generation functions
-RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
-RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
-RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
-RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
-RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
-RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
-RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
-RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
-RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
-RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
-RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
-// Material loading/unloading functions
-RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
-RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
-RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
-RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
-RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
-
-// Model animations loading/unloading functions
-RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
-RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
-RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
-RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
-RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
-
-// Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
-RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
-RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
-RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
-RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
-RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
-
-//------------------------------------------------------------------------------------
-// Audio Loading and Playing Functions (Module: audio)
-//------------------------------------------------------------------------------------
-typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
-
-// Audio device management functions
-RLAPI void InitAudioDevice(void); // Initialize audio device and context
-RLAPI void CloseAudioDevice(void); // Close the audio device and context
-RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
-RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
-RLAPI float GetMasterVolume(void); // Get master volume (listener)
-
-// Wave/Sound loading/unloading functions
-RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
-RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
-RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
-RLAPI Sound LoadSound(const char *fileName); // Load sound from file
-RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
-RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
-RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
-RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
-RLAPI void UnloadWave(Wave wave); // Unload wave data
-RLAPI void UnloadSound(Sound sound); // Unload sound
-RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
-RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
-RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
-
-// Wave/Sound management functions
-RLAPI void PlaySound(Sound sound); // Play a sound
-RLAPI void StopSound(Sound sound); // Stop playing a sound
-RLAPI void PauseSound(Sound sound); // Pause a sound
-RLAPI void ResumeSound(Sound sound); // Resume a paused sound
-RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
-RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
-RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
-RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
-RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
-RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
-RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
-RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
-RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
-
-// Music management functions
-RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
-RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
-RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
-RLAPI void UnloadMusicStream(Music music); // Unload music stream
-RLAPI void PlayMusicStream(Music music); // Start music playing
-RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
-RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
-RLAPI void StopMusicStream(Music music); // Stop music playing
-RLAPI void PauseMusicStream(Music music); // Pause music playing
-RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
-RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
-RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
-RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
-RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
-RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
-RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
-
-// AudioStream management functions
-RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
-RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
-RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
-RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
-RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
-RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
-RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
-RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
-RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
-RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
-RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
-RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
-RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
-RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
-RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
-
-RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
-RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
-
-RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
-RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
-
-#if defined(__cplusplus)
-}
-#endif
-
-#endif // RAYLIB_H
diff --git a/raylib/raylib-5.0_linux_amd64/include/raymath.h b/raylib/raylib-5.0_linux_amd64/include/raymath.h
deleted file mode 100644
index ff60170..0000000
--- a/raylib/raylib-5.0_linux_amd64/include/raymath.h
+++ /dev/null
@@ -1,2190 +0,0 @@
-/**********************************************************************************************
-*
-* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
-*
-* CONVENTIONS:
-* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
-* math operations performed by the library consider the structure as it was column-major
-* It is like transposed versions of the matrices are used for all the maths
-* It benefits some functions making them cache-friendly and also avoids matrix
-* transpositions sometimes required by OpenGL
-* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
-* - Functions are always self-contained, no function use another raymath function inside,
-* required code is directly re-implemented inside
-* - Functions input parameters are always received by value (2 unavoidable exceptions)
-* - Functions use always a "result" variable for return
-* - Functions are always defined inline
-* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
-* - No compound literals used to make sure libray is compatible with C++
-*
-* CONFIGURATION:
-* #define RAYMATH_IMPLEMENTATION
-* Generates the implementation of the library into the included file.
-* If not defined, the library is in header only mode and can be included in other headers
-* or source files without problems. But only ONE file should hold the implementation.
-*
-* #define RAYMATH_STATIC_INLINE
-* Define static inline functions code, so #include header suffices for use.
-* This may use up lots of memory.
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYMATH_H
-#define RAYMATH_H
-
-#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
- #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
-#endif
-
-// Function specifiers definition
-#if defined(RAYMATH_IMPLEMENTATION)
- #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
- #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #else
- #define RMAPI extern inline // Provide external definition
- #endif
-#elif defined(RAYMATH_STATIC_INLINE)
- #define RMAPI static inline // Functions may be inlined, no external out-of-line definition
-#else
- #if defined(__TINYC__)
- #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
- #else
- #define RMAPI inline // Functions may be inlined or external definition used
- #endif
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846f
-#endif
-
-#ifndef EPSILON
- #define EPSILON 0.000001f
-#endif
-
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
-
-// Get float vector for Matrix
-#ifndef MatrixToFloat
- #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
-#endif
-
-// Get float vector for Vector3
-#ifndef Vector3ToFloat
- #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-#if !defined(RL_VECTOR2_TYPE)
-// Vector2 type
-typedef struct Vector2 {
- float x;
- float y;
-} Vector2;
-#define RL_VECTOR2_TYPE
-#endif
-
-#if !defined(RL_VECTOR3_TYPE)
-// Vector3 type
-typedef struct Vector3 {
- float x;
- float y;
- float z;
-} Vector3;
-#define RL_VECTOR3_TYPE
-#endif
-
-#if !defined(RL_VECTOR4_TYPE)
-// Vector4 type
-typedef struct Vector4 {
- float x;
- float y;
- float z;
- float w;
-} Vector4;
-#define RL_VECTOR4_TYPE
-#endif
-
-#if !defined(RL_QUATERNION_TYPE)
-// Quaternion type
-typedef Vector4 Quaternion;
-#define RL_QUATERNION_TYPE
-#endif
-
-#if !defined(RL_MATRIX_TYPE)
-// Matrix type (OpenGL style 4x4 - right handed, column major)
-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
-
-// NOTE: Helper types to be used instead of array return types for *ToFloat functions
-typedef struct float3 {
- float v[3];
-} float3;
-
-typedef struct float16 {
- float v[16];
-} float16;
-
-#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs()
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Utils math
-//----------------------------------------------------------------------------------
-
-// Clamp float value
-RMAPI float Clamp(float value, float min, float max)
-{
- float result = (value < min)? min : value;
-
- if (result > max) result = max;
-
- return result;
-}
-
-// Calculate linear interpolation between two floats
-RMAPI float Lerp(float start, float end, float amount)
-{
- float result = start + amount*(end - start);
-
- return result;
-}
-
-// Normalize input value within input range
-RMAPI float Normalize(float value, float start, float end)
-{
- float result = (value - start)/(end - start);
-
- return result;
-}
-
-// Remap input value within input range to output range
-RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
-{
- float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
-
- return result;
-}
-
-// Wrap input value from min to max
-RMAPI float Wrap(float value, float min, float max)
-{
- float result = value - (max - min)*floorf((value - min)/(max - min));
-
- return result;
-}
-
-// Check whether two given floats are almost equal
-RMAPI int FloatEquals(float x, float y)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector2 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMAPI Vector2 Vector2Zero(void)
-{
- Vector2 result = { 0.0f, 0.0f };
-
- return result;
-}
-
-// Vector with components value 1.0f
-RMAPI Vector2 Vector2One(void)
-{
- Vector2 result = { 1.0f, 1.0f };
-
- return result;
-}
-
-// Add two vectors (v1 + v2)
-RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x + v2.x, v1.y + v2.y };
-
- return result;
-}
-
-// Add vector and float value
-RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
-{
- Vector2 result = { v.x + add, v.y + add };
-
- return result;
-}
-
-// Subtract two vectors (v1 - v2)
-RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x - v2.x, v1.y - v2.y };
-
- return result;
-}
-
-// Subtract vector by float value
-RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
-{
- Vector2 result = { v.x - sub, v.y - sub };
-
- return result;
-}
-
-// Calculate vector length
-RMAPI float Vector2Length(Vector2 v)
-{
- float result = sqrtf((v.x*v.x) + (v.y*v.y));
-
- return result;
-}
-
-// Calculate vector square length
-RMAPI float Vector2LengthSqr(Vector2 v)
-{
- float result = (v.x*v.x) + (v.y*v.y);
-
- return result;
-}
-
-// Calculate two vectors dot product
-RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y);
-
- return result;
-}
-
-// Calculate distance between two vectors
-RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
-{
- float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
-
- return result;
-}
-
-// Calculate square distance between two vectors
-RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
-{
- float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
-
- return result;
-}
-
-// Calculate angle between two vectors
-// NOTE: Angle is calculated from origin point (0, 0)
-RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
-{
- float result = 0.0f;
-
- float dot = v1.x*v2.x + v1.y*v2.y;
- float det = v1.x*v2.y - v1.y*v2.x;
-
- result = atan2f(det, dot);
-
- return result;
-}
-
-// Calculate angle defined by a two vectors line
-// NOTE: Parameters need to be normalized
-// Current implementation should be aligned with glm::angle
-RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
-{
- float result = 0.0f;
-
- // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
- result = -atan2f(end.y - start.y, end.x - start.x);
-
- return result;
-}
-
-// Scale vector (multiply by value)
-RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
-{
- Vector2 result = { v.x*scale, v.y*scale };
-
- return result;
-}
-
-// Multiply vector by vector
-RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x*v2.x, v1.y*v2.y };
-
- return result;
-}
-
-// Negate vector
-RMAPI Vector2 Vector2Negate(Vector2 v)
-{
- Vector2 result = { -v.x, -v.y };
-
- return result;
-}
-
-// Divide vector by vector
-RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x/v2.x, v1.y/v2.y };
-
- return result;
-}
-
-// Normalize provided vector
-RMAPI Vector2 Vector2Normalize(Vector2 v)
-{
- Vector2 result = { 0 };
- float length = sqrtf((v.x*v.x) + (v.y*v.y));
-
- if (length > 0)
- {
- float ilength = 1.0f/length;
- result.x = v.x*ilength;
- result.y = v.y*ilength;
- }
-
- return result;
-}
-
-// Transforms a Vector2 by a given Matrix
-RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
-{
- Vector2 result = { 0 };
-
- float x = v.x;
- float y = v.y;
- float z = 0;
-
- result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
-
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
-{
- Vector2 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
-{
- Vector2 result = { 0 };
-
- float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
-
- return result;
-}
-
-// Rotate vector by angle
-RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
-{
- Vector2 result = { 0 };
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.x = v.x*cosres - v.y*sinres;
- result.y = v.x*sinres + v.y*cosres;
-
- return result;
-}
-
-// Move Vector towards target
-RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
-{
- Vector2 result = { 0 };
-
- float dx = target.x - v.x;
- float dy = target.y - v.y;
- float value = (dx*dx) + (dy*dy);
-
- if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
-
- float dist = sqrtf(value);
-
- result.x = v.x + dx/dist*maxDistance;
- result.y = v.y + dy/dist*maxDistance;
-
- return result;
-}
-
-// Invert the given vector
-RMAPI Vector2 Vector2Invert(Vector2 v)
-{
- Vector2 result = { 1.0f/v.x, 1.0f/v.y };
-
- return result;
-}
-
-// Clamp the components of the vector between
-// min and max values specified by the given vectors
-RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
-{
- Vector2 result = { 0 };
-
- result.x = fminf(max.x, fmaxf(min.x, v.x));
- result.y = fminf(max.y, fmaxf(min.y, v.y));
-
- return result;
-}
-
-// Clamp the magnitude of the vector between two min and max values
-RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
-{
- Vector2 result = v;
-
- float length = (v.x*v.x) + (v.y*v.y);
- if (length > 0.0f)
- {
- length = sqrtf(length);
-
- if (length < min)
- {
- float scale = min/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- }
- else if (length > max)
- {
- float scale = max/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- }
- }
-
- return result;
-}
-
-// Check whether two given vectors are almost equal
-RMAPI int Vector2Equals(Vector2 p, Vector2 q)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector3 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMAPI Vector3 Vector3Zero(void)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- return result;
-}
-
-// Vector with components value 1.0f
-RMAPI Vector3 Vector3One(void)
-{
- Vector3 result = { 1.0f, 1.0f, 1.0f };
-
- return result;
-}
-
-// Add two vectors
-RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
-
- return result;
-}
-
-// Add vector and float value
-RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
-{
- Vector3 result = { v.x + add, v.y + add, v.z + add };
-
- return result;
-}
-
-// Subtract two vectors
-RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
-
- return result;
-}
-
-// Subtract vector by float value
-RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
-{
- Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
-
- return result;
-}
-
-// Multiply vector by scalar
-RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
-{
- Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
-
- return result;
-}
-
-// Multiply vector by vector
-RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
-
- return result;
-}
-
-// Calculate two vectors cross product
-RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
-
- return result;
-}
-
-// Calculate one vector perpendicular vector
-RMAPI Vector3 Vector3Perpendicular(Vector3 v)
-{
- Vector3 result = { 0 };
-
- float min = (float) fabs(v.x);
- Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
-
- if (fabsf(v.y) < min)
- {
- min = (float) fabs(v.y);
- Vector3 tmp = {0.0f, 1.0f, 0.0f};
- cardinalAxis = tmp;
- }
-
- if (fabsf(v.z) < min)
- {
- Vector3 tmp = {0.0f, 0.0f, 1.0f};
- cardinalAxis = tmp;
- }
-
- // Cross product between vectors
- result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
- result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
- result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
-
- return result;
-}
-
-// Calculate vector length
-RMAPI float Vector3Length(const Vector3 v)
-{
- float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
-
- return result;
-}
-
-// Calculate vector square length
-RMAPI float Vector3LengthSqr(const Vector3 v)
-{
- float result = v.x*v.x + v.y*v.y + v.z*v.z;
-
- return result;
-}
-
-// Calculate two vectors dot product
-RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
-
- return result;
-}
-
-// Calculate distance between two vectors
-RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
-{
- float result = 0.0f;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
- result = sqrtf(dx*dx + dy*dy + dz*dz);
-
- return result;
-}
-
-// Calculate square distance between two vectors
-RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
-{
- float result = 0.0f;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
- result = dx*dx + dy*dy + dz*dz;
-
- return result;
-}
-
-// Calculate angle between two vectors
-RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
-{
- float result = 0.0f;
-
- Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
- float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
- float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- result = atan2f(len, dot);
-
- return result;
-}
-
-// Negate provided vector (invert direction)
-RMAPI Vector3 Vector3Negate(Vector3 v)
-{
- Vector3 result = { -v.x, -v.y, -v.z };
-
- return result;
-}
-
-// Divide vector by vector
-RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
-
- return result;
-}
-
-// Normalize provided vector
-RMAPI Vector3 Vector3Normalize(Vector3 v)
-{
- Vector3 result = v;
-
- float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length != 0.0f)
- {
- float ilength = 1.0f/length;
-
- result.x *= ilength;
- result.y *= ilength;
- result.z *= ilength;
- }
-
- return result;
-}
-
-//Calculate the projection of the vector v1 on to v2
-RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
-
- float mag = v1dv2/v2dv2;
-
- result.x = v2.x*mag;
- result.y = v2.y*mag;
- result.z = v2.z*mag;
-
- return result;
-}
-
-//Calculate the rejection of the vector v1 on to v2
-RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
-
- float mag = v1dv2/v2dv2;
-
- result.x = v1.x - (v2.x*mag);
- result.y = v1.y - (v2.y*mag);
- result.z = v1.z - (v2.z*mag);
-
- return result;
-}
-
-// Orthonormalize provided vectors
-// Makes vectors normalized and orthogonal to each other
-// Gram-Schmidt function implementation
-RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
-{
- float length = 0.0f;
- float ilength = 0.0f;
-
- // Vector3Normalize(*v1);
- Vector3 v = *v1;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- v1->x *= ilength;
- v1->y *= ilength;
- v1->z *= ilength;
-
- // Vector3CrossProduct(*v1, *v2)
- Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
-
- // Vector3Normalize(vn1);
- v = vn1;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- vn1.x *= ilength;
- vn1.y *= ilength;
- vn1.z *= ilength;
-
- // Vector3CrossProduct(vn1, *v1)
- Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
-
- *v2 = vn2;
-}
-
-// Transforms a Vector3 by a given Matrix
-RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)
-{
- Vector3 result = { 0 };
-
- float x = v.x;
- float y = v.y;
- float z = v.z;
-
- result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
- result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-
- return result;
-}
-
-// Transform a vector by quaternion rotation
-RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
-{
- Vector3 result = { 0 };
-
- result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
- result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
- result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
-
- return result;
-}
-
-// Rotates a vector around an axis
-RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
-{
- // Using Euler-Rodrigues Formula
- // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
-
- Vector3 result = v;
-
- // Vector3Normalize(axis);
- float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f / length;
- axis.x *= ilength;
- axis.y *= ilength;
- axis.z *= ilength;
-
- angle /= 2.0f;
- float a = sinf(angle);
- float b = axis.x*a;
- float c = axis.y*a;
- float d = axis.z*a;
- a = cosf(angle);
- Vector3 w = { b, c, d };
-
- // Vector3CrossProduct(w, v)
- Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
-
- // Vector3CrossProduct(w, wv)
- Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
-
- // Vector3Scale(wv, 2*a)
- a *= 2;
- wv.x *= a;
- wv.y *= a;
- wv.z *= a;
-
- // Vector3Scale(wwv, 2)
- wwv.x *= 2;
- wwv.y *= 2;
- wwv.z *= 2;
-
- result.x += wv.x;
- result.y += wv.y;
- result.z += wv.z;
-
- result.x += wwv.x;
- result.y += wwv.y;
- result.z += wwv.z;
-
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
-{
- Vector3 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
- result.z = v1.z + amount*(v2.z - v1.z);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
-{
- Vector3 result = { 0 };
-
- // I is the original vector
- // N is the normal of the incident plane
- // R = I - (2*N*(DotProduct[I, N]))
-
- float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
- result.z = v.z - (2.0f*normal.z)*dotProduct;
-
- return result;
-}
-
-// Get min value for each pair of components
-RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fminf(v1.x, v2.x);
- result.y = fminf(v1.y, v2.y);
- result.z = fminf(v1.z, v2.z);
-
- return result;
-}
-
-// Get max value for each pair of components
-RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fmaxf(v1.x, v2.x);
- result.y = fmaxf(v1.y, v2.y);
- result.z = fmaxf(v1.z, v2.z);
-
- return result;
-}
-
-// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
-// NOTE: Assumes P is on the plane of the triangle
-RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
-{
- Vector3 result = { 0 };
-
- Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)
- Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)
- Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)
- float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)
- float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)
- float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)
- float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)
- float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)
-
- float denom = d00*d11 - d01*d01;
-
- result.y = (d11*d20 - d01*d21)/denom;
- result.z = (d00*d21 - d01*d20)/denom;
- result.x = 1.0f - (result.z + result.y);
-
- return result;
-}
-
-// Projects a Vector3 from screen space into object space
-// NOTE: We are avoiding calling other raymath functions despite available
-RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
-{
- Vector3 result = { 0 };
-
- // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
- Matrix matViewProj = { // MatrixMultiply(view, projection);
- view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
- view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
- view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
- view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
- view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
- view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
- view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
- view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
- view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
- view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
- view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
- view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
- view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
- view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
- view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
- view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
-
- // Calculate inverted matrix -> MatrixInvert(matViewProj);
- // Cache the matrix values (speed optimization)
- float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
- float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
- float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
- float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15;
-
- float b00 = a00*a11 - a01*a10;
- float b01 = a00*a12 - a02*a10;
- float b02 = a00*a13 - a03*a10;
- float b03 = a01*a12 - a02*a11;
- float b04 = a01*a13 - a03*a11;
- float b05 = a02*a13 - a03*a12;
- float b06 = a20*a31 - a21*a30;
- float b07 = a20*a32 - a22*a30;
- float b08 = a20*a33 - a23*a30;
- float b09 = a21*a32 - a22*a31;
- float b10 = a21*a33 - a23*a31;
- float b11 = a22*a33 - a23*a32;
-
- // Calculate the invert determinant (inlined to avoid double-caching)
- float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
-
- Matrix matViewProjInv = {
- (a11*b11 - a12*b10 + a13*b09)*invDet,
- (-a01*b11 + a02*b10 - a03*b09)*invDet,
- (a31*b05 - a32*b04 + a33*b03)*invDet,
- (-a21*b05 + a22*b04 - a23*b03)*invDet,
- (-a10*b11 + a12*b08 - a13*b07)*invDet,
- (a00*b11 - a02*b08 + a03*b07)*invDet,
- (-a30*b05 + a32*b02 - a33*b01)*invDet,
- (a20*b05 - a22*b02 + a23*b01)*invDet,
- (a10*b10 - a11*b08 + a13*b06)*invDet,
- (-a00*b10 + a01*b08 - a03*b06)*invDet,
- (a30*b04 - a31*b02 + a33*b00)*invDet,
- (-a20*b04 + a21*b02 - a23*b00)*invDet,
- (-a10*b09 + a11*b07 - a12*b06)*invDet,
- (a00*b09 - a01*b07 + a02*b06)*invDet,
- (-a30*b03 + a31*b01 - a32*b00)*invDet,
- (a20*b03 - a21*b01 + a22*b00)*invDet };
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unprojecte matrix
- Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
- matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
- matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
- matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
- matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
-
- // Normalized world points in vectors
- result.x = qtransformed.x/qtransformed.w;
- result.y = qtransformed.y/qtransformed.w;
- result.z = qtransformed.z/qtransformed.w;
-
- return result;
-}
-
-// Get Vector3 as float array
-RMAPI float3 Vector3ToFloatV(Vector3 v)
-{
- float3 buffer = { 0 };
-
- buffer.v[0] = v.x;
- buffer.v[1] = v.y;
- buffer.v[2] = v.z;
-
- return buffer;
-}
-
-// Invert the given vector
-RMAPI Vector3 Vector3Invert(Vector3 v)
-{
- Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
-
- return result;
-}
-
-// Clamp the components of the vector between
-// min and max values specified by the given vectors
-RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
-{
- Vector3 result = { 0 };
-
- result.x = fminf(max.x, fmaxf(min.x, v.x));
- result.y = fminf(max.y, fmaxf(min.y, v.y));
- result.z = fminf(max.z, fmaxf(min.z, v.z));
-
- return result;
-}
-
-// Clamp the magnitude of the vector between two values
-RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
-{
- Vector3 result = v;
-
- float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
- if (length > 0.0f)
- {
- length = sqrtf(length);
-
- if (length < min)
- {
- float scale = min/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- result.z = v.z*scale;
- }
- else if (length > max)
- {
- float scale = max/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- result.z = v.z*scale;
- }
- }
-
- return result;
-}
-
-// Check whether two given vectors are almost equal
-RMAPI int Vector3Equals(Vector3 p, Vector3 q)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
- ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
-
- return result;
-}
-
-// Compute the direction of a refracted ray
-// v: normalized direction of the incoming ray
-// n: normalized normal vector of the interface of two optical media
-// r: ratio of the refractive index of the medium from where the ray comes
-// to the refractive index of the medium on the other side of the surface
-RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
-{
- Vector3 result = { 0 };
-
- float dot = v.x*n.x + v.y*n.y + v.z*n.z;
- float d = 1.0f - r*r*(1.0f - dot*dot);
-
- if (d >= 0.0f)
- {
- d = sqrtf(d);
- v.x = r*v.x - (r*dot + d)*n.x;
- v.y = r*v.y - (r*dot + d)*n.y;
- v.z = r*v.z - (r*dot + d)*n.z;
-
- result = v;
- }
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix math
-//----------------------------------------------------------------------------------
-
-// Compute matrix determinant
-RMAPI float MatrixDeterminant(Matrix mat)
-{
- float result = 0.0f;
-
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
- a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
- a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
- a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
- a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
- a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
-
- return result;
-}
-
-// Get the trace of the matrix (sum of the values along the diagonal)
-RMAPI float MatrixTrace(Matrix mat)
-{
- float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
-
- return result;
-}
-
-// Transposes provided matrix
-RMAPI Matrix MatrixTranspose(Matrix mat)
-{
- Matrix result = { 0 };
-
- result.m0 = mat.m0;
- result.m1 = mat.m4;
- result.m2 = mat.m8;
- result.m3 = mat.m12;
- result.m4 = mat.m1;
- result.m5 = mat.m5;
- result.m6 = mat.m9;
- result.m7 = mat.m13;
- result.m8 = mat.m2;
- result.m9 = mat.m6;
- result.m10 = mat.m10;
- result.m11 = mat.m14;
- result.m12 = mat.m3;
- result.m13 = mat.m7;
- result.m14 = mat.m11;
- result.m15 = mat.m15;
-
- return result;
-}
-
-// Invert provided matrix
-RMAPI Matrix MatrixInvert(Matrix mat)
-{
- Matrix result = { 0 };
-
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- float b00 = a00*a11 - a01*a10;
- float b01 = a00*a12 - a02*a10;
- float b02 = a00*a13 - a03*a10;
- float b03 = a01*a12 - a02*a11;
- float b04 = a01*a13 - a03*a11;
- float b05 = a02*a13 - a03*a12;
- float b06 = a20*a31 - a21*a30;
- float b07 = a20*a32 - a22*a30;
- float b08 = a20*a33 - a23*a30;
- float b09 = a21*a32 - a22*a31;
- float b10 = a21*a33 - a23*a31;
- float b11 = a22*a33 - a23*a32;
-
- // Calculate the invert determinant (inlined to avoid double-caching)
- float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
-
- result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
- result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
- result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
- result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
- result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
- result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
- result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
- result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
- result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
- result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
- result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
- result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
- result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
- result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
- result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
- result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
-
- return result;
-}
-
-// Get identity matrix
-RMAPI Matrix MatrixIdentity(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;
-}
-
-// Add two matrices
-RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
-{
- Matrix result = { 0 };
-
- result.m0 = left.m0 + right.m0;
- result.m1 = left.m1 + right.m1;
- result.m2 = left.m2 + right.m2;
- result.m3 = left.m3 + right.m3;
- result.m4 = left.m4 + right.m4;
- result.m5 = left.m5 + right.m5;
- result.m6 = left.m6 + right.m6;
- result.m7 = left.m7 + right.m7;
- result.m8 = left.m8 + right.m8;
- result.m9 = left.m9 + right.m9;
- result.m10 = left.m10 + right.m10;
- result.m11 = left.m11 + right.m11;
- result.m12 = left.m12 + right.m12;
- result.m13 = left.m13 + right.m13;
- result.m14 = left.m14 + right.m14;
- result.m15 = left.m15 + right.m15;
-
- return result;
-}
-
-// Subtract two matrices (left - right)
-RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
-{
- Matrix result = { 0 };
-
- result.m0 = left.m0 - right.m0;
- result.m1 = left.m1 - right.m1;
- result.m2 = left.m2 - right.m2;
- result.m3 = left.m3 - right.m3;
- result.m4 = left.m4 - right.m4;
- result.m5 = left.m5 - right.m5;
- result.m6 = left.m6 - right.m6;
- result.m7 = left.m7 - right.m7;
- result.m8 = left.m8 - right.m8;
- result.m9 = left.m9 - right.m9;
- result.m10 = left.m10 - right.m10;
- result.m11 = left.m11 - right.m11;
- result.m12 = left.m12 - right.m12;
- result.m13 = left.m13 - right.m13;
- result.m14 = left.m14 - right.m14;
- result.m15 = left.m15 - right.m15;
-
- return result;
-}
-
-// Get two matrix multiplication
-// NOTE: When multiplying matrices... the order matters!
-RMAPI Matrix MatrixMultiply(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;
-}
-
-// Get translation matrix
-RMAPI Matrix MatrixTranslate(float x, float y, float z)
-{
- Matrix result = { 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 };
-
- return result;
-}
-
-// Create rotation matrix from axis and angle
-// NOTE: Angle should be provided in radians
-RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
-{
- Matrix result = { 0 };
-
- float x = axis.x, y = axis.y, z = axis.z;
-
- float lengthSquared = x*x + y*y + z*z;
-
- if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
- {
- float ilength = 1.0f/sqrtf(lengthSquared);
- x *= ilength;
- y *= ilength;
- z *= ilength;
- }
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
- float t = 1.0f - cosres;
-
- result.m0 = x*x*t + cosres;
- result.m1 = y*x*t + z*sinres;
- result.m2 = z*x*t - y*sinres;
- result.m3 = 0.0f;
-
- result.m4 = x*y*t - z*sinres;
- result.m5 = y*y*t + cosres;
- result.m6 = z*y*t + x*sinres;
- result.m7 = 0.0f;
-
- result.m8 = x*z*t + y*sinres;
- result.m9 = y*z*t - x*sinres;
- result.m10 = z*z*t + cosres;
- result.m11 = 0.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = 0.0f;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Get x-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateX(float angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m5 = cosres;
- result.m6 = sinres;
- result.m9 = -sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Get y-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateY(float angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m2 = -sinres;
- result.m8 = sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Get z-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateZ(float angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m1 = sinres;
- result.m4 = -sinres;
- result.m5 = cosres;
-
- return result;
-}
-
-
-// Get xyz-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosz = cosf(-angle.z);
- float sinz = sinf(-angle.z);
- float cosy = cosf(-angle.y);
- float siny = sinf(-angle.y);
- float cosx = cosf(-angle.x);
- float sinx = sinf(-angle.x);
-
- result.m0 = cosz*cosy;
- result.m1 = (cosz*siny*sinx) - (sinz*cosx);
- result.m2 = (cosz*siny*cosx) + (sinz*sinx);
-
- result.m4 = sinz*cosy;
- result.m5 = (sinz*siny*sinx) + (cosz*cosx);
- result.m6 = (sinz*siny*cosx) - (cosz*sinx);
-
- result.m8 = -siny;
- result.m9 = cosy*sinx;
- result.m10= cosy*cosx;
-
- return result;
-}
-
-// Get zyx-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateZYX(Vector3 angle)
-{
- Matrix result = { 0 };
-
- float cz = cosf(angle.z);
- float sz = sinf(angle.z);
- float cy = cosf(angle.y);
- float sy = sinf(angle.y);
- float cx = cosf(angle.x);
- float sx = sinf(angle.x);
-
- result.m0 = cz*cy;
- result.m4 = cz*sy*sx - cx*sz;
- result.m8 = sz*sx + cz*cx*sy;
- result.m12 = 0;
-
- result.m1 = cy*sz;
- result.m5 = cz*cx + sz*sy*sx;
- result.m9 = cx*sz*sy - cz*sx;
- result.m13 = 0;
-
- result.m2 = -sy;
- result.m6 = cy*sx;
- result.m10 = cy*cx;
- result.m14 = 0;
-
- result.m3 = 0;
- result.m7 = 0;
- result.m11 = 0;
- result.m15 = 1;
-
- return result;
-}
-
-// Get scaling matrix
-RMAPI Matrix MatrixScale(float x, float y, float z)
-{
- Matrix result = { 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 };
-
- return result;
-}
-
-// Get perspective projection matrix
-RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(far - near);
-
- result.m0 = ((float)near*2.0f)/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
-
- result.m4 = 0.0f;
- result.m5 = ((float)near*2.0f)/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
-
- result.m8 = ((float)right + (float)left)/rl;
- result.m9 = ((float)top + (float)bottom)/tb;
- result.m10 = -((float)far + (float)near)/fn;
- result.m11 = -1.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = -((float)far*(float)near*2.0f)/fn;
- result.m15 = 0.0f;
-
- return result;
-}
-
-// Get perspective projection matrix
-// NOTE: Fovy angle must be provided in radians
-RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
-{
- Matrix result = { 0 };
-
- double top = nearPlane*tan(fovY*0.5);
- double bottom = -top;
- double right = top*aspect;
- double left = -right;
-
- // MatrixFrustum(-right, right, -top, top, near, far);
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(farPlane - nearPlane);
-
- result.m0 = ((float)nearPlane*2.0f)/rl;
- result.m5 = ((float)nearPlane*2.0f)/tb;
- result.m8 = ((float)right + (float)left)/rl;
- result.m9 = ((float)top + (float)bottom)/tb;
- result.m10 = -((float)farPlane + (float)nearPlane)/fn;
- result.m11 = -1.0f;
- result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
-
- return result;
-}
-
-// Get orthographic projection matrix
-RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(farPlane - nearPlane);
-
- result.m0 = 2.0f/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
- result.m4 = 0.0f;
- result.m5 = 2.0f/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
- result.m8 = 0.0f;
- result.m9 = 0.0f;
- result.m10 = -2.0f/fn;
- result.m11 = 0.0f;
- result.m12 = -((float)left + (float)right)/rl;
- result.m13 = -((float)top + (float)bottom)/tb;
- result.m14 = -((float)farPlane + (float)nearPlane)/fn;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Get camera look-at matrix (view matrix)
-RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
-{
- Matrix result = { 0 };
-
- float length = 0.0f;
- float ilength = 0.0f;
-
- // Vector3Subtract(eye, target)
- Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
-
- // Vector3Normalize(vz)
- Vector3 v = vz;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- vz.x *= ilength;
- vz.y *= ilength;
- vz.z *= ilength;
-
- // Vector3CrossProduct(up, vz)
- Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
-
- // Vector3Normalize(x)
- v = vx;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- vx.x *= ilength;
- vx.y *= ilength;
- vx.z *= ilength;
-
- // Vector3CrossProduct(vz, vx)
- Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
-
- result.m0 = vx.x;
- result.m1 = vy.x;
- result.m2 = vz.x;
- result.m3 = 0.0f;
- result.m4 = vx.y;
- result.m5 = vy.y;
- result.m6 = vz.y;
- result.m7 = 0.0f;
- result.m8 = vx.z;
- result.m9 = vy.z;
- result.m10 = vz.z;
- result.m11 = 0.0f;
- result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)
- result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)
- result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Get float array of matrix data
-RMAPI float16 MatrixToFloatV(Matrix mat)
-{
- float16 result = { 0 };
-
- result.v[0] = mat.m0;
- result.v[1] = mat.m1;
- result.v[2] = mat.m2;
- result.v[3] = mat.m3;
- result.v[4] = mat.m4;
- result.v[5] = mat.m5;
- result.v[6] = mat.m6;
- result.v[7] = mat.m7;
- result.v[8] = mat.m8;
- result.v[9] = mat.m9;
- result.v[10] = mat.m10;
- result.v[11] = mat.m11;
- result.v[12] = mat.m12;
- result.v[13] = mat.m13;
- result.v[14] = mat.m14;
- result.v[15] = mat.m15;
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Quaternion math
-//----------------------------------------------------------------------------------
-
-// Add two quaternions
-RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
-
- return result;
-}
-
-// Add quaternion and float value
-RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)
-{
- Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
-
- return result;
-}
-
-// Subtract two quaternions
-RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
-
- return result;
-}
-
-// Subtract quaternion and float value
-RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
-{
- Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
-
- return result;
-}
-
-// Get identity quaternion
-RMAPI Quaternion QuaternionIdentity(void)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Computes the length of a quaternion
-RMAPI float QuaternionLength(Quaternion q)
-{
- float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
-
- return result;
-}
-
-// Normalize provided quaternion
-RMAPI Quaternion QuaternionNormalize(Quaternion q)
-{
- Quaternion result = { 0 };
-
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Invert provided quaternion
-RMAPI Quaternion QuaternionInvert(Quaternion q)
-{
- Quaternion result = q;
-
- float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
-
- if (lengthSq != 0.0f)
- {
- float invLength = 1.0f/lengthSq;
-
- result.x *= -invLength;
- result.y *= -invLength;
- result.z *= -invLength;
- result.w *= invLength;
- }
-
- return result;
-}
-
-// Calculate two quaternion multiplication
-RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
-{
- Quaternion result = { 0 };
-
- float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
- float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
-
- result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
- result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
- result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
- result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
-
- return result;
-}
-
-// Scale quaternion by float value
-RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
-{
- Quaternion result = { 0 };
-
- result.x = q.x*mul;
- result.y = q.y*mul;
- result.z = q.z*mul;
- result.w = q.w*mul;
-
- return result;
-}
-
-// Divide two quaternions
-RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
-{
- Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };
-
- return result;
-}
-
-// Calculate linear interpolation between two quaternions
-RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- result.x = q1.x + amount*(q2.x - q1.x);
- result.y = q1.y + amount*(q2.y - q1.y);
- result.z = q1.z + amount*(q2.z - q1.z);
- result.w = q1.w + amount*(q2.w - q1.w);
-
- return result;
-}
-
-// Calculate slerp-optimized interpolation between two quaternions
-RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- // QuaternionLerp(q1, q2, amount)
- result.x = q1.x + amount*(q2.x - q1.x);
- result.y = q1.y + amount*(q2.y - q1.y);
- result.z = q1.z + amount*(q2.z - q1.z);
- result.w = q1.w + amount*(q2.w - q1.w);
-
- // QuaternionNormalize(q);
- Quaternion q = result;
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Calculates spherical linear interpolation between two quaternions
-RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
-
- if (cosHalfTheta < 0)
- {
- q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
- cosHalfTheta = -cosHalfTheta;
- }
-
- if (fabsf(cosHalfTheta) >= 1.0f) result = q1;
- else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
- else
- {
- float halfTheta = acosf(cosHalfTheta);
- float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
-
- if (fabsf(sinHalfTheta) < EPSILON)
- {
- result.x = (q1.x*0.5f + q2.x*0.5f);
- result.y = (q1.y*0.5f + q2.y*0.5f);
- result.z = (q1.z*0.5f + q2.z*0.5f);
- result.w = (q1.w*0.5f + q2.w*0.5f);
- }
- else
- {
- float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
- float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
-
- result.x = (q1.x*ratioA + q2.x*ratioB);
- result.y = (q1.y*ratioA + q2.y*ratioB);
- result.z = (q1.z*ratioA + q2.z*ratioB);
- result.w = (q1.w*ratioA + q2.w*ratioB);
- }
- }
-
- return result;
-}
-
-// Calculate quaternion based on the rotation from one vector to another
-RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
-{
- Quaternion result = { 0 };
-
- float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
- Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
-
- result.x = cross.x;
- result.y = cross.y;
- result.z = cross.z;
- result.w = 1.0f + cos2Theta;
-
- // QuaternionNormalize(q);
- // NOTE: Normalize to essentially nlerp the original and identity to 0.5
- Quaternion q = result;
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Get a quaternion for a given rotation matrix
-RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
-{
- Quaternion result = { 0 };
-
- float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
- float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
- float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
- float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
-
- int biggestIndex = 0;
- float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
- if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
- {
- fourBiggestSquaredMinus1 = fourXSquaredMinus1;
- biggestIndex = 1;
- }
-
- if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
- {
- fourBiggestSquaredMinus1 = fourYSquaredMinus1;
- biggestIndex = 2;
- }
-
- if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
- {
- fourBiggestSquaredMinus1 = fourZSquaredMinus1;
- biggestIndex = 3;
- }
-
- float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
- float mult = 0.25f / biggestVal;
-
- switch (biggestIndex)
- {
- case 0:
- result.w = biggestVal;
- result.x = (mat.m6 - mat.m9)*mult;
- result.y = (mat.m8 - mat.m2)*mult;
- result.z = (mat.m1 - mat.m4)*mult;
- break;
- case 1:
- result.x = biggestVal;
- result.w = (mat.m6 - mat.m9)*mult;
- result.y = (mat.m1 + mat.m4)*mult;
- result.z = (mat.m8 + mat.m2)*mult;
- break;
- case 2:
- result.y = biggestVal;
- result.w = (mat.m8 - mat.m2)*mult;
- result.x = (mat.m1 + mat.m4)*mult;
- result.z = (mat.m6 + mat.m9)*mult;
- break;
- case 3:
- result.z = biggestVal;
- result.w = (mat.m1 - mat.m4)*mult;
- result.x = (mat.m8 + mat.m2)*mult;
- result.y = (mat.m6 + mat.m9)*mult;
- break;
- }
-
- return result;
-}
-
-// Get a matrix for a given quaternion
-RMAPI Matrix QuaternionToMatrix(Quaternion q)
-{
- 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 }; // MatrixIdentity()
-
- float a2 = q.x*q.x;
- float b2 = q.y*q.y;
- float c2 = q.z*q.z;
- float ac = q.x*q.z;
- float ab = q.x*q.y;
- float bc = q.y*q.z;
- float ad = q.w*q.x;
- float bd = q.w*q.y;
- float cd = q.w*q.z;
-
- result.m0 = 1 - 2*(b2 + c2);
- result.m1 = 2*(ab + cd);
- result.m2 = 2*(ac - bd);
-
- result.m4 = 2*(ab - cd);
- result.m5 = 1 - 2*(a2 + c2);
- result.m6 = 2*(bc + ad);
-
- result.m8 = 2*(ac + bd);
- result.m9 = 2*(bc - ad);
- result.m10 = 1 - 2*(a2 + b2);
-
- return result;
-}
-
-// Get rotation quaternion for an angle and axis
-// NOTE: Angle must be provided in radians
-RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
-
- if (axisLength != 0.0f)
- {
- angle *= 0.5f;
-
- float length = 0.0f;
- float ilength = 0.0f;
-
- // Vector3Normalize(axis)
- Vector3 v = axis;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- axis.x *= ilength;
- axis.y *= ilength;
- axis.z *= ilength;
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
-
- result.x = axis.x*sinres;
- result.y = axis.y*sinres;
- result.z = axis.z*sinres;
- result.w = cosres;
-
- // QuaternionNormalize(q);
- Quaternion q = result;
- length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
- }
-
- return result;
-}
-
-// Get the rotation angle and axis for a given quaternion
-RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
-{
- if (fabsf(q.w) > 1.0f)
- {
- // QuaternionNormalize(q);
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- q.x = q.x*ilength;
- q.y = q.y*ilength;
- q.z = q.z*ilength;
- q.w = q.w*ilength;
- }
-
- Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
- float resAngle = 2.0f*acosf(q.w);
- float den = sqrtf(1.0f - q.w*q.w);
-
- if (den > EPSILON)
- {
- resAxis.x = q.x/den;
- resAxis.y = q.y/den;
- resAxis.z = q.z/den;
- }
- else
- {
- // This occurs when the angle is zero.
- // Not a problem: just set an arbitrary normalized axis.
- resAxis.x = 1.0f;
- }
-
- *outAxis = resAxis;
- *outAngle = resAngle;
-}
-
-// Get the quaternion equivalent to Euler angles
-// NOTE: Rotation order is ZYX
-RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
-{
- Quaternion result = { 0 };
-
- float x0 = cosf(pitch*0.5f);
- float x1 = sinf(pitch*0.5f);
- float y0 = cosf(yaw*0.5f);
- float y1 = sinf(yaw*0.5f);
- float z0 = cosf(roll*0.5f);
- float z1 = sinf(roll*0.5f);
-
- result.x = x1*y0*z0 - x0*y1*z1;
- result.y = x0*y1*z0 + x1*y0*z1;
- result.z = x0*y0*z1 - x1*y1*z0;
- result.w = x0*y0*z0 + x1*y1*z1;
-
- return result;
-}
-
-// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
-// NOTE: Angles are returned in a Vector3 struct in radians
-RMAPI Vector3 QuaternionToEuler(Quaternion q)
-{
- Vector3 result = { 0 };
-
- // Roll (x-axis rotation)
- float x0 = 2.0f*(q.w*q.x + q.y*q.z);
- float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
- result.x = atan2f(x0, x1);
-
- // Pitch (y-axis rotation)
- float y0 = 2.0f*(q.w*q.y - q.z*q.x);
- y0 = y0 > 1.0f ? 1.0f : y0;
- y0 = y0 < -1.0f ? -1.0f : y0;
- result.y = asinf(y0);
-
- // Yaw (z-axis rotation)
- float z0 = 2.0f*(q.w*q.z + q.x*q.y);
- float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
- result.z = atan2f(z0, z1);
-
- return result;
-}
-
-// Transform a quaternion given a transformation matrix
-RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
-{
- Quaternion result = { 0 };
-
- result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
- result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
- result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
- result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
-
- return result;
-}
-
-// Check whether two given quaternions are almost equal
-RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
- ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
- ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
- (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
- ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
- ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
-
- return result;
-}
-
-#endif // RAYMATH_H
diff --git a/raylib/raylib-5.0_linux_amd64/include/rlgl.h b/raylib/raylib-5.0_linux_amd64/include/rlgl.h
deleted file mode 100644
index 6cf9c7e..0000000
--- a/raylib/raylib-5.0_linux_amd64/include/rlgl.h
+++ /dev/null
@@ -1,4859 +0,0 @@
-/**********************************************************************************************
-*
-* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
-*
-* DESCRIPTION:
-* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
-* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
-*
-* ADDITIONAL NOTES:
-* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
-* initialized on rlglInit() to accumulate vertex data.
-*
-* When an internal state change is required all the stored vertex data is renderer in batch,
-* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
-*
-* Some resources are also loaded for convenience, here the complete list:
-* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
-* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
-* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
-*
-* Internal buffer (and resources) must be manually unloaded calling rlglClose().
-*
-* CONFIGURATION:
-* #define GRAPHICS_API_OPENGL_11
-* #define GRAPHICS_API_OPENGL_21
-* #define GRAPHICS_API_OPENGL_33
-* #define GRAPHICS_API_OPENGL_43
-* #define GRAPHICS_API_OPENGL_ES2
-* #define GRAPHICS_API_OPENGL_ES3
-* Use selected OpenGL graphics backend, should be supported by platform
-* Those preprocessor defines are only used on rlgl module, if OpenGL version is
-* required by any other module, use rlGetVersion() to check it
-*
-* #define RLGL_IMPLEMENTATION
-* Generates the implementation of the library into the included file.
-* If not defined, the library is in header only mode and can be included in other headers
-* or source files without problems. But only ONE file should hold the implementation.
-*
-* #define RLGL_RENDER_TEXTURES_HINT
-* Enable framebuffer objects (fbo) support (enabled by default)
-* Some GPUs could not support them despite the OpenGL version
-*
-* #define RLGL_SHOW_GL_DETAILS_INFO
-* Show OpenGL extensions and capabilities detailed logs on init
-*
-* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
-* Enable debug context (only available on OpenGL 4.3)
-*
-* rlgl capabilities could be customized just defining some internal
-* values before library inclusion (default values listed):
-*
-* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
-* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
-* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
-* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
-*
-* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
-* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
-* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
-* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
-*
-* When loading a shader, the following vertex attributes and uniform
-* location names are tried to be set automatically:
-*
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
-* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
-* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
-* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
-*
-* DEPENDENCIES:
-* - OpenGL libraries (depending on platform and OpenGL version selected)
-* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLGL_H
-#define RLGL_H
-
-#define RLGL_VERSION "4.5"
-
-// Function specifiers in case library is build/used as a shared library (Windows)
-// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
-#if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
- #endif
-#endif
-
-// Function specifiers definition
-#ifndef RLAPI
- #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
-#endif
-
-// Support TRACELOG macros
-#ifndef TRACELOG
- #define TRACELOG(level, ...) (void)0
- #define TRACELOGD(...) (void)0
-#endif
-
-// Allow custom memory allocators
-#ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
-#endif
-#ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
-#endif
-#ifndef RL_REALLOC
- #define RL_REALLOC(n,sz) realloc(n,sz)
-#endif
-#ifndef RL_FREE
- #define RL_FREE(p) free(p)
-#endif
-
-// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && \
- !defined(GRAPHICS_API_OPENGL_21) && \
- !defined(GRAPHICS_API_OPENGL_33) && \
- !defined(GRAPHICS_API_OPENGL_43) && \
- !defined(GRAPHICS_API_OPENGL_ES2) && \
- !defined(GRAPHICS_API_OPENGL_ES3)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// Security check in case multiple GRAPHICS_API_OPENGL_* defined
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(GRAPHICS_API_OPENGL_21)
- #undef GRAPHICS_API_OPENGL_21
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- #undef GRAPHICS_API_OPENGL_33
- #endif
- #if defined(GRAPHICS_API_OPENGL_43)
- #undef GRAPHICS_API_OPENGL_43
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #undef GRAPHICS_API_OPENGL_ES2
- #endif
-#endif
-
-// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
-// WARNING: Specific parts are checked with #if defines
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// OpenGL 4.3 uses OpenGL 3.3 Core functionality
-#if defined(GRAPHICS_API_OPENGL_43)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
-#if defined(GRAPHICS_API_OPENGL_ES3)
- #define GRAPHICS_API_OPENGL_ES2
-#endif
-
-// Support framebuffer objects by default
-// NOTE: Some driver implementation do not support it, despite they should
-#define RLGL_RENDER_TEXTURES_HINT
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-
-// Default internal render batch elements limits
-#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // We reduce memory sizes for embedded systems (RPI and HTML5)
- // NOTE: On HTML5 (emscripten) this is allocated on heap,
- // by default it's only 16MB!...just take care...
- #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
- #endif
-#endif
-#ifndef RL_DEFAULT_BATCH_BUFFERS
- #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
-#endif
-#ifndef RL_DEFAULT_BATCH_DRAWCALLS
- #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
-#endif
-#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
- #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
-#endif
-
-// Internal Matrix stack
-#ifndef RL_MAX_MATRIX_STACK_SIZE
- #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
diff --git a/raylib/raylib-5.0_win64_mingw-w64/include/raylib.h b/raylib/raylib-5.0_win64_mingw-w64/include/raylib.h
deleted file mode 100644
index 85faba4..0000000
--- a/raylib/raylib-5.0_win64_mingw-w64/include/raylib.h
+++ /dev/null
@@ -1,1662 +0,0 @@
-/**********************************************************************************************
-*
-* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
-*
-* FEATURES:
-* - NO external dependencies, all required libraries included with raylib
-* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
-* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
-* - Written in plain C code (C99) in PascalCase/camelCase notation
-* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
-* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
-* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
-* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
-* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
-* - Flexible Materials system, supporting classic maps and PBR maps
-* - Animated 3D models supported (skeletal bones animation) (IQM)
-* - Shaders support, including Model shaders and Postprocessing shaders
-* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
-* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
-* - VR stereo rendering with configurable HMD device parameters
-* - Bindings to multiple programming languages available!
-*
-* NOTES:
-* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
-* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
-* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
-* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
-*
-* DEPENDENCIES (included):
-* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
-* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
-* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
-*
-* OPTIONAL DEPENDENCIES (included):
-* [rcore] msf_gif (Miles Fogle) for GIF recording
-* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
-* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
-* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
-* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
-* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
-* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
-* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
-* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
-* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
-* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
-* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
-* [raudio] dr_wav (David Reid) for WAV audio file loading
-* [raudio] dr_flac (David Reid) for FLAC audio file loading
-* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
-* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
-* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
-* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
-*
-*
-* LICENSE: zlib/libpng
-*
-* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
-* BSD-like license that allows static linking with closed source software:
-*
-* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYLIB_H
-#define RAYLIB_H
-
-#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
-
-#define RAYLIB_VERSION_MAJOR 5
-#define RAYLIB_VERSION_MINOR 0
-#define RAYLIB_VERSION_PATCH 0
-#define RAYLIB_VERSION "5.0"
-
-// Function specifiers in case library is build/used as a shared library (Windows)
-// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
-#if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #if defined(__TINYC__)
- #define __declspec(x) __attribute__((x))
- #endif
- #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
- #endif
-#endif
-
-#ifndef RLAPI
- #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
-#endif
-
-//----------------------------------------------------------------------------------
-// Some basic Defines
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846f
-#endif
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
-
-// Allow custom memory allocators
-// NOTE: Require recompiling raylib sources
-#ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
-#endif
-#ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
-#endif
-#ifndef RL_REALLOC
- #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
-#endif
-#ifndef RL_FREE
- #define RL_FREE(ptr) free(ptr)
-#endif
-
-// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
-// Plain structures in C++ (without constructors) can be initialized with { }
-// This is called aggregate initialization (C++11 feature)
-#if defined(__cplusplus)
- #define CLITERAL(type) type
-#else
- #define CLITERAL(type) (type)
-#endif
-
-// Some compilers (mostly macos clang) default to C++98,
-// where aggregate initialization can't be used
-// So, give a more clear error stating how to fix this
-#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
- #error "C++11 or later is required. Add -std=c++11"
-#endif
-
-// NOTE: We set some defines with some data types declared by raylib
-// Other modules (raymath, rlgl) also require some of those types, so,
-// to be able to use those other modules as standalone (not depending on raylib)
-// this defines are very useful for internal check and avoid type (re)definitions
-#define RL_COLOR_TYPE
-#define RL_RECTANGLE_TYPE
-#define RL_VECTOR2_TYPE
-#define RL_VECTOR3_TYPE
-#define RL_VECTOR4_TYPE
-#define RL_QUATERNION_TYPE
-#define RL_MATRIX_TYPE
-
-// Some Basic Colors
-// NOTE: Custom raylib color palette for amazing visuals on WHITE background
-#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
-#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
-#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
-#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
-#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
-#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
-#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
-#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
-#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
-#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
-#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
-#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
-#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
-#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
-#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
-#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
-#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
-#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
-#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
-#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
-#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
-
-#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
-#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
-#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
-#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
-#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
-
-//----------------------------------------------------------------------------------
-// Structures Definition
-//----------------------------------------------------------------------------------
-// Boolean type
-#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
- #include <stdbool.h>
-#elif !defined(__cplusplus) && !defined(bool)
- typedef enum bool { false = 0, true = !false } bool;
- #define RL_BOOL_TYPE
-#endif
-
-// Vector2, 2 components
-typedef struct Vector2 {
- float x; // Vector x component
- float y; // Vector y component
-} Vector2;
-
-// Vector3, 3 components
-typedef struct Vector3 {
- float x; // Vector x component
- float y; // Vector y component
- float z; // Vector z component
-} Vector3;
-
-// Vector4, 4 components
-typedef struct Vector4 {
- float x; // Vector x component
- float y; // Vector y component
- float z; // Vector z component
- float w; // Vector w component
-} Vector4;
-
-// Quaternion, 4 components (Vector4 alias)
-typedef Vector4 Quaternion;
-
-// 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;
-
-// Color, 4 components, R8G8B8A8 (32bit)
-typedef struct Color {
- unsigned char r; // Color red value
- unsigned char g; // Color green value
- unsigned char b; // Color blue value
- unsigned char a; // Color alpha value
-} Color;
-
-// Rectangle, 4 components
-typedef struct Rectangle {
- float x; // Rectangle top-left corner position x
- float y; // Rectangle top-left corner position y
- float width; // Rectangle width
- float height; // Rectangle height
-} Rectangle;
-
-// Image, pixel data stored in CPU memory (RAM)
-typedef struct Image {
- void *data; // Image raw data
- int width; // Image base width
- int height; // Image base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
-} Image;
-
-// Texture, tex data stored in GPU memory (VRAM)
-typedef struct Texture {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat type)
-} Texture;
-
-// Texture2D, same as Texture
-typedef Texture Texture2D;
-
-// TextureCubemap, same as Texture
-typedef Texture TextureCubemap;
-
-// RenderTexture, fbo for texture rendering
-typedef struct RenderTexture {
- unsigned int id; // OpenGL framebuffer object id
- Texture texture; // Color buffer attachment texture
- Texture depth; // Depth buffer attachment texture
-} RenderTexture;
-
-// RenderTexture2D, same as RenderTexture
-typedef RenderTexture RenderTexture2D;
-
-// NPatchInfo, n-patch layout info
-typedef struct NPatchInfo {
- Rectangle source; // Texture source rectangle
- int left; // Left border offset
- int top; // Top border offset
- int right; // Right border offset
- int bottom; // Bottom border offset
- int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
-} NPatchInfo;
-
-// GlyphInfo, font characters glyphs info
-typedef struct GlyphInfo {
- int value; // Character value (Unicode)
- int offsetX; // Character offset X when drawing
- int offsetY; // Character offset Y when drawing
- int advanceX; // Character advance position X
- Image image; // Character image data
-} GlyphInfo;
-
-// Font, font texture and GlyphInfo array data
-typedef struct Font {
- int baseSize; // Base size (default chars height)
- int glyphCount; // Number of glyph characters
- int glyphPadding; // Padding around the glyph characters
- Texture2D texture; // Texture atlas containing the glyphs
- Rectangle *recs; // Rectangles in texture for the glyphs
- GlyphInfo *glyphs; // Glyphs info data
-} Font;
-
-// Camera, defines position/orientation in 3d space
-typedef struct Camera3D {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
- int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
-} Camera3D;
-
-typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
-
-// Camera2D, defines position/orientation in 2d space
-typedef struct Camera2D {
- Vector2 offset; // Camera offset (displacement from target)
- Vector2 target; // Camera target (rotation and zoom origin)
- float rotation; // Camera rotation in degrees
- float zoom; // Camera zoom (scaling), should be 1.0f by default
-} Camera2D;
-
-// Mesh, vertex data and vao/vbo
-typedef struct Mesh {
- int vertexCount; // Number of vertices stored in arrays
- int triangleCount; // Number of triangles stored (indexed or not)
-
- // Vertex attributes data
- 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)
- float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
- float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
-
- // Animation vertex data
- float *animVertices; // Animated vertex positions (after bones transformations)
- float *animNormals; // Animated normals (after bones transformations)
- unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
- float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
-
- // OpenGL identifiers
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
-} Mesh;
-
-// Shader
-typedef struct Shader {
- unsigned int id; // Shader program id
- int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
-} Shader;
-
-// MaterialMap
-typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
-} MaterialMap;
-
-// Material, includes shader and maps
-typedef struct Material {
- Shader shader; // Material shader
- MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
- float params[4]; // Material generic parameters (if required)
-} Material;
-
-// Transform, vertex transformation data
-typedef struct Transform {
- Vector3 translation; // Translation
- Quaternion rotation; // Rotation
- Vector3 scale; // Scale
-} Transform;
-
-// Bone, skeletal animation bone
-typedef struct BoneInfo {
- char name[32]; // Bone name
- int parent; // Bone parent
-} BoneInfo;
-
-// Model, meshes, materials and animation data
-typedef struct Model {
- Matrix transform; // Local transform matrix
-
- int meshCount; // Number of meshes
- int materialCount; // Number of materials
- Mesh *meshes; // Meshes array
- Material *materials; // Materials array
- int *meshMaterial; // Mesh material number
-
- // Animation data
- int boneCount; // Number of bones
- BoneInfo *bones; // Bones information (skeleton)
- Transform *bindPose; // Bones base transformation (pose)
-} Model;
-
-// ModelAnimation
-typedef struct ModelAnimation {
- int boneCount; // Number of bones
- int frameCount; // Number of animation frames
- BoneInfo *bones; // Bones information (skeleton)
- Transform **framePoses; // Poses array by frame
- char name[32]; // Animation name
-} ModelAnimation;
-
-// Ray, ray for raycasting
-typedef struct Ray {
- Vector3 position; // Ray position (origin)
- Vector3 direction; // Ray direction
-} Ray;
-
-// RayCollision, ray hit information
-typedef struct RayCollision {
- bool hit; // Did the ray hit something?
- float distance; // Distance to the nearest hit
- Vector3 point; // Point of the nearest hit
- Vector3 normal; // Surface normal of hit
-} RayCollision;
-
-// BoundingBox
-typedef struct BoundingBox {
- Vector3 min; // Minimum vertex box-corner
- Vector3 max; // Maximum vertex box-corner
-} BoundingBox;
-
-// Wave, audio wave data
-typedef struct Wave {
- unsigned int frameCount; // Total number of frames (considering channels)
- unsigned int sampleRate; // Frequency (samples per second)
- unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
- void *data; // Buffer data pointer
-} Wave;
-
-// Opaque structs declaration
-// NOTE: Actual structs are defined internally in raudio module
-typedef struct rAudioBuffer rAudioBuffer;
-typedef struct rAudioProcessor rAudioProcessor;
-
-// AudioStream, custom audio stream
-typedef struct AudioStream {
- rAudioBuffer *buffer; // Pointer to internal data used by the audio system
- rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
-
- unsigned int sampleRate; // Frequency (samples per second)
- unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
- unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
-} AudioStream;
-
-// Sound
-typedef struct Sound {
- AudioStream stream; // Audio stream
- unsigned int frameCount; // Total number of frames (considering channels)
-} Sound;
-
-// Music, audio stream, anything longer than ~10 seconds should be streamed
-typedef struct Music {
- AudioStream stream; // Audio stream
- unsigned int frameCount; // Total number of frames (considering channels)
- bool looping; // Music looping enable
-
- int ctxType; // Type of music context (audio filetype)
- void *ctxData; // Audio context data, depends on type
-} Music;
-
-// VrDeviceInfo, Head-Mounted-Display device parameters
-typedef struct VrDeviceInfo {
- int hResolution; // Horizontal resolution in pixels
- int vResolution; // Vertical resolution in pixels
- float hScreenSize; // Horizontal size in meters
- float vScreenSize; // Vertical size in meters
- float vScreenCenter; // Screen center in meters
- float eyeToScreenDistance; // Distance between eye and display in meters
- float lensSeparationDistance; // Lens separation distance in meters
- float interpupillaryDistance; // IPD (distance between pupils) in meters
- float lensDistortionValues[4]; // Lens distortion constant parameters
- float chromaAbCorrection[4]; // Chromatic aberration correction parameters
-} VrDeviceInfo;
-
-// VrStereoConfig, VR stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
- Matrix projection[2]; // VR projection matrices (per eye)
- Matrix viewOffset[2]; // VR view offset matrices (per eye)
- float leftLensCenter[2]; // VR left lens center
- float rightLensCenter[2]; // VR right lens center
- float leftScreenCenter[2]; // VR left screen center
- float rightScreenCenter[2]; // VR right screen center
- float scale[2]; // VR distortion scale
- float scaleIn[2]; // VR distortion scale in
-} VrStereoConfig;
-
-// File path list
-typedef struct FilePathList {
- unsigned int capacity; // Filepaths max entries
- unsigned int count; // Filepaths entries count
- char **paths; // Filepaths entries
-} FilePathList;
-
-// Automation event
-typedef struct AutomationEvent {
- unsigned int frame; // Event frame
- unsigned int type; // Event type (AutomationEventType)
- int params[4]; // Event parameters (if required)
-} AutomationEvent;
-
-// Automation event list
-typedef struct AutomationEventList {
- unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
- unsigned int count; // Events entries count
- AutomationEvent *events; // Events entries
-} AutomationEventList;
-
-//----------------------------------------------------------------------------------
-// Enumerators Definition
-//----------------------------------------------------------------------------------
-// System/Window config flags
-// NOTE: Every bit registers one state (use it with bit masks)
-// By default all flags are set to 0
-typedef enum {
- FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
- FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
- FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
- FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
- FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
- FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
- FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
- FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
- FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
- FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
- FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
- FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
- FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
- FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
- FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
- FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
-} ConfigFlags;
-
-// Trace log level
-// NOTE: Organized by priority level
-typedef enum {
- LOG_ALL = 0, // Display all logs
- LOG_TRACE, // Trace logging, intended for internal use only
- LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
- LOG_INFO, // Info logging, used for program execution info
- LOG_WARNING, // Warning logging, used on recoverable failures
- LOG_ERROR, // Error logging, used on unrecoverable failures
- LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- LOG_NONE // Disable logging
-} TraceLogLevel;
-
-// Keyboard keys (US keyboard layout)
-// NOTE: Use GetKeyPressed() to allow redefining
-// required keys for alternative layouts
-typedef enum {
- KEY_NULL = 0, // Key: NULL, used for no key pressed
- // Alphanumeric keys
- KEY_APOSTROPHE = 39, // Key: '
- KEY_COMMA = 44, // Key: ,
- KEY_MINUS = 45, // Key: -
- KEY_PERIOD = 46, // Key: .
- KEY_SLASH = 47, // Key: /
- KEY_ZERO = 48, // Key: 0
- KEY_ONE = 49, // Key: 1
- KEY_TWO = 50, // Key: 2
- KEY_THREE = 51, // Key: 3
- KEY_FOUR = 52, // Key: 4
- KEY_FIVE = 53, // Key: 5
- KEY_SIX = 54, // Key: 6
- KEY_SEVEN = 55, // Key: 7
- KEY_EIGHT = 56, // Key: 8
- KEY_NINE = 57, // Key: 9
- KEY_SEMICOLON = 59, // Key: ;
- KEY_EQUAL = 61, // Key: =
- KEY_A = 65, // Key: A | a
- KEY_B = 66, // Key: B | b
- KEY_C = 67, // Key: C | c
- KEY_D = 68, // Key: D | d
- KEY_E = 69, // Key: E | e
- KEY_F = 70, // Key: F | f
- KEY_G = 71, // Key: G | g
- KEY_H = 72, // Key: H | h
- KEY_I = 73, // Key: I | i
- KEY_J = 74, // Key: J | j
- KEY_K = 75, // Key: K | k
- KEY_L = 76, // Key: L | l
- KEY_M = 77, // Key: M | m
- KEY_N = 78, // Key: N | n
- KEY_O = 79, // Key: O | o
- KEY_P = 80, // Key: P | p
- KEY_Q = 81, // Key: Q | q
- KEY_R = 82, // Key: R | r
- KEY_S = 83, // Key: S | s
- KEY_T = 84, // Key: T | t
- KEY_U = 85, // Key: U | u
- KEY_V = 86, // Key: V | v
- KEY_W = 87, // Key: W | w
- KEY_X = 88, // Key: X | x
- KEY_Y = 89, // Key: Y | y
- KEY_Z = 90, // Key: Z | z
- KEY_LEFT_BRACKET = 91, // Key: [
- KEY_BACKSLASH = 92, // Key: '\'
- KEY_RIGHT_BRACKET = 93, // Key: ]
- KEY_GRAVE = 96, // Key: `
- // Function keys
- KEY_SPACE = 32, // Key: Space
- KEY_ESCAPE = 256, // Key: Esc
- KEY_ENTER = 257, // Key: Enter
- KEY_TAB = 258, // Key: Tab
- KEY_BACKSPACE = 259, // Key: Backspace
- KEY_INSERT = 260, // Key: Ins
- KEY_DELETE = 261, // Key: Del
- KEY_RIGHT = 262, // Key: Cursor right
- KEY_LEFT = 263, // Key: Cursor left
- KEY_DOWN = 264, // Key: Cursor down
- KEY_UP = 265, // Key: Cursor up
- KEY_PAGE_UP = 266, // Key: Page up
- KEY_PAGE_DOWN = 267, // Key: Page down
- KEY_HOME = 268, // Key: Home
- KEY_END = 269, // Key: End
- KEY_CAPS_LOCK = 280, // Key: Caps lock
- KEY_SCROLL_LOCK = 281, // Key: Scroll down
- KEY_NUM_LOCK = 282, // Key: Num lock
- KEY_PRINT_SCREEN = 283, // Key: Print screen
- KEY_PAUSE = 284, // Key: Pause
- KEY_F1 = 290, // Key: F1
- KEY_F2 = 291, // Key: F2
- KEY_F3 = 292, // Key: F3
- KEY_F4 = 293, // Key: F4
- KEY_F5 = 294, // Key: F5
- KEY_F6 = 295, // Key: F6
- KEY_F7 = 296, // Key: F7
- KEY_F8 = 297, // Key: F8
- KEY_F9 = 298, // Key: F9
- KEY_F10 = 299, // Key: F10
- KEY_F11 = 300, // Key: F11
- KEY_F12 = 301, // Key: F12
- KEY_LEFT_SHIFT = 340, // Key: Shift left
- KEY_LEFT_CONTROL = 341, // Key: Control left
- KEY_LEFT_ALT = 342, // Key: Alt left
- KEY_LEFT_SUPER = 343, // Key: Super left
- KEY_RIGHT_SHIFT = 344, // Key: Shift right
- KEY_RIGHT_CONTROL = 345, // Key: Control right
- KEY_RIGHT_ALT = 346, // Key: Alt right
- KEY_RIGHT_SUPER = 347, // Key: Super right
- KEY_KB_MENU = 348, // Key: KB menu
- // Keypad keys
- KEY_KP_0 = 320, // Key: Keypad 0
- KEY_KP_1 = 321, // Key: Keypad 1
- KEY_KP_2 = 322, // Key: Keypad 2
- KEY_KP_3 = 323, // Key: Keypad 3
- KEY_KP_4 = 324, // Key: Keypad 4
- KEY_KP_5 = 325, // Key: Keypad 5
- KEY_KP_6 = 326, // Key: Keypad 6
- KEY_KP_7 = 327, // Key: Keypad 7
- KEY_KP_8 = 328, // Key: Keypad 8
- KEY_KP_9 = 329, // Key: Keypad 9
- KEY_KP_DECIMAL = 330, // Key: Keypad .
- KEY_KP_DIVIDE = 331, // Key: Keypad /
- KEY_KP_MULTIPLY = 332, // Key: Keypad *
- KEY_KP_SUBTRACT = 333, // Key: Keypad -
- KEY_KP_ADD = 334, // Key: Keypad +
- KEY_KP_ENTER = 335, // Key: Keypad Enter
- KEY_KP_EQUAL = 336, // Key: Keypad =
- // Android key buttons
- KEY_BACK = 4, // Key: Android back button
- KEY_MENU = 82, // Key: Android menu button
- KEY_VOLUME_UP = 24, // Key: Android volume up button
- KEY_VOLUME_DOWN = 25 // Key: Android volume down button
-} KeyboardKey;
-
-// Add backwards compatibility support for deprecated names
-#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
-#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
-#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
-
-// Mouse buttons
-typedef enum {
- MOUSE_BUTTON_LEFT = 0, // Mouse button left
- MOUSE_BUTTON_RIGHT = 1, // Mouse button right
- MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
- MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
- MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
- MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
- MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
-} MouseButton;
-
-// Mouse cursor
-typedef enum {
- MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
- MOUSE_CURSOR_ARROW = 1, // Arrow shape
- MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
- MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
- MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
- MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
- MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
- MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
-} MouseCursor;
-
-// Gamepad buttons
-typedef enum {
- GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
- GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
- GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
- GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
- GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
- GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
- GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
- GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
- GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
- GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
- GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
- GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
-} GamepadButton;
-
-// Gamepad axis
-typedef enum {
- GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
- GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
- GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
- GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
- GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
- GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
-} GamepadAxis;
-
-// Material map index
-typedef enum {
- MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
- MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
- MATERIAL_MAP_NORMAL, // Normal material
- MATERIAL_MAP_ROUGHNESS, // Roughness material
- MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
- MATERIAL_MAP_EMISSION, // Emission material
- MATERIAL_MAP_HEIGHT, // Heightmap material
- MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
- MATERIAL_MAP_BRDF // Brdf material
-} MaterialMapIndex;
-
-#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
-#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
-
-// Shader location index
-typedef enum {
- SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
- SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
- SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
- SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
- SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
- SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
- SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
- SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
- SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
- SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
- SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
- SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
- SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
- SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
- SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
- SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
- SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
- SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
- SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
- SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
- SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
- SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
- SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
- SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
- SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
- SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
-} ShaderLocationIndex;
-
-#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
-#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
-
-// Shader uniform data type
-typedef enum {
- SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
- SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
- SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
- SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
- SHADER_UNIFORM_INT, // Shader uniform type: int
- SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
- SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
- SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
- SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
-} ShaderUniformDataType;
-
-// Shader attribute data types
-typedef enum {
- SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
- SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
- SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
- SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
-} ShaderAttributeDataType;
-
-// Pixel formats
-// NOTE: Support depends on OpenGL version and platform
-typedef enum {
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
- PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
- PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
- PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
- PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
- PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
- PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
- PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
-} PixelFormat;
-
-// 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 {
- TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
- TEXTURE_FILTER_BILINEAR, // Linear filtering
- TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
-} TextureFilter;
-
-// Texture parameters: wrap mode
-typedef enum {
- TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
- TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
- TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
- TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
-} TextureWrap;
-
-// Cubemap layouts
-typedef enum {
- CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
- CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
- CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
- CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
-} CubemapLayout;
-
-// Font type, defines generation method
-typedef enum {
- FONT_DEFAULT = 0, // Default font generation, anti-aliased
- FONT_BITMAP, // Bitmap font generation, no anti-aliasing
- FONT_SDF // SDF font generation, requires external shader
-} FontType;
-
-// Color blending modes (pre-defined)
-typedef enum {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE, // Blend textures adding colors
- BLEND_MULTIPLIED, // Blend textures multiplying colors
- BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
- BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
- BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
- BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
- BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
-} BlendMode;
-
-// Gesture
-// NOTE: Provided as bit-wise flags to enable only desired gestures
-typedef enum {
- GESTURE_NONE = 0, // No gesture
- GESTURE_TAP = 1, // Tap gesture
- GESTURE_DOUBLETAP = 2, // Double tap gesture
- GESTURE_HOLD = 4, // Hold gesture
- GESTURE_DRAG = 8, // Drag gesture
- GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
- GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
- GESTURE_SWIPE_UP = 64, // Swipe up gesture
- GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
- GESTURE_PINCH_IN = 256, // Pinch in gesture
- GESTURE_PINCH_OUT = 512 // Pinch out gesture
-} Gesture;
-
-// Camera system modes
-typedef enum {
- CAMERA_CUSTOM = 0, // Custom camera
- CAMERA_FREE, // Free camera
- CAMERA_ORBITAL, // Orbital camera
- CAMERA_FIRST_PERSON, // First person camera
- CAMERA_THIRD_PERSON // Third person camera
-} CameraMode;
-
-// Camera projection
-typedef enum {
- CAMERA_PERSPECTIVE = 0, // Perspective projection
- CAMERA_ORTHOGRAPHIC // Orthographic projection
-} CameraProjection;
-
-// N-patch layout
-typedef enum {
- NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
- NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
- NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
-} NPatchLayout;
-
-// Callbacks to hook some internal functions
-// WARNING: These callbacks are intended for advance users
-typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
-typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
-typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
-typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
-typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
-
-//------------------------------------------------------------------------------------
-// Global Variables Definition
-//------------------------------------------------------------------------------------
-// It's lonely here...
-
-//------------------------------------------------------------------------------------
-// Window and Graphics Device Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-#if defined(__cplusplus)
-extern "C" { // Prevents name mangling of functions
-#endif
-
-// Window-related functions
-RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
-RLAPI void CloseWindow(void); // Close window and unload OpenGL context
-RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
-RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
-RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
-RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
-RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
-RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
-RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
-RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
-RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
-RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
-RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
-RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
-RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
-RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
-RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
-RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
-RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
-RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
-RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
-RLAPI void SetWindowSize(int width, int height); // Set window dimensions
-RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
-RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
-RLAPI void *GetWindowHandle(void); // Get native window handle
-RLAPI int GetScreenWidth(void); // Get current screen width
-RLAPI int GetScreenHeight(void); // Get current screen height
-RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
-RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
-RLAPI int GetMonitorCount(void); // Get number of connected monitors
-RLAPI int GetCurrentMonitor(void); // Get current connected monitor
-RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
-RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
-RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
-RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
-RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
-RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
-RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
-RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
-RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
-RLAPI void SetClipboardText(const char *text); // Set clipboard text content
-RLAPI const char *GetClipboardText(void); // Get clipboard text content
-RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
-RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
-
-// Cursor-related functions
-RLAPI void ShowCursor(void); // Shows cursor
-RLAPI void HideCursor(void); // Hides cursor
-RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
-RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
-RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
-RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
-
-// Drawing-related functions
-RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
-RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
-RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
-RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
-RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
-RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
-RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
-RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
-RLAPI void EndTextureMode(void); // Ends drawing to render texture
-RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
-RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
-RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
-RLAPI void EndScissorMode(void); // End scissor mode
-RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
-RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
-
-// VR stereo config functions for VR simulator
-RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
-RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
-
-// Shader management functions
-// NOTE: Shader functionality is not available on OpenGL 1.1
-RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
-RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
-RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
-RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
-RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
-RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
-RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
-// Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
-RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
-RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
-RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
-RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
-RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
-
-// Timing-related functions
-RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
-RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
-RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
-RLAPI int GetFPS(void); // Get current FPS
-
-// Custom frame control functions
-// NOTE: Those functions are intended for advance users that want full control over the frame processing
-// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
-// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
-RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
-RLAPI void PollInputEvents(void); // Register all input events
-RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
-
-// Random values generation functions
-RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
-RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
-RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
-RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
-
-// Misc. functions
-RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
-RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
-RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
-
-// NOTE: Following functions implemented in module [utils]
-//------------------------------------------------------------------
-RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
-RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
-RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
-RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
-RLAPI void MemFree(void *ptr); // Internal memory free
-
-// Set custom callbacks
-// WARNING: Callbacks setup is intended for advance users
-RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
-RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
-RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
-RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
-RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
-
-// Files management functions
-RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
-RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
-RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
-RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
-RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
-RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
-RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
-//------------------------------------------------------------------
-
-// File system functions
-RLAPI bool FileExists(const char *fileName); // Check if file exists
-RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
-RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
-RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
-RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
-RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
-RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
-RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
-RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
-RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
-RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
-RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
-RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
-RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
-RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
-RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
-RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
-RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
-RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
-RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
-
-// Compression/Encoding functionality
-RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
-RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
-RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
-RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
-
-// Automation events functionality
-RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
-RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
-RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
-RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
-RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
-RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
-RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
-RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
-
-//------------------------------------------------------------------------------------
-// Input Handling Functions (Module: core)
-//------------------------------------------------------------------------------------
-
-// Input-related functions: keyboard
-RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
-RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
-RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
-RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
-RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
-RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
-RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
-RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-
-// Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
-RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
-RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
-
-// Input-related functions: mouse
-RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
-RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
-RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
-RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
-RLAPI int GetMouseX(void); // Get mouse position X
-RLAPI int GetMouseY(void); // Get mouse position Y
-RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
-RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
-RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
-RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
-RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
-RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
-RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
-RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
-
-// Input-related functions: touch
-RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
-RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
-RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
-RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
-RLAPI int GetTouchPointCount(void); // Get number of touch points
-
-//------------------------------------------------------------------------------------
-// Gestures and Touch Handling Functions (Module: rgestures)
-//------------------------------------------------------------------------------------
-RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
-RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
-RLAPI int GetGestureDetected(void); // Get latest detected gesture
-RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
-RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
-RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
-RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
-RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
-
-//------------------------------------------------------------------------------------
-// Camera System Functions (Module: rcamera)
-//------------------------------------------------------------------------------------
-RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
-RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
-
-//------------------------------------------------------------------------------------
-// Basic Shapes Drawing Functions (Module: shapes)
-//------------------------------------------------------------------------------------
-// Set texture and rectangle to be used on shapes drawing
-// NOTE: It can be useful when using basic shapes and one single font,
-// defining a font char white rectangle would allow drawing everything in a single draw call
-RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
-
-// Basic shapes drawing functions
-RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
-RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
-RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
-RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
-RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
-RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
-RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
-RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
-RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
-RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
-RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
-RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
-RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
-RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
-RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
-RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
-RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
-RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
-RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
-RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
-RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
-RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
-RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
-RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
-RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
-RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
-RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
-RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
-RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
-RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
-RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
-RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
-RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
-RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
-
-// Splines drawing functions
-RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
-RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
-RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
-RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
-RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
-RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
-RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
-RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
-RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
-
-// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
-RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
-RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
-RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
-RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
-RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
-
-// Basic shapes collision detection functions
-RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
-RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
-RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
-RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
-RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
-RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
-RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
-RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
-RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
-RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
-
-//------------------------------------------------------------------------------------
-// Texture Loading and Drawing Functions (Module: textures)
-//------------------------------------------------------------------------------------
-
-// Image loading functions
-// NOTE: These functions do not require GPU access
-RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
-RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
-RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
-RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
-RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
-RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
-RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
-RLAPI bool IsImageReady(Image image); // Check if an image is ready
-RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
-RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
-RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
-RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
-
-// Image generation functions
-RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
-RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
-RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
-RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
-RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
-RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
-RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
-RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
-RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
-
-// Image manipulation functions
-RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
-RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
-RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
-RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
-RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
-RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
-RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
-RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
-RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
-RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
-RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
-RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
-RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
-RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
-RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
-RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
-RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
-RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
-RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
-RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
-RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
-RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
-RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
-RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
-RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
-RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
-RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
-RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
-RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
-RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
-RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
-RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
-RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
-
-// Image drawing functions
-// NOTE: Image software-rendering functions (CPU)
-RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
-RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
-RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
-RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
-RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
-RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
-RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
-RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
-RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
-RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
-RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
-RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
-RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
-RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
-RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
-RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
-
-// Texture loading functions
-// NOTE: These functions require GPU access
-RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
-RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
-RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
-RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
-RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
-RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
-RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
-RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
-RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
-RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
-
-// Texture configuration functions
-RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
-RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
-RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
-
-// Texture drawing functions
-RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
-RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
-RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
-RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
-RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
-
-// Color/pixel related functions
-RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
-RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
-RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
-RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
-RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
-RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
-RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
-RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
-RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
-RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
-RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
-RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
-RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
-
-//------------------------------------------------------------------------------------
-// Font Loading and Text Drawing Functions (Module: text)
-//------------------------------------------------------------------------------------
-
-// Font loading/unloading functions
-RLAPI Font GetFontDefault(void); // Get the default Font
-RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
-RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
-RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
-RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
-RLAPI bool IsFontReady(Font font); // Check if a font is ready
-RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
-RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
-RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
-RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
-RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
-
-// Text drawing functions
-RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
-RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
-RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
-RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
-RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
-RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
-
-// Text font info functions
-RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
-RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
-RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
-RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
-RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
-RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
-
-// Text codepoints management functions (unicode characters)
-RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
-RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
-RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
-RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
-RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-
-// Text strings management functions (no UTF-8 strings, only byte chars)
-// NOTE: Some strings allocate memory internally for returned strings, just be careful!
-RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
-RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
-RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
-RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
-RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
-RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
-RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
-RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
-RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
-RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
-RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
-RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
-RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
-RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
-RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
-
-//------------------------------------------------------------------------------------
-// Basic 3d Shapes Drawing Functions (Module: models)
-//------------------------------------------------------------------------------------
-
-// Basic geometric 3D shapes drawing functions
-RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
-RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
-RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
-RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
-RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
-RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
-RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
-RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
-RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
-RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
-RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
-RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
-RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
-RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
-RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
-RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
-RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
-RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
-RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
-RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-
-//------------------------------------------------------------------------------------
-// Model 3d Loading and Drawing Functions (Module: models)
-//------------------------------------------------------------------------------------
-
-// Model management functions
-RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
-RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
-RLAPI bool IsModelReady(Model model); // Check if a model is ready
-RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
-RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
-
-// Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
-RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
-RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
-RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
-RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
-RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
-
-// Mesh management functions
-RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
-RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
-RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
-RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
-RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
-RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
-RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
-RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
-
-// Mesh generation functions
-RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
-RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
-RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
-RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
-RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
-RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
-RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
-RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
-RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
-RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
-RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
-// Material loading/unloading functions
-RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
-RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
-RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
-RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
-RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
-
-// Model animations loading/unloading functions
-RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
-RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
-RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
-RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
-RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
-
-// Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
-RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
-RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
-RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
-RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
-RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
-
-//------------------------------------------------------------------------------------
-// Audio Loading and Playing Functions (Module: audio)
-//------------------------------------------------------------------------------------
-typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
-
-// Audio device management functions
-RLAPI void InitAudioDevice(void); // Initialize audio device and context
-RLAPI void CloseAudioDevice(void); // Close the audio device and context
-RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
-RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
-RLAPI float GetMasterVolume(void); // Get master volume (listener)
-
-// Wave/Sound loading/unloading functions
-RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
-RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
-RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
-RLAPI Sound LoadSound(const char *fileName); // Load sound from file
-RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
-RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
-RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
-RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
-RLAPI void UnloadWave(Wave wave); // Unload wave data
-RLAPI void UnloadSound(Sound sound); // Unload sound
-RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
-RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
-RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
-
-// Wave/Sound management functions
-RLAPI void PlaySound(Sound sound); // Play a sound
-RLAPI void StopSound(Sound sound); // Stop playing a sound
-RLAPI void PauseSound(Sound sound); // Pause a sound
-RLAPI void ResumeSound(Sound sound); // Resume a paused sound
-RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
-RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
-RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
-RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
-RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
-RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
-RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
-RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
-RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
-
-// Music management functions
-RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
-RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
-RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
-RLAPI void UnloadMusicStream(Music music); // Unload music stream
-RLAPI void PlayMusicStream(Music music); // Start music playing
-RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
-RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
-RLAPI void StopMusicStream(Music music); // Stop music playing
-RLAPI void PauseMusicStream(Music music); // Pause music playing
-RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
-RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
-RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
-RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
-RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
-RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
-RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
-
-// AudioStream management functions
-RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
-RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
-RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
-RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
-RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
-RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
-RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
-RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
-RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
-RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
-RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
-RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
-RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
-RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
-RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
-
-RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
-RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
-
-RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
-RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
-
-#if defined(__cplusplus)
-}
-#endif
-
-#endif // RAYLIB_H
diff --git a/raylib/raylib-5.0_win64_mingw-w64/include/raymath.h b/raylib/raylib-5.0_win64_mingw-w64/include/raymath.h
deleted file mode 100644
index 40a8a84..0000000
--- a/raylib/raylib-5.0_win64_mingw-w64/include/raymath.h
+++ /dev/null
@@ -1,2190 +0,0 @@
-/**********************************************************************************************
-*
-* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
-*
-* CONVENTIONS:
-* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
-* math operations performed by the library consider the structure as it was column-major
-* It is like transposed versions of the matrices are used for all the maths
-* It benefits some functions making them cache-friendly and also avoids matrix
-* transpositions sometimes required by OpenGL
-* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
-* - Functions are always self-contained, no function use another raymath function inside,
-* required code is directly re-implemented inside
-* - Functions input parameters are always received by value (2 unavoidable exceptions)
-* - Functions use always a "result" variable for return
-* - Functions are always defined inline
-* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
-* - No compound literals used to make sure libray is compatible with C++
-*
-* CONFIGURATION:
-* #define RAYMATH_IMPLEMENTATION
-* Generates the implementation of the library into the included file.
-* If not defined, the library is in header only mode and can be included in other headers
-* or source files without problems. But only ONE file should hold the implementation.
-*
-* #define RAYMATH_STATIC_INLINE
-* Define static inline functions code, so #include header suffices for use.
-* This may use up lots of memory.
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYMATH_H
-#define RAYMATH_H
-
-#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
- #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
-#endif
-
-// Function specifiers definition
-#if defined(RAYMATH_IMPLEMENTATION)
- #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
- #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #else
- #define RMAPI extern inline // Provide external definition
- #endif
-#elif defined(RAYMATH_STATIC_INLINE)
- #define RMAPI static inline // Functions may be inlined, no external out-of-line definition
-#else
- #if defined(__TINYC__)
- #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
- #else
- #define RMAPI inline // Functions may be inlined or external definition used
- #endif
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846f
-#endif
-
-#ifndef EPSILON
- #define EPSILON 0.000001f
-#endif
-
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
-
-// Get float vector for Matrix
-#ifndef MatrixToFloat
- #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
-#endif
-
-// Get float vector for Vector3
-#ifndef Vector3ToFloat
- #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-#if !defined(RL_VECTOR2_TYPE)
-// Vector2 type
-typedef struct Vector2 {
- float x;
- float y;
-} Vector2;
-#define RL_VECTOR2_TYPE
-#endif
-
-#if !defined(RL_VECTOR3_TYPE)
-// Vector3 type
-typedef struct Vector3 {
- float x;
- float y;
- float z;
-} Vector3;
-#define RL_VECTOR3_TYPE
-#endif
-
-#if !defined(RL_VECTOR4_TYPE)
-// Vector4 type
-typedef struct Vector4 {
- float x;
- float y;
- float z;
- float w;
-} Vector4;
-#define RL_VECTOR4_TYPE
-#endif
-
-#if !defined(RL_QUATERNION_TYPE)
-// Quaternion type
-typedef Vector4 Quaternion;
-#define RL_QUATERNION_TYPE
-#endif
-
-#if !defined(RL_MATRIX_TYPE)
-// Matrix type (OpenGL style 4x4 - right handed, column major)
-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
-
-// NOTE: Helper types to be used instead of array return types for *ToFloat functions
-typedef struct float3 {
- float v[3];
-} float3;
-
-typedef struct float16 {
- float v[16];
-} float16;
-
-#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs()
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Utils math
-//----------------------------------------------------------------------------------
-
-// Clamp float value
-RMAPI float Clamp(float value, float min, float max)
-{
- float result = (value < min)? min : value;
-
- if (result > max) result = max;
-
- return result;
-}
-
-// Calculate linear interpolation between two floats
-RMAPI float Lerp(float start, float end, float amount)
-{
- float result = start + amount*(end - start);
-
- return result;
-}
-
-// Normalize input value within input range
-RMAPI float Normalize(float value, float start, float end)
-{
- float result = (value - start)/(end - start);
-
- return result;
-}
-
-// Remap input value within input range to output range
-RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
-{
- float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
-
- return result;
-}
-
-// Wrap input value from min to max
-RMAPI float Wrap(float value, float min, float max)
-{
- float result = value - (max - min)*floorf((value - min)/(max - min));
-
- return result;
-}
-
-// Check whether two given floats are almost equal
-RMAPI int FloatEquals(float x, float y)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector2 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMAPI Vector2 Vector2Zero(void)
-{
- Vector2 result = { 0.0f, 0.0f };
-
- return result;
-}
-
-// Vector with components value 1.0f
-RMAPI Vector2 Vector2One(void)
-{
- Vector2 result = { 1.0f, 1.0f };
-
- return result;
-}
-
-// Add two vectors (v1 + v2)
-RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x + v2.x, v1.y + v2.y };
-
- return result;
-}
-
-// Add vector and float value
-RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
-{
- Vector2 result = { v.x + add, v.y + add };
-
- return result;
-}
-
-// Subtract two vectors (v1 - v2)
-RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x - v2.x, v1.y - v2.y };
-
- return result;
-}
-
-// Subtract vector by float value
-RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
-{
- Vector2 result = { v.x - sub, v.y - sub };
-
- return result;
-}
-
-// Calculate vector length
-RMAPI float Vector2Length(Vector2 v)
-{
- float result = sqrtf((v.x*v.x) + (v.y*v.y));
-
- return result;
-}
-
-// Calculate vector square length
-RMAPI float Vector2LengthSqr(Vector2 v)
-{
- float result = (v.x*v.x) + (v.y*v.y);
-
- return result;
-}
-
-// Calculate two vectors dot product
-RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y);
-
- return result;
-}
-
-// Calculate distance between two vectors
-RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
-{
- float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
-
- return result;
-}
-
-// Calculate square distance between two vectors
-RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
-{
- float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
-
- return result;
-}
-
-// Calculate angle between two vectors
-// NOTE: Angle is calculated from origin point (0, 0)
-RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
-{
- float result = 0.0f;
-
- float dot = v1.x*v2.x + v1.y*v2.y;
- float det = v1.x*v2.y - v1.y*v2.x;
-
- result = atan2f(det, dot);
-
- return result;
-}
-
-// Calculate angle defined by a two vectors line
-// NOTE: Parameters need to be normalized
-// Current implementation should be aligned with glm::angle
-RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
-{
- float result = 0.0f;
-
- // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
- result = -atan2f(end.y - start.y, end.x - start.x);
-
- return result;
-}
-
-// Scale vector (multiply by value)
-RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
-{
- Vector2 result = { v.x*scale, v.y*scale };
-
- return result;
-}
-
-// Multiply vector by vector
-RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x*v2.x, v1.y*v2.y };
-
- return result;
-}
-
-// Negate vector
-RMAPI Vector2 Vector2Negate(Vector2 v)
-{
- Vector2 result = { -v.x, -v.y };
-
- return result;
-}
-
-// Divide vector by vector
-RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x/v2.x, v1.y/v2.y };
-
- return result;
-}
-
-// Normalize provided vector
-RMAPI Vector2 Vector2Normalize(Vector2 v)
-{
- Vector2 result = { 0 };
- float length = sqrtf((v.x*v.x) + (v.y*v.y));
-
- if (length > 0)
- {
- float ilength = 1.0f/length;
- result.x = v.x*ilength;
- result.y = v.y*ilength;
- }
-
- return result;
-}
-
-// Transforms a Vector2 by a given Matrix
-RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
-{
- Vector2 result = { 0 };
-
- float x = v.x;
- float y = v.y;
- float z = 0;
-
- result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
-
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
-{
- Vector2 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
-{
- Vector2 result = { 0 };
-
- float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
-
- return result;
-}
-
-// Rotate vector by angle
-RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
-{
- Vector2 result = { 0 };
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.x = v.x*cosres - v.y*sinres;
- result.y = v.x*sinres + v.y*cosres;
-
- return result;
-}
-
-// Move Vector towards target
-RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
-{
- Vector2 result = { 0 };
-
- float dx = target.x - v.x;
- float dy = target.y - v.y;
- float value = (dx*dx) + (dy*dy);
-
- if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
-
- float dist = sqrtf(value);
-
- result.x = v.x + dx/dist*maxDistance;
- result.y = v.y + dy/dist*maxDistance;
-
- return result;
-}
-
-// Invert the given vector
-RMAPI Vector2 Vector2Invert(Vector2 v)
-{
- Vector2 result = { 1.0f/v.x, 1.0f/v.y };
-
- return result;
-}
-
-// Clamp the components of the vector between
-// min and max values specified by the given vectors
-RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
-{
- Vector2 result = { 0 };
-
- result.x = fminf(max.x, fmaxf(min.x, v.x));
- result.y = fminf(max.y, fmaxf(min.y, v.y));
-
- return result;
-}
-
-// Clamp the magnitude of the vector between two min and max values
-RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
-{
- Vector2 result = v;
-
- float length = (v.x*v.x) + (v.y*v.y);
- if (length > 0.0f)
- {
- length = sqrtf(length);
-
- if (length < min)
- {
- float scale = min/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- }
- else if (length > max)
- {
- float scale = max/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- }
- }
-
- return result;
-}
-
-// Check whether two given vectors are almost equal
-RMAPI int Vector2Equals(Vector2 p, Vector2 q)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector3 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMAPI Vector3 Vector3Zero(void)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- return result;
-}
-
-// Vector with components value 1.0f
-RMAPI Vector3 Vector3One(void)
-{
- Vector3 result = { 1.0f, 1.0f, 1.0f };
-
- return result;
-}
-
-// Add two vectors
-RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
-
- return result;
-}
-
-// Add vector and float value
-RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
-{
- Vector3 result = { v.x + add, v.y + add, v.z + add };
-
- return result;
-}
-
-// Subtract two vectors
-RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
-
- return result;
-}
-
-// Subtract vector by float value
-RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
-{
- Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
-
- return result;
-}
-
-// Multiply vector by scalar
-RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
-{
- Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
-
- return result;
-}
-
-// Multiply vector by vector
-RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
-
- return result;
-}
-
-// Calculate two vectors cross product
-RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
-
- return result;
-}
-
-// Calculate one vector perpendicular vector
-RMAPI Vector3 Vector3Perpendicular(Vector3 v)
-{
- Vector3 result = { 0 };
-
- float min = (float) fabs(v.x);
- Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
-
- if (fabsf(v.y) < min)
- {
- min = (float) fabs(v.y);
- Vector3 tmp = {0.0f, 1.0f, 0.0f};
- cardinalAxis = tmp;
- }
-
- if (fabsf(v.z) < min)
- {
- Vector3 tmp = {0.0f, 0.0f, 1.0f};
- cardinalAxis = tmp;
- }
-
- // Cross product between vectors
- result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
- result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
- result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
-
- return result;
-}
-
-// Calculate vector length
-RMAPI float Vector3Length(const Vector3 v)
-{
- float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
-
- return result;
-}
-
-// Calculate vector square length
-RMAPI float Vector3LengthSqr(const Vector3 v)
-{
- float result = v.x*v.x + v.y*v.y + v.z*v.z;
-
- return result;
-}
-
-// Calculate two vectors dot product
-RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
-
- return result;
-}
-
-// Calculate distance between two vectors
-RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
-{
- float result = 0.0f;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
- result = sqrtf(dx*dx + dy*dy + dz*dz);
-
- return result;
-}
-
-// Calculate square distance between two vectors
-RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
-{
- float result = 0.0f;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
- result = dx*dx + dy*dy + dz*dz;
-
- return result;
-}
-
-// Calculate angle between two vectors
-RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
-{
- float result = 0.0f;
-
- Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
- float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
- float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- result = atan2f(len, dot);
-
- return result;
-}
-
-// Negate provided vector (invert direction)
-RMAPI Vector3 Vector3Negate(Vector3 v)
-{
- Vector3 result = { -v.x, -v.y, -v.z };
-
- return result;
-}
-
-// Divide vector by vector
-RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
-
- return result;
-}
-
-// Normalize provided vector
-RMAPI Vector3 Vector3Normalize(Vector3 v)
-{
- Vector3 result = v;
-
- float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length != 0.0f)
- {
- float ilength = 1.0f/length;
-
- result.x *= ilength;
- result.y *= ilength;
- result.z *= ilength;
- }
-
- return result;
-}
-
-//Calculate the projection of the vector v1 on to v2
-RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
-
- float mag = v1dv2/v2dv2;
-
- result.x = v2.x*mag;
- result.y = v2.y*mag;
- result.z = v2.z*mag;
-
- return result;
-}
-
-//Calculate the rejection of the vector v1 on to v2
-RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
-
- float mag = v1dv2/v2dv2;
-
- result.x = v1.x - (v2.x*mag);
- result.y = v1.y - (v2.y*mag);
- result.z = v1.z - (v2.z*mag);
-
- return result;
-}
-
-// Orthonormalize provided vectors
-// Makes vectors normalized and orthogonal to each other
-// Gram-Schmidt function implementation
-RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
-{
- float length = 0.0f;
- float ilength = 0.0f;
-
- // Vector3Normalize(*v1);
- Vector3 v = *v1;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- v1->x *= ilength;
- v1->y *= ilength;
- v1->z *= ilength;
-
- // Vector3CrossProduct(*v1, *v2)
- Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
-
- // Vector3Normalize(vn1);
- v = vn1;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- vn1.x *= ilength;
- vn1.y *= ilength;
- vn1.z *= ilength;
-
- // Vector3CrossProduct(vn1, *v1)
- Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
-
- *v2 = vn2;
-}
-
-// Transforms a Vector3 by a given Matrix
-RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)
-{
- Vector3 result = { 0 };
-
- float x = v.x;
- float y = v.y;
- float z = v.z;
-
- result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
- result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-
- return result;
-}
-
-// Transform a vector by quaternion rotation
-RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
-{
- Vector3 result = { 0 };
-
- result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
- result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
- result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
-
- return result;
-}
-
-// Rotates a vector around an axis
-RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
-{
- // Using Euler-Rodrigues Formula
- // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
-
- Vector3 result = v;
-
- // Vector3Normalize(axis);
- float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f / length;
- axis.x *= ilength;
- axis.y *= ilength;
- axis.z *= ilength;
-
- angle /= 2.0f;
- float a = sinf(angle);
- float b = axis.x*a;
- float c = axis.y*a;
- float d = axis.z*a;
- a = cosf(angle);
- Vector3 w = { b, c, d };
-
- // Vector3CrossProduct(w, v)
- Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
-
- // Vector3CrossProduct(w, wv)
- Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
-
- // Vector3Scale(wv, 2*a)
- a *= 2;
- wv.x *= a;
- wv.y *= a;
- wv.z *= a;
-
- // Vector3Scale(wwv, 2)
- wwv.x *= 2;
- wwv.y *= 2;
- wwv.z *= 2;
-
- result.x += wv.x;
- result.y += wv.y;
- result.z += wv.z;
-
- result.x += wwv.x;
- result.y += wwv.y;
- result.z += wwv.z;
-
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
-{
- Vector3 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
- result.z = v1.z + amount*(v2.z - v1.z);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
-{
- Vector3 result = { 0 };
-
- // I is the original vector
- // N is the normal of the incident plane
- // R = I - (2*N*(DotProduct[I, N]))
-
- float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
- result.z = v.z - (2.0f*normal.z)*dotProduct;
-
- return result;
-}
-
-// Get min value for each pair of components
-RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fminf(v1.x, v2.x);
- result.y = fminf(v1.y, v2.y);
- result.z = fminf(v1.z, v2.z);
-
- return result;
-}
-
-// Get max value for each pair of components
-RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fmaxf(v1.x, v2.x);
- result.y = fmaxf(v1.y, v2.y);
- result.z = fmaxf(v1.z, v2.z);
-
- return result;
-}
-
-// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
-// NOTE: Assumes P is on the plane of the triangle
-RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
-{
- Vector3 result = { 0 };
-
- Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)
- Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)
- Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)
- float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)
- float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)
- float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)
- float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)
- float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)
-
- float denom = d00*d11 - d01*d01;
-
- result.y = (d11*d20 - d01*d21)/denom;
- result.z = (d00*d21 - d01*d20)/denom;
- result.x = 1.0f - (result.z + result.y);
-
- return result;
-}
-
-// Projects a Vector3 from screen space into object space
-// NOTE: We are avoiding calling other raymath functions despite available
-RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
-{
- Vector3 result = { 0 };
-
- // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
- Matrix matViewProj = { // MatrixMultiply(view, projection);
- view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
- view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
- view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
- view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
- view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
- view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
- view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
- view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
- view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
- view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
- view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
- view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
- view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
- view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
- view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
- view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
-
- // Calculate inverted matrix -> MatrixInvert(matViewProj);
- // Cache the matrix values (speed optimization)
- float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
- float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
- float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
- float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15;
-
- float b00 = a00*a11 - a01*a10;
- float b01 = a00*a12 - a02*a10;
- float b02 = a00*a13 - a03*a10;
- float b03 = a01*a12 - a02*a11;
- float b04 = a01*a13 - a03*a11;
- float b05 = a02*a13 - a03*a12;
- float b06 = a20*a31 - a21*a30;
- float b07 = a20*a32 - a22*a30;
- float b08 = a20*a33 - a23*a30;
- float b09 = a21*a32 - a22*a31;
- float b10 = a21*a33 - a23*a31;
- float b11 = a22*a33 - a23*a32;
-
- // Calculate the invert determinant (inlined to avoid double-caching)
- float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
-
- Matrix matViewProjInv = {
- (a11*b11 - a12*b10 + a13*b09)*invDet,
- (-a01*b11 + a02*b10 - a03*b09)*invDet,
- (a31*b05 - a32*b04 + a33*b03)*invDet,
- (-a21*b05 + a22*b04 - a23*b03)*invDet,
- (-a10*b11 + a12*b08 - a13*b07)*invDet,
- (a00*b11 - a02*b08 + a03*b07)*invDet,
- (-a30*b05 + a32*b02 - a33*b01)*invDet,
- (a20*b05 - a22*b02 + a23*b01)*invDet,
- (a10*b10 - a11*b08 + a13*b06)*invDet,
- (-a00*b10 + a01*b08 - a03*b06)*invDet,
- (a30*b04 - a31*b02 + a33*b00)*invDet,
- (-a20*b04 + a21*b02 - a23*b00)*invDet,
- (-a10*b09 + a11*b07 - a12*b06)*invDet,
- (a00*b09 - a01*b07 + a02*b06)*invDet,
- (-a30*b03 + a31*b01 - a32*b00)*invDet,
- (a20*b03 - a21*b01 + a22*b00)*invDet };
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unprojecte matrix
- Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
- matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
- matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
- matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
- matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
-
- // Normalized world points in vectors
- result.x = qtransformed.x/qtransformed.w;
- result.y = qtransformed.y/qtransformed.w;
- result.z = qtransformed.z/qtransformed.w;
-
- return result;
-}
-
-// Get Vector3 as float array
-RMAPI float3 Vector3ToFloatV(Vector3 v)
-{
- float3 buffer = { 0 };
-
- buffer.v[0] = v.x;
- buffer.v[1] = v.y;
- buffer.v[2] = v.z;
-
- return buffer;
-}
-
-// Invert the given vector
-RMAPI Vector3 Vector3Invert(Vector3 v)
-{
- Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
-
- return result;
-}
-
-// Clamp the components of the vector between
-// min and max values specified by the given vectors
-RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
-{
- Vector3 result = { 0 };
-
- result.x = fminf(max.x, fmaxf(min.x, v.x));
- result.y = fminf(max.y, fmaxf(min.y, v.y));
- result.z = fminf(max.z, fmaxf(min.z, v.z));
-
- return result;
-}
-
-// Clamp the magnitude of the vector between two values
-RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
-{
- Vector3 result = v;
-
- float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
- if (length > 0.0f)
- {
- length = sqrtf(length);
-
- if (length < min)
- {
- float scale = min/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- result.z = v.z*scale;
- }
- else if (length > max)
- {
- float scale = max/length;
- result.x = v.x*scale;
- result.y = v.y*scale;
- result.z = v.z*scale;
- }
- }
-
- return result;
-}
-
-// Check whether two given vectors are almost equal
-RMAPI int Vector3Equals(Vector3 p, Vector3 q)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
- ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
-
- return result;
-}
-
-// Compute the direction of a refracted ray
-// v: normalized direction of the incoming ray
-// n: normalized normal vector of the interface of two optical media
-// r: ratio of the refractive index of the medium from where the ray comes
-// to the refractive index of the medium on the other side of the surface
-RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
-{
- Vector3 result = { 0 };
-
- float dot = v.x*n.x + v.y*n.y + v.z*n.z;
- float d = 1.0f - r*r*(1.0f - dot*dot);
-
- if (d >= 0.0f)
- {
- d = sqrtf(d);
- v.x = r*v.x - (r*dot + d)*n.x;
- v.y = r*v.y - (r*dot + d)*n.y;
- v.z = r*v.z - (r*dot + d)*n.z;
-
- result = v;
- }
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix math
-//----------------------------------------------------------------------------------
-
-// Compute matrix determinant
-RMAPI float MatrixDeterminant(Matrix mat)
-{
- float result = 0.0f;
-
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
- a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
- a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
- a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
- a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
- a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
-
- return result;
-}
-
-// Get the trace of the matrix (sum of the values along the diagonal)
-RMAPI float MatrixTrace(Matrix mat)
-{
- float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
-
- return result;
-}
-
-// Transposes provided matrix
-RMAPI Matrix MatrixTranspose(Matrix mat)
-{
- Matrix result = { 0 };
-
- result.m0 = mat.m0;
- result.m1 = mat.m4;
- result.m2 = mat.m8;
- result.m3 = mat.m12;
- result.m4 = mat.m1;
- result.m5 = mat.m5;
- result.m6 = mat.m9;
- result.m7 = mat.m13;
- result.m8 = mat.m2;
- result.m9 = mat.m6;
- result.m10 = mat.m10;
- result.m11 = mat.m14;
- result.m12 = mat.m3;
- result.m13 = mat.m7;
- result.m14 = mat.m11;
- result.m15 = mat.m15;
-
- return result;
-}
-
-// Invert provided matrix
-RMAPI Matrix MatrixInvert(Matrix mat)
-{
- Matrix result = { 0 };
-
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- float b00 = a00*a11 - a01*a10;
- float b01 = a00*a12 - a02*a10;
- float b02 = a00*a13 - a03*a10;
- float b03 = a01*a12 - a02*a11;
- float b04 = a01*a13 - a03*a11;
- float b05 = a02*a13 - a03*a12;
- float b06 = a20*a31 - a21*a30;
- float b07 = a20*a32 - a22*a30;
- float b08 = a20*a33 - a23*a30;
- float b09 = a21*a32 - a22*a31;
- float b10 = a21*a33 - a23*a31;
- float b11 = a22*a33 - a23*a32;
-
- // Calculate the invert determinant (inlined to avoid double-caching)
- float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
-
- result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
- result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
- result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
- result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
- result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
- result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
- result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
- result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
- result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
- result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
- result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
- result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
- result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
- result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
- result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
- result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
-
- return result;
-}
-
-// Get identity matrix
-RMAPI Matrix MatrixIdentity(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;
-}
-
-// Add two matrices
-RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
-{
- Matrix result = { 0 };
-
- result.m0 = left.m0 + right.m0;
- result.m1 = left.m1 + right.m1;
- result.m2 = left.m2 + right.m2;
- result.m3 = left.m3 + right.m3;
- result.m4 = left.m4 + right.m4;
- result.m5 = left.m5 + right.m5;
- result.m6 = left.m6 + right.m6;
- result.m7 = left.m7 + right.m7;
- result.m8 = left.m8 + right.m8;
- result.m9 = left.m9 + right.m9;
- result.m10 = left.m10 + right.m10;
- result.m11 = left.m11 + right.m11;
- result.m12 = left.m12 + right.m12;
- result.m13 = left.m13 + right.m13;
- result.m14 = left.m14 + right.m14;
- result.m15 = left.m15 + right.m15;
-
- return result;
-}
-
-// Subtract two matrices (left - right)
-RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
-{
- Matrix result = { 0 };
-
- result.m0 = left.m0 - right.m0;
- result.m1 = left.m1 - right.m1;
- result.m2 = left.m2 - right.m2;
- result.m3 = left.m3 - right.m3;
- result.m4 = left.m4 - right.m4;
- result.m5 = left.m5 - right.m5;
- result.m6 = left.m6 - right.m6;
- result.m7 = left.m7 - right.m7;
- result.m8 = left.m8 - right.m8;
- result.m9 = left.m9 - right.m9;
- result.m10 = left.m10 - right.m10;
- result.m11 = left.m11 - right.m11;
- result.m12 = left.m12 - right.m12;
- result.m13 = left.m13 - right.m13;
- result.m14 = left.m14 - right.m14;
- result.m15 = left.m15 - right.m15;
-
- return result;
-}
-
-// Get two matrix multiplication
-// NOTE: When multiplying matrices... the order matters!
-RMAPI Matrix MatrixMultiply(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;
-}
-
-// Get translation matrix
-RMAPI Matrix MatrixTranslate(float x, float y, float z)
-{
- Matrix result = { 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 };
-
- return result;
-}
-
-// Create rotation matrix from axis and angle
-// NOTE: Angle should be provided in radians
-RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
-{
- Matrix result = { 0 };
-
- float x = axis.x, y = axis.y, z = axis.z;
-
- float lengthSquared = x*x + y*y + z*z;
-
- if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
- {
- float ilength = 1.0f/sqrtf(lengthSquared);
- x *= ilength;
- y *= ilength;
- z *= ilength;
- }
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
- float t = 1.0f - cosres;
-
- result.m0 = x*x*t + cosres;
- result.m1 = y*x*t + z*sinres;
- result.m2 = z*x*t - y*sinres;
- result.m3 = 0.0f;
-
- result.m4 = x*y*t - z*sinres;
- result.m5 = y*y*t + cosres;
- result.m6 = z*y*t + x*sinres;
- result.m7 = 0.0f;
-
- result.m8 = x*z*t + y*sinres;
- result.m9 = y*z*t - x*sinres;
- result.m10 = z*z*t + cosres;
- result.m11 = 0.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = 0.0f;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Get x-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateX(float angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m5 = cosres;
- result.m6 = sinres;
- result.m9 = -sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Get y-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateY(float angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m2 = -sinres;
- result.m8 = sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Get z-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateZ(float angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m1 = sinres;
- result.m4 = -sinres;
- result.m5 = cosres;
-
- return result;
-}
-
-
-// Get xyz-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
-{
- 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 }; // MatrixIdentity()
-
- float cosz = cosf(-angle.z);
- float sinz = sinf(-angle.z);
- float cosy = cosf(-angle.y);
- float siny = sinf(-angle.y);
- float cosx = cosf(-angle.x);
- float sinx = sinf(-angle.x);
-
- result.m0 = cosz*cosy;
- result.m1 = (cosz*siny*sinx) - (sinz*cosx);
- result.m2 = (cosz*siny*cosx) + (sinz*sinx);
-
- result.m4 = sinz*cosy;
- result.m5 = (sinz*siny*sinx) + (cosz*cosx);
- result.m6 = (sinz*siny*cosx) - (cosz*sinx);
-
- result.m8 = -siny;
- result.m9 = cosy*sinx;
- result.m10= cosy*cosx;
-
- return result;
-}
-
-// Get zyx-rotation matrix
-// NOTE: Angle must be provided in radians
-RMAPI Matrix MatrixRotateZYX(Vector3 angle)
-{
- Matrix result = { 0 };
-
- float cz = cosf(angle.z);
- float sz = sinf(angle.z);
- float cy = cosf(angle.y);
- float sy = sinf(angle.y);
- float cx = cosf(angle.x);
- float sx = sinf(angle.x);
-
- result.m0 = cz*cy;
- result.m4 = cz*sy*sx - cx*sz;
- result.m8 = sz*sx + cz*cx*sy;
- result.m12 = 0;
-
- result.m1 = cy*sz;
- result.m5 = cz*cx + sz*sy*sx;
- result.m9 = cx*sz*sy - cz*sx;
- result.m13 = 0;
-
- result.m2 = -sy;
- result.m6 = cy*sx;
- result.m10 = cy*cx;
- result.m14 = 0;
-
- result.m3 = 0;
- result.m7 = 0;
- result.m11 = 0;
- result.m15 = 1;
-
- return result;
-}
-
-// Get scaling matrix
-RMAPI Matrix MatrixScale(float x, float y, float z)
-{
- Matrix result = { 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 };
-
- return result;
-}
-
-// Get perspective projection matrix
-RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(far - near);
-
- result.m0 = ((float)near*2.0f)/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
-
- result.m4 = 0.0f;
- result.m5 = ((float)near*2.0f)/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
-
- result.m8 = ((float)right + (float)left)/rl;
- result.m9 = ((float)top + (float)bottom)/tb;
- result.m10 = -((float)far + (float)near)/fn;
- result.m11 = -1.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = -((float)far*(float)near*2.0f)/fn;
- result.m15 = 0.0f;
-
- return result;
-}
-
-// Get perspective projection matrix
-// NOTE: Fovy angle must be provided in radians
-RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
-{
- Matrix result = { 0 };
-
- double top = nearPlane*tan(fovY*0.5);
- double bottom = -top;
- double right = top*aspect;
- double left = -right;
-
- // MatrixFrustum(-right, right, -top, top, near, far);
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(farPlane - nearPlane);
-
- result.m0 = ((float)nearPlane*2.0f)/rl;
- result.m5 = ((float)nearPlane*2.0f)/tb;
- result.m8 = ((float)right + (float)left)/rl;
- result.m9 = ((float)top + (float)bottom)/tb;
- result.m10 = -((float)farPlane + (float)nearPlane)/fn;
- result.m11 = -1.0f;
- result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
-
- return result;
-}
-
-// Get orthographic projection matrix
-RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(farPlane - nearPlane);
-
- result.m0 = 2.0f/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
- result.m4 = 0.0f;
- result.m5 = 2.0f/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
- result.m8 = 0.0f;
- result.m9 = 0.0f;
- result.m10 = -2.0f/fn;
- result.m11 = 0.0f;
- result.m12 = -((float)left + (float)right)/rl;
- result.m13 = -((float)top + (float)bottom)/tb;
- result.m14 = -((float)farPlane + (float)nearPlane)/fn;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Get camera look-at matrix (view matrix)
-RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
-{
- Matrix result = { 0 };
-
- float length = 0.0f;
- float ilength = 0.0f;
-
- // Vector3Subtract(eye, target)
- Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
-
- // Vector3Normalize(vz)
- Vector3 v = vz;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- vz.x *= ilength;
- vz.y *= ilength;
- vz.z *= ilength;
-
- // Vector3CrossProduct(up, vz)
- Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
-
- // Vector3Normalize(x)
- v = vx;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- vx.x *= ilength;
- vx.y *= ilength;
- vx.z *= ilength;
-
- // Vector3CrossProduct(vz, vx)
- Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
-
- result.m0 = vx.x;
- result.m1 = vy.x;
- result.m2 = vz.x;
- result.m3 = 0.0f;
- result.m4 = vx.y;
- result.m5 = vy.y;
- result.m6 = vz.y;
- result.m7 = 0.0f;
- result.m8 = vx.z;
- result.m9 = vy.z;
- result.m10 = vz.z;
- result.m11 = 0.0f;
- result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)
- result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)
- result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Get float array of matrix data
-RMAPI float16 MatrixToFloatV(Matrix mat)
-{
- float16 result = { 0 };
-
- result.v[0] = mat.m0;
- result.v[1] = mat.m1;
- result.v[2] = mat.m2;
- result.v[3] = mat.m3;
- result.v[4] = mat.m4;
- result.v[5] = mat.m5;
- result.v[6] = mat.m6;
- result.v[7] = mat.m7;
- result.v[8] = mat.m8;
- result.v[9] = mat.m9;
- result.v[10] = mat.m10;
- result.v[11] = mat.m11;
- result.v[12] = mat.m12;
- result.v[13] = mat.m13;
- result.v[14] = mat.m14;
- result.v[15] = mat.m15;
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Quaternion math
-//----------------------------------------------------------------------------------
-
-// Add two quaternions
-RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
-
- return result;
-}
-
-// Add quaternion and float value
-RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)
-{
- Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
-
- return result;
-}
-
-// Subtract two quaternions
-RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
-
- return result;
-}
-
-// Subtract quaternion and float value
-RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
-{
- Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
-
- return result;
-}
-
-// Get identity quaternion
-RMAPI Quaternion QuaternionIdentity(void)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Computes the length of a quaternion
-RMAPI float QuaternionLength(Quaternion q)
-{
- float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
-
- return result;
-}
-
-// Normalize provided quaternion
-RMAPI Quaternion QuaternionNormalize(Quaternion q)
-{
- Quaternion result = { 0 };
-
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Invert provided quaternion
-RMAPI Quaternion QuaternionInvert(Quaternion q)
-{
- Quaternion result = q;
-
- float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
-
- if (lengthSq != 0.0f)
- {
- float invLength = 1.0f/lengthSq;
-
- result.x *= -invLength;
- result.y *= -invLength;
- result.z *= -invLength;
- result.w *= invLength;
- }
-
- return result;
-}
-
-// Calculate two quaternion multiplication
-RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
-{
- Quaternion result = { 0 };
-
- float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
- float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
-
- result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
- result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
- result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
- result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
-
- return result;
-}
-
-// Scale quaternion by float value
-RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
-{
- Quaternion result = { 0 };
-
- result.x = q.x*mul;
- result.y = q.y*mul;
- result.z = q.z*mul;
- result.w = q.w*mul;
-
- return result;
-}
-
-// Divide two quaternions
-RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
-{
- Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };
-
- return result;
-}
-
-// Calculate linear interpolation between two quaternions
-RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- result.x = q1.x + amount*(q2.x - q1.x);
- result.y = q1.y + amount*(q2.y - q1.y);
- result.z = q1.z + amount*(q2.z - q1.z);
- result.w = q1.w + amount*(q2.w - q1.w);
-
- return result;
-}
-
-// Calculate slerp-optimized interpolation between two quaternions
-RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- // QuaternionLerp(q1, q2, amount)
- result.x = q1.x + amount*(q2.x - q1.x);
- result.y = q1.y + amount*(q2.y - q1.y);
- result.z = q1.z + amount*(q2.z - q1.z);
- result.w = q1.w + amount*(q2.w - q1.w);
-
- // QuaternionNormalize(q);
- Quaternion q = result;
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Calculates spherical linear interpolation between two quaternions
-RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
-
- if (cosHalfTheta < 0)
- {
- q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
- cosHalfTheta = -cosHalfTheta;
- }
-
- if (fabsf(cosHalfTheta) >= 1.0f) result = q1;
- else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
- else
- {
- float halfTheta = acosf(cosHalfTheta);
- float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
-
- if (fabsf(sinHalfTheta) < EPSILON)
- {
- result.x = (q1.x*0.5f + q2.x*0.5f);
- result.y = (q1.y*0.5f + q2.y*0.5f);
- result.z = (q1.z*0.5f + q2.z*0.5f);
- result.w = (q1.w*0.5f + q2.w*0.5f);
- }
- else
- {
- float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
- float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
-
- result.x = (q1.x*ratioA + q2.x*ratioB);
- result.y = (q1.y*ratioA + q2.y*ratioB);
- result.z = (q1.z*ratioA + q2.z*ratioB);
- result.w = (q1.w*ratioA + q2.w*ratioB);
- }
- }
-
- return result;
-}
-
-// Calculate quaternion based on the rotation from one vector to another
-RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
-{
- Quaternion result = { 0 };
-
- float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
- Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
-
- result.x = cross.x;
- result.y = cross.y;
- result.z = cross.z;
- result.w = 1.0f + cos2Theta;
-
- // QuaternionNormalize(q);
- // NOTE: Normalize to essentially nlerp the original and identity to 0.5
- Quaternion q = result;
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Get a quaternion for a given rotation matrix
-RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
-{
- Quaternion result = { 0 };
-
- float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
- float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
- float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
- float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
-
- int biggestIndex = 0;
- float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
- if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
- {
- fourBiggestSquaredMinus1 = fourXSquaredMinus1;
- biggestIndex = 1;
- }
-
- if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
- {
- fourBiggestSquaredMinus1 = fourYSquaredMinus1;
- biggestIndex = 2;
- }
-
- if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
- {
- fourBiggestSquaredMinus1 = fourZSquaredMinus1;
- biggestIndex = 3;
- }
-
- float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
- float mult = 0.25f / biggestVal;
-
- switch (biggestIndex)
- {
- case 0:
- result.w = biggestVal;
- result.x = (mat.m6 - mat.m9)*mult;
- result.y = (mat.m8 - mat.m2)*mult;
- result.z = (mat.m1 - mat.m4)*mult;
- break;
- case 1:
- result.x = biggestVal;
- result.w = (mat.m6 - mat.m9)*mult;
- result.y = (mat.m1 + mat.m4)*mult;
- result.z = (mat.m8 + mat.m2)*mult;
- break;
- case 2:
- result.y = biggestVal;
- result.w = (mat.m8 - mat.m2)*mult;
- result.x = (mat.m1 + mat.m4)*mult;
- result.z = (mat.m6 + mat.m9)*mult;
- break;
- case 3:
- result.z = biggestVal;
- result.w = (mat.m1 - mat.m4)*mult;
- result.x = (mat.m8 + mat.m2)*mult;
- result.y = (mat.m6 + mat.m9)*mult;
- break;
- }
-
- return result;
-}
-
-// Get a matrix for a given quaternion
-RMAPI Matrix QuaternionToMatrix(Quaternion q)
-{
- 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 }; // MatrixIdentity()
-
- float a2 = q.x*q.x;
- float b2 = q.y*q.y;
- float c2 = q.z*q.z;
- float ac = q.x*q.z;
- float ab = q.x*q.y;
- float bc = q.y*q.z;
- float ad = q.w*q.x;
- float bd = q.w*q.y;
- float cd = q.w*q.z;
-
- result.m0 = 1 - 2*(b2 + c2);
- result.m1 = 2*(ab + cd);
- result.m2 = 2*(ac - bd);
-
- result.m4 = 2*(ab - cd);
- result.m5 = 1 - 2*(a2 + c2);
- result.m6 = 2*(bc + ad);
-
- result.m8 = 2*(ac + bd);
- result.m9 = 2*(bc - ad);
- result.m10 = 1 - 2*(a2 + b2);
-
- return result;
-}
-
-// Get rotation quaternion for an angle and axis
-// NOTE: Angle must be provided in radians
-RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
-
- if (axisLength != 0.0f)
- {
- angle *= 0.5f;
-
- float length = 0.0f;
- float ilength = 0.0f;
-
- // Vector3Normalize(axis)
- Vector3 v = axis;
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- axis.x *= ilength;
- axis.y *= ilength;
- axis.z *= ilength;
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
-
- result.x = axis.x*sinres;
- result.y = axis.y*sinres;
- result.z = axis.z*sinres;
- result.w = cosres;
-
- // QuaternionNormalize(q);
- Quaternion q = result;
- length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
- }
-
- return result;
-}
-
-// Get the rotation angle and axis for a given quaternion
-RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
-{
- if (fabsf(q.w) > 1.0f)
- {
- // QuaternionNormalize(q);
- float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- if (length == 0.0f) length = 1.0f;
- float ilength = 1.0f/length;
-
- q.x = q.x*ilength;
- q.y = q.y*ilength;
- q.z = q.z*ilength;
- q.w = q.w*ilength;
- }
-
- Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
- float resAngle = 2.0f*acosf(q.w);
- float den = sqrtf(1.0f - q.w*q.w);
-
- if (den > EPSILON)
- {
- resAxis.x = q.x/den;
- resAxis.y = q.y/den;
- resAxis.z = q.z/den;
- }
- else
- {
- // This occurs when the angle is zero.
- // Not a problem: just set an arbitrary normalized axis.
- resAxis.x = 1.0f;
- }
-
- *outAxis = resAxis;
- *outAngle = resAngle;
-}
-
-// Get the quaternion equivalent to Euler angles
-// NOTE: Rotation order is ZYX
-RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
-{
- Quaternion result = { 0 };
-
- float x0 = cosf(pitch*0.5f);
- float x1 = sinf(pitch*0.5f);
- float y0 = cosf(yaw*0.5f);
- float y1 = sinf(yaw*0.5f);
- float z0 = cosf(roll*0.5f);
- float z1 = sinf(roll*0.5f);
-
- result.x = x1*y0*z0 - x0*y1*z1;
- result.y = x0*y1*z0 + x1*y0*z1;
- result.z = x0*y0*z1 - x1*y1*z0;
- result.w = x0*y0*z0 + x1*y1*z1;
-
- return result;
-}
-
-// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
-// NOTE: Angles are returned in a Vector3 struct in radians
-RMAPI Vector3 QuaternionToEuler(Quaternion q)
-{
- Vector3 result = { 0 };
-
- // Roll (x-axis rotation)
- float x0 = 2.0f*(q.w*q.x + q.y*q.z);
- float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
- result.x = atan2f(x0, x1);
-
- // Pitch (y-axis rotation)
- float y0 = 2.0f*(q.w*q.y - q.z*q.x);
- y0 = y0 > 1.0f ? 1.0f : y0;
- y0 = y0 < -1.0f ? -1.0f : y0;
- result.y = asinf(y0);
-
- // Yaw (z-axis rotation)
- float z0 = 2.0f*(q.w*q.z + q.x*q.y);
- float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
- result.z = atan2f(z0, z1);
-
- return result;
-}
-
-// Transform a quaternion given a transformation matrix
-RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
-{
- Quaternion result = { 0 };
-
- result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
- result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
- result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
- result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
-
- return result;
-}
-
-// Check whether two given quaternions are almost equal
-RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
-{
-#if !defined(EPSILON)
- #define EPSILON 0.000001f
-#endif
-
- int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
- ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
- ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
- (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
- ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
- ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
- ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
-
- return result;
-}
-
-#endif // RAYMATH_H
diff --git a/raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h b/raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h
deleted file mode 100644
index de7055c..0000000
--- a/raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h
+++ /dev/null
@@ -1,4859 +0,0 @@
-/**********************************************************************************************
-*
-* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
-*
-* DESCRIPTION:
-* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
-* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
-*
-* ADDITIONAL NOTES:
-* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
-* initialized on rlglInit() to accumulate vertex data.
-*
-* When an internal state change is required all the stored vertex data is renderer in batch,
-* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
-*
-* Some resources are also loaded for convenience, here the complete list:
-* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
-* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
-* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
-*
-* Internal buffer (and resources) must be manually unloaded calling rlglClose().
-*
-* CONFIGURATION:
-* #define GRAPHICS_API_OPENGL_11
-* #define GRAPHICS_API_OPENGL_21
-* #define GRAPHICS_API_OPENGL_33
-* #define GRAPHICS_API_OPENGL_43
-* #define GRAPHICS_API_OPENGL_ES2
-* #define GRAPHICS_API_OPENGL_ES3
-* Use selected OpenGL graphics backend, should be supported by platform
-* Those preprocessor defines are only used on rlgl module, if OpenGL version is
-* required by any other module, use rlGetVersion() to check it
-*
-* #define RLGL_IMPLEMENTATION
-* Generates the implementation of the library into the included file.
-* If not defined, the library is in header only mode and can be included in other headers
-* or source files without problems. But only ONE file should hold the implementation.
-*
-* #define RLGL_RENDER_TEXTURES_HINT
-* Enable framebuffer objects (fbo) support (enabled by default)
-* Some GPUs could not support them despite the OpenGL version
-*
-* #define RLGL_SHOW_GL_DETAILS_INFO
-* Show OpenGL extensions and capabilities detailed logs on init
-*
-* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
-* Enable debug context (only available on OpenGL 4.3)
-*
-* rlgl capabilities could be customized just defining some internal
-* values before library inclusion (default values listed):
-*
-* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
-* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
-* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
-* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
-*
-* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
-* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
-* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
-* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
-*
-* When loading a shader, the following vertex attributes and uniform
-* location names are tried to be set automatically:
-*
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
-* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
-* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
-* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
-* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
-* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
-*
-* DEPENDENCIES:
-* - OpenGL libraries (depending on platform and OpenGL version selected)
-* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
-*
-* This software is provided "as-is", without any express or implied warranty. In no event
-* will the authors be held liable for any damages arising from the use of this software.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLGL_H
-#define RLGL_H
-
-#define RLGL_VERSION "4.5"
-
-// Function specifiers in case library is build/used as a shared library (Windows)
-// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
-#if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
- #endif
-#endif
-
-// Function specifiers definition
-#ifndef RLAPI
- #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
-#endif
-
-// Support TRACELOG macros
-#ifndef TRACELOG
- #define TRACELOG(level, ...) (void)0
- #define TRACELOGD(...) (void)0
-#endif
-
-// Allow custom memory allocators
-#ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
-#endif
-#ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
-#endif
-#ifndef RL_REALLOC
- #define RL_REALLOC(n,sz) realloc(n,sz)
-#endif
-#ifndef RL_FREE
- #define RL_FREE(p) free(p)
-#endif
-
-// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && \
- !defined(GRAPHICS_API_OPENGL_21) && \
- !defined(GRAPHICS_API_OPENGL_33) && \
- !defined(GRAPHICS_API_OPENGL_43) && \
- !defined(GRAPHICS_API_OPENGL_ES2) && \
- !defined(GRAPHICS_API_OPENGL_ES3)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// Security check in case multiple GRAPHICS_API_OPENGL_* defined
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(GRAPHICS_API_OPENGL_21)
- #undef GRAPHICS_API_OPENGL_21
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- #undef GRAPHICS_API_OPENGL_33
- #endif
- #if defined(GRAPHICS_API_OPENGL_43)
- #undef GRAPHICS_API_OPENGL_43
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #undef GRAPHICS_API_OPENGL_ES2
- #endif
-#endif
-
-// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
-// WARNING: Specific parts are checked with #if defines
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// OpenGL 4.3 uses OpenGL 3.3 Core functionality
-#if defined(GRAPHICS_API_OPENGL_43)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
-#if defined(GRAPHICS_API_OPENGL_ES3)
- #define GRAPHICS_API_OPENGL_ES2
-#endif
-
-// Support framebuffer objects by default
-// NOTE: Some driver implementation do not support it, despite they should
-#define RLGL_RENDER_TEXTURES_HINT
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-
-// Default internal render batch elements limits
-#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- // We reduce memory sizes for embedded systems (RPI and HTML5)
- // NOTE: On HTML5 (emscripten) this is allocated on heap,
- // by default it's only 16MB!...just take care...
- #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
- #endif
-#endif
-#ifndef RL_DEFAULT_BATCH_BUFFERS
- #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
-#endif
-#ifndef RL_DEFAULT_BATCH_DRAWCALLS
- #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
-#endif
-#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
- #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
-#endif
-
-// Internal Matrix stack
-#ifndef RL_MAX_MATRIX_STACK_SIZE
- #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