1 /**********************************************************************************************
3 * rlgl v3.7 - raylib OpenGL abstraction layer
5 * rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
6 * pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
8 * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
9 * VBO buffers (and VAOs if available). It requires calling 3 functions:
10 * rlglInit() - Initialize internal buffers and auxiliary resources
11 * rlglClose() - De-initialize internal buffers data and other auxiliar resources
15 * #define GRAPHICS_API_OPENGL_11
16 * #define GRAPHICS_API_OPENGL_21
17 * #define GRAPHICS_API_OPENGL_33
18 * #define GRAPHICS_API_OPENGL_ES2
19 * Use selected OpenGL graphics backend, should be supported by platform
20 * Those preprocessor defines are only used on rlgl module, if OpenGL version is
21 * required by any other module, use rlGetVersion() to check it
23 * #define RLGL_IMPLEMENTATION
24 * Generates the implementation of the library into the included file.
25 * If not defined, the library is in header only mode and can be included in other headers
26 * or source files without problems. But only ONE file should hold the implementation.
28 * #define RLGL_STANDALONE
29 * Use rlgl as standalone library (no raylib dependency)
31 * #define SUPPORT_GL_DETAILS_INFO
32 * Show OpenGL extensions and capabilities detailed logs on init
35 * raymath - 3D math functionality (Vector3, Matrix, Quaternion)
36 * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
39 * LICENSE: zlib/libpng
41 * Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
43 * This software is provided "as-is", without any express or implied warranty. In no event
44 * will the authors be held liable for any damages arising from the use of this software.
46 * Permission is granted to anyone to use this software for any purpose, including commercial
47 * applications, and to alter it and redistribute it freely, subject to the following restrictions:
49 * 1. The origin of this software must not be misrepresented; you must not claim that you
50 * wrote the original software. If you use this software in a product, an acknowledgment
51 * in the product documentation would be appreciated but is not required.
53 * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
54 * as being the original software.
56 * 3. This notice may not be removed or altered from any source distribution.
58 **********************************************************************************************/
63 #if defined(RLGL_STANDALONE)
64 #define RAYMATH_STANDALONE
65 #define RAYMATH_HEADER_ONLY
67 #define RLAPI // We are building or using rlgl as a static library (or Linux shared library)
70 #if defined(BUILD_LIBTYPE_SHARED)
71 #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
72 #elif defined(USE_LIBTYPE_SHARED)
73 #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
77 // Support TRACELOG macros
78 #if !defined(TRACELOG)
79 #define TRACELOG(level, ...) (void)0
80 #define TRACELOGD(...) (void)0
83 // Allow custom memory allocators
85 #define RL_MALLOC(sz) malloc(sz)
88 #define RL_CALLOC(n,sz) calloc(n,sz)
91 #define RL_REALLOC(n,sz) realloc(n,sz)
94 #define RL_FREE(p) free(p)
97 #include "raylib.h" // Required for: Shader, Texture2D
100 #include "raymath.h" // Required for: Vector3, Matrix
102 // Security check in case no GRAPHICS_API_OPENGL_* defined
103 #if !defined(GRAPHICS_API_OPENGL_11) && \
104 !defined(GRAPHICS_API_OPENGL_21) && \
105 !defined(GRAPHICS_API_OPENGL_33) && \
106 !defined(GRAPHICS_API_OPENGL_ES2)
107 #define GRAPHICS_API_OPENGL_33
110 // Security check in case multiple GRAPHICS_API_OPENGL_* defined
111 #if defined(GRAPHICS_API_OPENGL_11)
112 #if defined(GRAPHICS_API_OPENGL_21)
113 #undef GRAPHICS_API_OPENGL_21
115 #if defined(GRAPHICS_API_OPENGL_33)
116 #undef GRAPHICS_API_OPENGL_33
118 #if defined(GRAPHICS_API_OPENGL_ES2)
119 #undef GRAPHICS_API_OPENGL_ES2
123 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
124 // WARNING: Specific parts are checked with #if defines
125 #if defined(GRAPHICS_API_OPENGL_21)
126 #define GRAPHICS_API_OPENGL_33
129 #define SUPPORT_RENDER_TEXTURES_HINT
131 //----------------------------------------------------------------------------------
132 // Defines and Macros
133 //----------------------------------------------------------------------------------
134 // Default internal render batch limits
135 #ifndef DEFAULT_BATCH_BUFFER_ELEMENTS
136 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
137 // This is the maximum amount of elements (quads) per batch
138 // NOTE: Be careful with text, every letter maps to a quad
139 #define DEFAULT_BATCH_BUFFER_ELEMENTS 8192
141 #if defined(GRAPHICS_API_OPENGL_ES2)
142 // We reduce memory sizes for embedded systems (RPI and HTML5)
143 // NOTE: On HTML5 (emscripten) this is allocated on heap,
144 // by default it's only 16MB!...just take care...
145 #define DEFAULT_BATCH_BUFFER_ELEMENTS 2048
148 #ifndef DEFAULT_BATCH_BUFFERS
149 #define DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
151 #ifndef DEFAULT_BATCH_DRAWCALLS
152 #define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
154 #ifndef MAX_BATCH_ACTIVE_TEXTURES
155 #define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
158 // Internal Matrix stack
159 #ifndef MAX_MATRIX_STACK_SIZE
160 #define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
163 // Vertex buffers id limit
164 #ifndef MAX_MESH_VERTEX_BUFFERS
165 #define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
168 // Shader and material limits
169 #ifndef MAX_SHADER_LOCATIONS
170 #define MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
172 #ifndef MAX_MATERIAL_MAPS
173 #define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported
176 // Projection matrix culling
177 #ifndef RL_CULL_DISTANCE_NEAR
178 #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
180 #ifndef RL_CULL_DISTANCE_FAR
181 #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
184 // Texture parameters (equivalent to OpenGL defines)
185 #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
186 #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
187 #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
188 #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
190 #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
191 #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
192 #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
193 #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
194 #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
195 #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
196 #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
198 #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
199 #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
200 #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
201 #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
203 // Matrix modes (equivalent to OpenGL)
204 #define RL_MODELVIEW 0x1700 // GL_MODELVIEW
205 #define RL_PROJECTION 0x1701 // GL_PROJECTION
206 #define RL_TEXTURE 0x1702 // GL_TEXTURE
208 // Primitive assembly draw modes
209 #define RL_LINES 0x0001 // GL_LINES
210 #define RL_TRIANGLES 0x0004 // GL_TRIANGLES
211 #define RL_QUADS 0x0007 // GL_QUADS
213 // GL equivalent data types
214 #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
215 #define RL_FLOAT 0x1406 // GL_FLOAT
217 //----------------------------------------------------------------------------------
218 // Types and Structures Definition
219 //----------------------------------------------------------------------------------
220 typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
223 RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
224 RL_ATTACHMENT_COLOR_CHANNEL1,
225 RL_ATTACHMENT_COLOR_CHANNEL2,
226 RL_ATTACHMENT_COLOR_CHANNEL3,
227 RL_ATTACHMENT_COLOR_CHANNEL4,
228 RL_ATTACHMENT_COLOR_CHANNEL5,
229 RL_ATTACHMENT_COLOR_CHANNEL6,
230 RL_ATTACHMENT_COLOR_CHANNEL7,
231 RL_ATTACHMENT_DEPTH = 100,
232 RL_ATTACHMENT_STENCIL = 200,
233 } FramebufferAttachType;
236 RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
237 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X,
238 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y,
239 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y,
240 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z,
241 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z,
242 RL_ATTACHMENT_TEXTURE2D = 100,
243 RL_ATTACHMENT_RENDERBUFFER = 200,
244 } FramebufferAttachTextureType;
246 // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
247 typedef struct VertexBuffer {
248 int elementsCount; // Number of elements in the buffer (QUADS)
250 int vCounter; // Vertex position counter to process (and draw) from full buffer
251 int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer
252 int cCounter; // Vertex color counter to process (and draw) from full buffer
254 float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
255 float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
256 unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
257 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
258 unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
260 #if defined(GRAPHICS_API_OPENGL_ES2)
261 unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
263 unsigned int vaoId; // OpenGL Vertex Array Object id
264 unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
268 // NOTE: Only texture changes register a new draw, other state-change-related elements are not
269 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
270 // of those state-change happens (this is done in core module)
271 typedef struct DrawCall {
272 int mode; // Drawing mode: LINES, TRIANGLES, QUADS
273 int vertexCount; // Number of vertex of the draw
274 int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
275 //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
276 //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShader.id
277 unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
279 //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
280 //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
284 typedef struct RenderBatch {
285 int buffersCount; // Number of vertex buffers (multi-buffering support)
286 int currentBuffer; // Current buffer tracking in case of multi-buffering
287 VertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
289 DrawCall *draws; // Draw calls array, depends on textureId
290 int drawsCounter; // Draw calls counter
291 float currentDepth; // Current depth value for next draw
294 // Shader attribute data types
296 SHADER_ATTRIB_FLOAT = 0,
300 } ShaderAttributeDataType;
302 #if defined(RLGL_STANDALONE)
305 typedef enum { false, true } bool;
308 // Color type, RGBA (32bit)
309 typedef struct Color {
317 // NOTE: Data stored in GPU memory
318 typedef struct Texture2D {
319 unsigned int id; // OpenGL texture id
320 int width; // Texture base width
321 int height; // Texture base height
322 int mipmaps; // Mipmap levels, 1 by default
323 int format; // Data format (PixelFormat)
326 // Shader type (generic)
327 typedef struct Shader {
328 unsigned int id; // Shader program id
329 int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
332 // TraceLog message types
344 // Texture formats (support depends on OpenGL version)
346 PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
347 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
348 PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
349 PIXELFORMAT_UNCOMPRESSED_RGB565_BE, // 16 bpp (big endian)
350 PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
351 PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
352 PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
353 PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
354 PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
355 PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
356 PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
357 PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
358 PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
359 PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
360 PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
361 PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
362 PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
363 PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
364 PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
365 PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
366 PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
367 PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
370 // Texture parameters: filter mode
371 // NOTE 1: Filtering considers mipmaps if available in the texture
372 // NOTE 2: Filter is accordingly set for minification and magnification
374 TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
375 TEXTURE_FILTER_BILINEAR, // Linear filtering
376 TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
377 TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
378 TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
379 TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
382 // Texture parameters: wrap mode
384 TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
385 TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
386 TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
387 TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
390 // Color blending modes (pre-defined)
392 BLEND_ALPHA = 0, // Blend textures considering alpha (default)
393 BLEND_ADDITIVE, // Blend textures adding colors
394 BLEND_MULTIPLIED, // Blend textures multiplying colors
395 BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
396 BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
397 BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
400 // Shader location point type
402 SHADER_LOC_VERTEX_POSITION = 0,
403 SHADER_LOC_VERTEX_TEXCOORD01,
404 SHADER_LOC_VERTEX_TEXCOORD02,
405 SHADER_LOC_VERTEX_NORMAL,
406 SHADER_LOC_VERTEX_TANGENT,
407 SHADER_LOC_VERTEX_COLOR,
408 SHADER_LOC_MATRIX_MVP,
409 SHADER_LOC_MATRIX_MODEL,
410 SHADER_LOC_MATRIX_VIEW,
411 SHADER_LOC_MATRIX_NORMAL,
412 SHADER_LOC_MATRIX_PROJECTION,
413 SHADER_LOC_VECTOR_VIEW,
414 SHADER_LOC_COLOR_DIFFUSE,
415 SHADER_LOC_COLOR_SPECULAR,
416 SHADER_LOC_COLOR_AMBIENT,
417 SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
418 SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
419 SHADER_LOC_MAP_NORMAL,
420 SHADER_LOC_MAP_ROUGHNESS,
421 SHADER_LOC_MAP_OCCLUSION,
422 SHADER_LOC_MAP_EMISSION,
423 SHADER_LOC_MAP_HEIGHT,
424 SHADER_LOC_MAP_CUBEMAP,
425 SHADER_LOC_MAP_IRRADIANCE,
426 SHADER_LOC_MAP_PREFILTER,
428 } ShaderLocationIndex;
430 #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
431 #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
433 // Shader uniform data types
435 SHADER_UNIFORM_FLOAT = 0,
440 SHADER_UNIFORM_IVEC2,
441 SHADER_UNIFORM_IVEC3,
442 SHADER_UNIFORM_IVEC4,
443 SHADER_UNIFORM_SAMPLER2D
444 } ShaderUniformDataType;
447 #if defined(__cplusplus)
448 extern "C" { // Prevents name mangling of functions
451 //------------------------------------------------------------------------------------
452 // Functions Declaration - Matrix operations
453 //------------------------------------------------------------------------------------
454 RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
455 RLAPI void rlPushMatrix(void); // Push the current matrix to stack
456 RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
457 RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
458 RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
459 RLAPI void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
460 RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
461 RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
462 RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
463 RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
464 RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
466 //------------------------------------------------------------------------------------
467 // Functions Declaration - Vertex level operations
468 //------------------------------------------------------------------------------------
469 RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
470 RLAPI void rlEnd(void); // Finish vertex providing
471 RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
472 RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
473 RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
474 RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
475 RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
476 RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
477 RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
478 RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
480 //------------------------------------------------------------------------------------
481 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
482 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
483 // some of them are direct wrappers over OpenGL calls, some others are custom
484 //------------------------------------------------------------------------------------
486 // Vertex buffers state
487 RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
488 RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
489 RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
490 RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
491 RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
492 RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
493 RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
494 RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
495 #if defined(GRAPHICS_API_OPENGL_11)
496 RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer);
497 RLAPI void rlDisableStatePointer(int vertexAttribType);
501 RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
502 RLAPI void rlEnableTexture(unsigned int id); // Enable texture
503 RLAPI void rlDisableTexture(void); // Disable texture
504 RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
505 RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
506 RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
509 RLAPI void rlEnableShader(unsigned int id); // Enable shader program
510 RLAPI void rlDisableShader(void); // Disable shader program
513 RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
514 RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
516 // General render state
517 RLAPI void rlEnableDepthTest(void); // Enable depth test
518 RLAPI void rlDisableDepthTest(void); // Disable depth test
519 RLAPI void rlEnableDepthMask(void); // Enable depth write
520 RLAPI void rlDisableDepthMask(void); // Disable depth write
521 RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
522 RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
523 RLAPI void rlEnableScissorTest(void); // Enable scissor test
524 RLAPI void rlDisableScissorTest(void); // Disable scissor test
525 RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
526 RLAPI void rlEnableWireMode(void); // Enable wire mode
527 RLAPI void rlDisableWireMode(void); // Disable wire mode
528 RLAPI void rlSetLineWidth(float width); // Set the line drawing width
529 RLAPI float rlGetLineWidth(void); // Get the line drawing width
530 RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
531 RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
532 RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
533 RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
534 RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
536 RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
537 RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
538 RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
539 RLAPI void rlSetBlendMode(int mode); // Set blending mode
540 RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
542 //------------------------------------------------------------------------------------
543 // Functions Declaration - rlgl functionality
544 //------------------------------------------------------------------------------------
545 // rlgl initialization functions
546 RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
547 RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
548 RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
549 RLAPI int rlGetVersion(void); // Returns current OpenGL version
550 RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
551 RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
553 RLAPI Shader rlGetShaderDefault(void); // Get default shader
554 RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
556 // Render batch management
557 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
558 // but this render batch API is exposed in case of custom batches are required
559 RLAPI RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
560 RLAPI void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system
561 RLAPI void rlDrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
562 RLAPI void rlSetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
563 RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
564 RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
565 RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
567 //------------------------------------------------------------------------------------------------------------------------
569 // Vertex buffers management
570 RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
571 RLAPI unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
572 RLAPI unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic); // Load a new attributes element buffer
573 RLAPI void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offset); // Update GPU buffer with new data
574 RLAPI void rlUnloadVertexArray(unsigned int vaoId);
575 RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
576 RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
577 RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
578 RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
579 RLAPI void rlDrawVertexArray(int offset, int count);
580 RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer);
581 RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
582 RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
584 // Textures management
585 RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
586 RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
587 RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
588 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
589 RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
590 RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
591 RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
592 RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
593 RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
595 // Framebuffer management (fbo)
596 RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
597 RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
598 RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
599 RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
601 // Shaders management
602 RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
603 RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
604 RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
605 RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
606 RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
607 RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
608 RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
609 RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
610 RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
611 RLAPI void rlSetShader(Shader shader); // Set shader currently active
613 // Matrix state management
614 RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
615 RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
616 RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
617 RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
618 RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
619 RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
620 RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
621 RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
622 RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
624 // Quick and dirty cube/quad buffers load->draw->unload
625 RLAPI void rlLoadDrawCube(void); // Load and draw a cube
626 RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
627 #if defined(__cplusplus)
633 /***********************************************************************************
635 * RLGL IMPLEMENTATION
637 ************************************************************************************/
639 #if defined(RLGL_IMPLEMENTATION)
641 #if !defined(RLGL_STANDALONE)
642 // Check if config flags have been externally provided on compilation line
643 #if !defined(EXTERNAL_CONFIG_FLAGS)
644 #include "config.h" // Defines module configuration flags
646 #include "raymath.h" // Required for: Vector3 and Matrix functions
649 #include <stdlib.h> // Required for: malloc(), free()
650 #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
652 #if defined(GRAPHICS_API_OPENGL_11)
653 #if defined(__APPLE__)
654 #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
655 #include <OpenGL/glext.h>
657 // APIENTRY for OpenGL function pointer declarations is required
660 #define APIENTRY __stdcall
665 // WINGDIAPI definition. Some Windows OpenGL headers need it
666 #if !defined(WINGDIAPI) && defined(_WIN32)
667 #define WINGDIAPI __declspec(dllimport)
670 #include <GL/gl.h> // OpenGL 1.1 library
674 #if defined(GRAPHICS_API_OPENGL_33)
675 #if defined(__APPLE__)
676 #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
677 #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
679 #define GLAD_REALLOC RL_REALLOC
680 #define GLAD_FREE RL_FREE
682 #define GLAD_IMPLEMENTATION
683 #if defined(RLGL_STANDALONE)
684 #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
686 #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
691 #if defined(GRAPHICS_API_OPENGL_ES2)
692 #define GL_GLEXT_PROTOTYPES
693 //#include <EGL/egl.h> // EGL library -> not required, platform layer
694 #include <GLES2/gl2.h> // OpenGL ES 2.0 library
695 #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
697 // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
698 // provided headers (despite being defined in official Khronos GLES2 headers)
699 #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
700 typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
701 typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
702 typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
706 //----------------------------------------------------------------------------------
707 // Defines and Macros
708 //----------------------------------------------------------------------------------
709 #ifndef GL_SHADING_LANGUAGE_VERSION
710 #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
713 #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
714 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
716 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
717 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
719 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
720 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
722 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
723 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
725 #ifndef GL_ETC1_RGB8_OES
726 #define GL_ETC1_RGB8_OES 0x8D64
728 #ifndef GL_COMPRESSED_RGB8_ETC2
729 #define GL_COMPRESSED_RGB8_ETC2 0x9274
731 #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
732 #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
734 #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
735 #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
737 #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
738 #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
740 #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
741 #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
743 #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
744 #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
747 #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
748 #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
750 #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
751 #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
754 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
755 #if defined(GRAPHICS_API_OPENGL_11)
756 #define GL_UNSIGNED_SHORT_5_6_5 0x8363
757 //#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
758 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
759 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
762 #if defined(GRAPHICS_API_OPENGL_21)
763 #define GL_LUMINANCE 0x1909
764 #define GL_LUMINANCE_ALPHA 0x190A
767 #if defined(GRAPHICS_API_OPENGL_ES2)
768 #define glClearDepth glClearDepthf
769 #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
770 #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
773 // Default shader vertex attribute names to set location points
774 #ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
775 #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
777 #ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
778 #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
780 #ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
781 #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
783 #ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
784 #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
786 #ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
787 #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
789 #ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
790 #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
793 //----------------------------------------------------------------------------------
794 // Types and Structures Definition
795 //----------------------------------------------------------------------------------
796 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
797 typedef struct rlglData {
798 RenderBatch *currentBatch; // Current render batch
799 RenderBatch defaultBatch; // Default internal render batch
802 int currentMatrixMode; // Current matrix mode
803 Matrix *currentMatrix; // Current matrix pointer
804 Matrix modelview; // Default modelview matrix
805 Matrix projection; // Default projection matrix
806 Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
807 bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
808 Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
809 int stackCounter; // Matrix stack counter
811 unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
812 unsigned int activeTextureId[MAX_BATCH_ACTIVE_TEXTURES]; // Active texture ids to be enabled on batch drawing (0 active by default)
813 unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
814 unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
815 Shader defaultShader; // Basic shader, support vertex color and diffuse texture
816 Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
818 bool stereoRender; // Stereo rendering flag
819 Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
820 Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
822 int currentBlendMode; // Blending mode active
823 int glBlendSrcFactor; // Blending source factor
824 int glBlendDstFactor; // Blending destination factor
825 int glBlendEquation; // Blending equation
827 int framebufferWidth; // Default framebuffer width
828 int framebufferHeight; // Default framebuffer height
830 } State; // Renderer state
832 bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
833 bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
834 bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
835 bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
836 bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
837 bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
838 bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
839 bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
840 bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
841 bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
842 bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
843 bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
845 float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
846 int maxDepthBits; // Maximum bits for depth component
848 } ExtSupported; // Extensions supported flags
851 typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
853 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
855 //----------------------------------------------------------------------------------
856 // Global Variables Definition
857 //----------------------------------------------------------------------------------
858 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
859 static rlglData RLGL = { 0 };
860 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
862 #if defined(GRAPHICS_API_OPENGL_ES2)
863 // NOTE: VAO functionality is exposed through extensions (OES)
864 static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
865 static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
866 static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
868 // NOTE: Instancing functionality could also be available through extension
869 static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
870 static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
871 static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
874 //----------------------------------------------------------------------------------
875 // Module specific Functions Declaration
876 //----------------------------------------------------------------------------------
877 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
878 static void rlLoadShaderDefault(void); // Load default shader (RLGL.State.defaultShader)
879 static void rlUnloadShaderDefault(void); // Unload default shader (RLGL.State.defaultShader)
880 #if defined(SUPPORT_GL_DETAILS_INFO)
881 static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
882 #endif // SUPPORT_GL_DETAILS_INFO
883 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
884 #if defined(GRAPHICS_API_OPENGL_11)
885 static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side
886 static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight); // Generate next mipmap level on CPU side
888 static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
890 //----------------------------------------------------------------------------------
891 // Module Functions Definition - Matrix operations
892 //----------------------------------------------------------------------------------
894 #if defined(GRAPHICS_API_OPENGL_11)
895 // Fallback to OpenGL 1.1 function calls
896 //---------------------------------------
897 void rlMatrixMode(int mode)
901 case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
902 case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
903 case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
908 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
910 glFrustum(left, right, bottom, top, znear, zfar);
913 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
915 glOrtho(left, right, bottom, top, znear, zfar);
918 void rlPushMatrix(void) { glPushMatrix(); }
919 void rlPopMatrix(void) { glPopMatrix(); }
920 void rlLoadIdentity(void) { glLoadIdentity(); }
921 void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
922 void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
923 void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
924 void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
926 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
927 // Choose the current matrix to be transformed
928 void rlMatrixMode(int mode)
930 if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
931 else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
932 //else if (mode == RL_TEXTURE) // Not supported
934 RLGL.State.currentMatrixMode = mode;
937 // Push the current matrix into RLGL.State.stack
938 void rlPushMatrix(void)
940 if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
942 if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
944 RLGL.State.transformRequired = true;
945 RLGL.State.currentMatrix = &RLGL.State.transform;
948 RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
949 RLGL.State.stackCounter++;
952 // Pop lattest inserted matrix from RLGL.State.stack
953 void rlPopMatrix(void)
955 if (RLGL.State.stackCounter > 0)
957 Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
958 *RLGL.State.currentMatrix = mat;
959 RLGL.State.stackCounter--;
962 if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
964 RLGL.State.currentMatrix = &RLGL.State.modelview;
965 RLGL.State.transformRequired = false;
969 // Reset current matrix to identity matrix
970 void rlLoadIdentity(void)
972 *RLGL.State.currentMatrix = MatrixIdentity();
975 // Multiply the current matrix by a translation matrix
976 void rlTranslatef(float x, float y, float z)
978 Matrix matTranslation = MatrixTranslate(x, y, z);
980 // NOTE: We transpose matrix with multiplication order
981 *RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
984 // Multiply the current matrix by a rotation matrix
985 void rlRotatef(float angleDeg, float x, float y, float z)
987 Matrix matRotation = MatrixIdentity();
989 Vector3 axis = (Vector3){ x, y, z };
990 matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
992 // NOTE: We transpose matrix with multiplication order
993 *RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix);
996 // Multiply the current matrix by a scaling matrix
997 void rlScalef(float x, float y, float z)
999 Matrix matScale = MatrixScale(x, y, z);
1001 // NOTE: We transpose matrix with multiplication order
1002 *RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix);
1005 // Multiply the current matrix by another matrix
1006 void rlMultMatrixf(float *matf)
1008 // Matrix creation from array
1009 Matrix mat = { matf[0], matf[4], matf[8], matf[12],
1010 matf[1], matf[5], matf[9], matf[13],
1011 matf[2], matf[6], matf[10], matf[14],
1012 matf[3], matf[7], matf[11], matf[15] };
1014 *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat);
1017 // Multiply the current matrix by a perspective matrix generated by parameters
1018 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
1020 Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
1022 *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps);
1025 // Multiply the current matrix by an orthographic matrix generated by parameters
1026 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
1028 // NOTE: If left-right and top-botton values are equal it could create
1029 // a division by zero on MatrixOrtho(), response to it is platform/compiler dependant
1030 Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
1032 *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
1036 // Set the viewport area (transformation from normalized device coordinates to window coordinates)
1037 void rlViewport(int x, int y, int width, int height)
1039 glViewport(x, y, width, height);
1042 //----------------------------------------------------------------------------------
1043 // Module Functions Definition - Vertex level operations
1044 //----------------------------------------------------------------------------------
1045 #if defined(GRAPHICS_API_OPENGL_11)
1046 // Fallback to OpenGL 1.1 function calls
1047 //---------------------------------------
1048 void rlBegin(int mode)
1052 case RL_LINES: glBegin(GL_LINES); break;
1053 case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
1054 case RL_QUADS: glBegin(GL_QUADS); break;
1059 void rlEnd() { glEnd(); }
1060 void rlVertex2i(int x, int y) { glVertex2i(x, y); }
1061 void rlVertex2f(float x, float y) { glVertex2f(x, y); }
1062 void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
1063 void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
1064 void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
1065 void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
1066 void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
1067 void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
1069 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1070 // Initialize drawing mode (how to organize vertex)
1071 void rlBegin(int mode)
1073 // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
1074 // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
1075 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
1077 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
1079 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
1080 // that way, following QUADS drawing will keep aligned with index processing
1081 // It implies adding some extra alignment vertex at the end of the draw,
1082 // those vertex are not processed but they are considered as an additional offset
1083 // for the next set of vertex to be drawn
1084 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
1085 else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
1086 else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
1088 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
1090 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
1091 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
1092 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
1094 RLGL.currentBatch->drawsCounter++;
1098 if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
1100 RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
1101 RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
1102 RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
1106 // Finish vertex providing
1109 // Make sure vertexCount is the same for vertices, texcoords, colors and normals
1110 // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
1112 // Make sure colors count match vertex count
1113 if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter)
1115 int addColors = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter;
1117 for (int i = 0; i < addColors; i++)
1119 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 4];
1120 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 3];
1121 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 2];
1122 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 1];
1123 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
1127 // Make sure texcoords count match vertex count
1128 if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter)
1130 int addTexCoords = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter;
1132 for (int i = 0; i < addTexCoords; i++)
1134 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = 0.0f;
1135 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = 0.0f;
1136 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
1140 // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
1142 // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
1143 // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
1144 // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
1145 RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
1147 // Verify internal buffers limits
1148 // NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
1149 if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
1150 (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
1152 // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
1153 // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
1154 // If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
1155 for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
1156 rlDrawRenderBatch(RLGL.currentBatch);
1160 // Define one vertex (position)
1161 // NOTE: Vertex position data is the basic information required for drawing
1162 void rlVertex3f(float x, float y, float z)
1164 Vector3 vec = { x, y, z };
1166 // Transform provided vector if required
1167 if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform);
1169 // Verify that current vertex buffer elements limit has not been reached
1170 if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
1172 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = vec.x;
1173 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = vec.y;
1174 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = vec.z;
1175 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
1177 RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
1179 else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow");
1182 // Define one vertex (position)
1183 void rlVertex2f(float x, float y)
1185 rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
1188 // Define one vertex (position)
1189 void rlVertex2i(int x, int y)
1191 rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
1194 // Define one vertex (texture coordinate)
1195 // NOTE: Texture coordinates are limited to QUADS only
1196 void rlTexCoord2f(float x, float y)
1198 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = x;
1199 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = y;
1200 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
1203 // Define one vertex (normal)
1204 // NOTE: Normals limited to TRIANGLES only?
1205 void rlNormal3f(float x, float y, float z)
1207 // TODO: Normals usage...
1210 // Define one vertex (color)
1211 void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
1213 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = x;
1214 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = y;
1215 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = z;
1216 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = w;
1217 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
1220 // Define one vertex (color)
1221 void rlColor4f(float r, float g, float b, float a)
1223 rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
1226 // Define one vertex (color)
1227 void rlColor3f(float x, float y, float z)
1229 rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
1234 //--------------------------------------------------------------------------------------
1235 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
1236 //--------------------------------------------------------------------------------------
1238 // Set current texture to use
1239 void rlSetTexture(unsigned int id)
1243 #if defined(GRAPHICS_API_OPENGL_11)
1246 // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
1247 if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
1248 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
1250 rlDrawRenderBatch(RLGL.currentBatch);
1256 #if defined(GRAPHICS_API_OPENGL_11)
1257 rlEnableTexture(id);
1259 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
1261 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
1263 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
1264 // that way, following QUADS drawing will keep aligned with index processing
1265 // It implies adding some extra alignment vertex at the end of the draw,
1266 // those vertex are not processed but they are considered as an additional offset
1267 // for the next set of vertex to be drawn
1268 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
1269 else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
1270 else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
1272 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
1274 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
1275 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
1276 RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
1278 RLGL.currentBatch->drawsCounter++;
1282 if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
1284 RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
1285 RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
1291 // Select and active a texture slot
1292 void rlActiveTextureSlot(int slot)
1294 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1295 glActiveTexture(GL_TEXTURE0 + slot);
1300 void rlEnableTexture(unsigned int id)
1302 #if defined(GRAPHICS_API_OPENGL_11)
1303 glEnable(GL_TEXTURE_2D);
1305 glBindTexture(GL_TEXTURE_2D, id);
1309 void rlDisableTexture(void)
1311 #if defined(GRAPHICS_API_OPENGL_11)
1312 glDisable(GL_TEXTURE_2D);
1314 glBindTexture(GL_TEXTURE_2D, 0);
1317 // Enable texture cubemap
1318 void rlEnableTextureCubemap(unsigned int id)
1320 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1321 glEnable(GL_TEXTURE_CUBE_MAP); // Core in OpenGL 1.4
1322 glBindTexture(GL_TEXTURE_CUBE_MAP, id);
1326 // Disable texture cubemap
1327 void rlDisableTextureCubemap(void)
1329 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1330 glDisable(GL_TEXTURE_CUBE_MAP);
1331 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
1335 // Set texture parameters (wrap mode/filter mode)
1336 void rlTextureParameters(unsigned int id, int param, int value)
1338 glBindTexture(GL_TEXTURE_2D, id);
1342 case RL_TEXTURE_WRAP_S:
1343 case RL_TEXTURE_WRAP_T:
1345 if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
1347 #if !defined(GRAPHICS_API_OPENGL_11)
1348 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
1349 else TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
1352 else glTexParameteri(GL_TEXTURE_2D, param, value);
1355 case RL_TEXTURE_MAG_FILTER:
1356 case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
1357 case RL_TEXTURE_FILTER_ANISOTROPIC:
1359 #if !defined(GRAPHICS_API_OPENGL_11)
1360 if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1361 else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
1363 TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropyLevel);
1364 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
1366 else TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported");
1372 glBindTexture(GL_TEXTURE_2D, 0);
1375 // Enable shader program
1376 void rlEnableShader(unsigned int id)
1378 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1383 // Disable shader program
1384 void rlDisableShader(void)
1386 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1391 // Enable rendering to texture (fbo)
1392 void rlEnableFramebuffer(unsigned int id)
1394 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
1395 glBindFramebuffer(GL_FRAMEBUFFER, id);
1399 // Disable rendering to texture
1400 void rlDisableFramebuffer(void)
1402 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
1403 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1407 // Enable depth test
1408 void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
1410 // Disable depth test
1411 void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
1413 // Enable depth write
1414 void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
1416 // Disable depth write
1417 void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
1419 // Enable backface culling
1420 void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
1422 // Disable backface culling
1423 void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
1425 // Enable scissor test
1426 void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
1428 // Disable scissor test
1429 void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
1432 void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
1435 void rlEnableWireMode(void)
1437 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
1438 // NOTE: glPolygonMode() not available on OpenGL ES
1439 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
1443 // Disable wire mode
1444 void rlDisableWireMode(void)
1446 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
1447 // NOTE: glPolygonMode() not available on OpenGL ES
1448 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1451 // Set the line drawing width
1452 void rlSetLineWidth(float width)
1457 // Get the line drawing width
1458 float rlGetLineWidth(void)
1461 glGetFloatv(GL_LINE_WIDTH, &width);
1465 // Enable line aliasing
1466 void rlEnableSmoothLines(void)
1468 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
1469 glEnable(GL_LINE_SMOOTH);
1473 // Disable line aliasing
1474 void rlDisableSmoothLines(void)
1476 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
1477 glDisable(GL_LINE_SMOOTH);
1481 // Enable stereo rendering
1482 void rlEnableStereoRender(void)
1484 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1485 RLGL.State.stereoRender = true;
1489 // Disable stereo rendering
1490 void rlDisableStereoRender(void)
1492 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1493 RLGL.State.stereoRender = false;
1497 // Check if stereo render is enabled
1498 bool rlIsStereoRenderEnabled(void)
1500 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
1501 return RLGL.State.stereoRender;
1507 // Clear color buffer with color
1508 void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
1510 // Color values clamp to 0.0f(0) and 1.0f(255)
1511 float cr = (float)r/255;
1512 float cg = (float)g/255;
1513 float cb = (float)b/255;
1514 float ca = (float)a/255;
1516 glClearColor(cr, cg, cb, ca);
1519 // Clear used screen buffers (color and depth)
1520 void rlClearScreenBuffers(void)
1522 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
1523 //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
1526 // Check and log OpenGL error codes
1527 void rlCheckErrors()
1529 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1533 const GLenum err = glGetError();
1536 case GL_NO_ERROR: check = 0; break;
1537 case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
1538 case 0x0501: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
1539 case 0x0502: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
1540 case 0x0503: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
1541 case 0x0504: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
1542 case 0x0505: TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
1543 case 0x0506: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
1544 default: TRACELOG(LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
1551 void rlSetBlendMode(int mode)
1553 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1554 if (RLGL.State.currentBlendMode != mode)
1556 rlDrawRenderBatch(RLGL.currentBatch);
1560 case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
1561 case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
1562 case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
1563 case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
1564 case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
1565 case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
1569 RLGL.State.currentBlendMode = mode;
1574 // Set blending mode factor and equation
1575 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
1577 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1578 RLGL.State.glBlendSrcFactor = glSrcFactor;
1579 RLGL.State.glBlendDstFactor = glDstFactor;
1580 RLGL.State.glBlendEquation = glEquation;
1584 //----------------------------------------------------------------------------------
1585 // Module Functions Definition - rlgl functionality
1586 //----------------------------------------------------------------------------------
1588 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
1589 void rlglInit(int width, int height)
1591 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1592 // Init default white texture
1593 unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
1594 RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
1596 if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
1597 else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture");
1599 // Init default Shader (customized for GL 3.3 and ES2)
1600 rlLoadShaderDefault(); // RLGL.State.defaultShader
1601 RLGL.State.currentShader = RLGL.State.defaultShader;
1603 // Init default vertex arrays buffers
1604 RLGL.defaultBatch = rlLoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
1605 RLGL.currentBatch = &RLGL.defaultBatch;
1607 // Init stack matrices (emulating OpenGL 1.1)
1608 for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
1610 // Init internal matrices
1611 RLGL.State.transform = MatrixIdentity();
1612 RLGL.State.projection = MatrixIdentity();
1613 RLGL.State.modelview = MatrixIdentity();
1614 RLGL.State.currentMatrix = &RLGL.State.modelview;
1615 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1617 // Initialize OpenGL default states
1618 //----------------------------------------------------------
1619 // Init state: Depth test
1620 glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
1621 glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
1623 // Init state: Blending mode
1624 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
1625 glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
1627 // Init state: Culling
1628 // NOTE: All shapes/models triangles are drawn CCW
1629 glCullFace(GL_BACK); // Cull the back face (default)
1630 glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
1631 glEnable(GL_CULL_FACE); // Enable backface culling
1633 // Init state: Cubemap seamless
1634 #if defined(GRAPHICS_API_OPENGL_33)
1635 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
1638 #if defined(GRAPHICS_API_OPENGL_11)
1639 // Init state: Color hints (deprecated in OpenGL 3.0+)
1640 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
1641 glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
1644 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1645 // Store screen size into global variables
1646 RLGL.State.framebufferWidth = width;
1647 RLGL.State.framebufferHeight = height;
1649 TRACELOG(LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
1650 //----------------------------------------------------------
1653 // Init state: Color/Depth buffers clear
1654 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
1655 glClearDepth(1.0f); // Set clear depth value (default)
1656 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
1659 // Vertex Buffer Object deinitialization (memory free)
1660 void rlglClose(void)
1662 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1663 rlUnloadRenderBatch(RLGL.defaultBatch);
1665 rlUnloadShaderDefault(); // Unload default shader
1667 glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
1668 TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
1672 // Load OpenGL extensions
1673 // NOTE: External loader function must be provided
1674 void rlLoadExtensions(void *loader)
1676 #if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
1677 // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
1678 #if !defined(__APPLE__)
1679 if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
1680 else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
1683 // Get number of supported extensions
1685 glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
1686 TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
1688 #if defined(SUPPORT_GL_DETAILS_INFO)
1689 // Get supported extensions list
1690 // WARNING: glGetStringi() not available on OpenGL 2.1
1691 char **extList = RL_MALLOC(sizeof(char *)*numExt);
1692 TRACELOG(LOG_INFO, "GL: OpenGL extensions:");
1693 for (int i = 0; i < numExt; i++)
1695 extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
1696 TRACELOG(LOG_INFO, " %s", extList[i]);
1698 RL_FREE(extList); // Free extensions pointers
1701 // Register supported extensions flags
1702 // OpenGL 3.3 extensions supported by default (core)
1703 RLGL.ExtSupported.vao = true;
1704 RLGL.ExtSupported.instancing = true;
1705 RLGL.ExtSupported.texNPOT = true;
1706 RLGL.ExtSupported.texFloat32 = true;
1707 RLGL.ExtSupported.texDepth = true;
1708 RLGL.ExtSupported.maxDepthBits = 32;
1709 RLGL.ExtSupported.texAnisoFilter = true;
1710 RLGL.ExtSupported.texMirrorClamp = true;
1711 #if !defined(__APPLE__)
1712 // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
1713 if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT
1714 if (GLAD_GL_ARB_ES3_compatibility) RLGL.ExtSupported.texCompETC2 = true; // Texture compression: ETC2/EAC
1716 #endif // GRAPHICS_API_OPENGL_33
1718 #if defined(GRAPHICS_API_OPENGL_ES2)
1719 // Get supported extensions list
1721 const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
1722 const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
1724 // NOTE: We have to duplicate string because glGetString() returns a const string
1725 int len = strlen(extensions) + 1;
1726 char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char));
1727 strcpy(extensionsDup, extensions);
1728 extList[numExt] = extensionsDup;
1730 for (int i = 0; i < len; i++)
1732 if (extensionsDup[i] == ' ')
1734 extensionsDup[i] = '\0';
1736 extList[numExt] = &extensionsDup[i + 1];
1740 TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
1742 #if defined(SUPPORT_GL_DETAILS_INFO)
1743 TRACELOG(LOG_INFO, "GL: OpenGL extensions:");
1744 for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, " %s", extList[i]);
1747 // Check required extensions
1748 for (int i = 0; i < numExt; i++)
1750 // Check VAO support
1751 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
1752 if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
1754 // The extension is supported by our hardware and driver, try to get related functions pointers
1755 // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
1756 glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
1757 glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
1758 glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
1759 //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
1761 if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
1764 // Check instanced rendering support
1765 if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
1767 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
1768 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
1769 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
1771 if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
1775 if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
1776 (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
1778 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
1779 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
1780 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
1782 if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
1786 // Check NPOT textures support
1787 // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
1788 if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
1790 // Check texture float support
1791 if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
1793 // Check depth texture support
1794 if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
1795 (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true;
1797 if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;
1798 if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;
1800 // Check texture compression support: DXT
1801 if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
1802 (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
1803 (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
1805 // Check texture compression support: ETC1
1806 if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
1807 (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
1809 // Check texture compression support: ETC2/EAC
1810 if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
1812 // Check texture compression support: PVR
1813 if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
1815 // Check texture compression support: ASTC
1816 if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
1818 // Check anisotropic texture filter support
1819 if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
1821 // Check clamp mirror wrap mode support
1822 if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
1825 // Free extensions pointers
1827 RL_FREE(extensionsDup); // Duplicated string must be deallocated
1828 #endif // GRAPHICS_API_OPENGL_ES2
1830 // Check OpenGL information and capabilities
1831 //------------------------------------------------------------------------------
1832 // Show current OpenGL and GLSL version
1833 TRACELOG(LOG_INFO, "GL: OpenGL device information:");
1834 TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
1835 TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
1836 TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
1837 TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
1839 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1840 // NOTE: Anisotropy levels capability is an extension
1841 #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
1842 #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
1844 glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
1846 #if defined(SUPPORT_GL_DETAILS_INFO)
1847 // Show some OpenGL GPU capabilities
1848 TRACELOG(LOG_INFO, "GL: OpenGL capabilities:");
1849 GLint capability = 0;
1850 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
1851 TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
1852 glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
1853 TRACELOG(LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
1854 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
1855 TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
1856 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
1857 TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
1858 #if !defined(GRAPHICS_API_OPENGL_ES2)
1859 glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
1860 TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
1861 glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
1862 TRACELOG(LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
1863 if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
1865 glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
1866 TRACELOG(LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
1867 GLint format[32] = { 0 };
1868 glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
1869 for (int i = 0; i < capability; i++) TRACELOG(LOG_INFO, " %s", rlGetCompressedFormatName(format[i]));
1872 // Following capabilities are only supported by OpenGL 4.3 or greater
1873 glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
1874 TRACELOG(LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
1875 glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
1876 TRACELOG(LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
1878 #else // SUPPORT_GL_DETAILS_INFO
1880 // Show some basic info about GL supported features
1881 #if defined(GRAPHICS_API_OPENGL_ES2)
1882 if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
1883 else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO not supported");
1884 if (RLGL.ExtSupported.texNPOT) TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
1885 else TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
1887 if (RLGL.ExtSupported.texCompDXT) TRACELOG(LOG_INFO, "GL: DXT compressed textures supported");
1888 if (RLGL.ExtSupported.texCompETC1) TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported");
1889 if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported");
1890 if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported");
1891 if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported");
1892 #endif // SUPPORT_GL_DETAILS_INFO
1894 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
1897 // Returns current OpenGL version
1898 int rlGetVersion(void)
1900 #if defined(GRAPHICS_API_OPENGL_11)
1903 #if defined(GRAPHICS_API_OPENGL_21)
1904 #if defined(__APPLE__)
1905 return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
1909 #elif defined(GRAPHICS_API_OPENGL_33)
1912 #if defined(GRAPHICS_API_OPENGL_ES2)
1913 return OPENGL_ES_20;
1917 // Get default framebuffer width
1918 int rlGetFramebufferWidth(void)
1920 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1921 return RLGL.State.framebufferWidth;
1927 // Get default framebuffer height
1928 int rlGetFramebufferHeight(void)
1930 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1931 return RLGL.State.framebufferHeight;
1937 // Get default internal shader (simple texture + tint color)
1938 Shader rlGetShaderDefault(void)
1940 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1941 return RLGL.State.defaultShader;
1943 Shader shader = { 0 };
1948 // Get default internal texture (white texture)
1949 Texture2D rlGetTextureDefault(void)
1951 Texture2D texture = { 0 };
1952 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1953 texture.id = RLGL.State.defaultTextureId;
1956 texture.mipmaps = 1;
1957 texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
1962 // Render batch management
1963 //------------------------------------------------------------------------------------------------
1964 // Load render batch
1965 RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
1967 RenderBatch batch = { 0 };
1969 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
1970 // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
1971 //--------------------------------------------------------------------------------------------
1972 batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers);
1974 for (int i = 0; i < numBuffers; i++)
1976 batch.vertexBuffer[i].elementsCount = bufferElements;
1978 batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
1979 batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
1980 batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
1981 #if defined(GRAPHICS_API_OPENGL_33)
1982 batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
1984 #if defined(GRAPHICS_API_OPENGL_ES2)
1985 batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
1988 for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
1989 for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
1990 for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
1994 // Indices can be initialized right now
1995 for (int j = 0; j < (6*bufferElements); j += 6)
1997 batch.vertexBuffer[i].indices[j] = 4*k;
1998 batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
1999 batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
2000 batch.vertexBuffer[i].indices[j + 3] = 4*k;
2001 batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
2002 batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
2007 batch.vertexBuffer[i].vCounter = 0;
2008 batch.vertexBuffer[i].tcCounter = 0;
2009 batch.vertexBuffer[i].cCounter = 0;
2012 TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
2013 //--------------------------------------------------------------------------------------------
2015 // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
2016 //--------------------------------------------------------------------------------------------
2017 for (int i = 0; i < numBuffers; i++)
2019 if (RLGL.ExtSupported.vao)
2021 // Initialize Quads VAO
2022 glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
2023 glBindVertexArray(batch.vertexBuffer[i].vaoId);
2026 // Quads - Vertex buffers binding and attributes enable
2027 // Vertex position buffer (shader-location = 0)
2028 glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
2029 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
2030 glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
2031 glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]);
2032 glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
2034 // Vertex texcoord buffer (shader-location = 1)
2035 glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
2036 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
2037 glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
2038 glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
2039 glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
2041 // Vertex color buffer (shader-location = 3)
2042 glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
2043 glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
2044 glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
2045 glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]);
2046 glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
2048 // Fill index buffer
2049 glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
2050 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
2051 #if defined(GRAPHICS_API_OPENGL_33)
2052 glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
2054 #if defined(GRAPHICS_API_OPENGL_ES2)
2055 glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
2059 TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
2061 // Unbind the current VAO
2062 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
2063 //--------------------------------------------------------------------------------------------
2065 // Init draw calls tracking system
2066 //--------------------------------------------------------------------------------------------
2067 batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall));
2069 for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
2071 batch.draws[i].mode = RL_QUADS;
2072 batch.draws[i].vertexCount = 0;
2073 batch.draws[i].vertexAlignment = 0;
2074 //batch.draws[i].vaoId = 0;
2075 //batch.draws[i].shaderId = 0;
2076 batch.draws[i].textureId = RLGL.State.defaultTextureId;
2077 //batch.draws[i].RLGL.State.projection = MatrixIdentity();
2078 //batch.draws[i].RLGL.State.modelview = MatrixIdentity();
2081 batch.buffersCount = numBuffers; // Record buffer count
2082 batch.drawsCounter = 1; // Reset draws counter
2083 batch.currentDepth = -1.0f; // Reset depth value
2084 //--------------------------------------------------------------------------------------------
2090 // Unload default internal buffers vertex data from CPU and GPU
2091 void rlUnloadRenderBatch(RenderBatch batch)
2093 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2094 // Unbind everything
2095 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
2096 glDisableVertexAttribArray(0);
2097 glDisableVertexAttribArray(1);
2098 glDisableVertexAttribArray(2);
2099 glDisableVertexAttribArray(3);
2100 glBindBuffer(GL_ARRAY_BUFFER, 0);
2101 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2103 // Unload all vertex buffers data
2104 for (int i = 0; i < batch.buffersCount; i++)
2106 // Delete VBOs from GPU (VRAM)
2107 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
2108 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
2109 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
2110 glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
2112 // Delete VAOs from GPU (VRAM)
2113 if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
2115 // Free vertex arrays memory from CPU (RAM)
2116 RL_FREE(batch.vertexBuffer[i].vertices);
2117 RL_FREE(batch.vertexBuffer[i].texcoords);
2118 RL_FREE(batch.vertexBuffer[i].colors);
2119 RL_FREE(batch.vertexBuffer[i].indices);
2123 RL_FREE(batch.vertexBuffer);
2124 RL_FREE(batch.draws);
2128 // Draw render batch
2129 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
2130 void rlDrawRenderBatch(RenderBatch *batch)
2132 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2133 // Update batch vertex buffers
2134 //------------------------------------------------------------------------------------------------------------
2135 // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
2136 // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
2137 if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
2139 // Activate elements VAO
2140 if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
2142 // Vertex positions buffer
2143 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
2144 glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
2145 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
2147 // Texture coordinates buffer
2148 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
2149 glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
2150 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
2153 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
2154 glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
2155 //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
2157 // NOTE: glMapBuffer() causes sync issue.
2158 // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
2159 // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
2160 // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
2161 // allocated pointer immediately even if GPU is still working with the previous data.
2163 // Another option: map the buffer object into client's memory
2164 // Probably this code could be moved somewhere else...
2165 // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
2166 // if (batch->vertexBuffer[batch->currentBuffer].vertices)
2168 // Update vertex data
2170 // glUnmapBuffer(GL_ARRAY_BUFFER);
2172 // Unbind the current VAO
2173 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
2175 //------------------------------------------------------------------------------------------------------------
2177 // Draw batch vertex buffers (considering VR stereo if required)
2178 //------------------------------------------------------------------------------------------------------------
2179 Matrix matProjection = RLGL.State.projection;
2180 Matrix matModelView = RLGL.State.modelview;
2183 if (RLGL.State.stereoRender) eyesCount = 2;
2185 for (int eye = 0; eye < eyesCount; eye++)
2189 // Setup current eye viewport (half screen width)
2190 rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
2192 // Set current eye view offset to modelview matrix
2193 rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
2194 // Set current eye projection matrix
2195 rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
2199 if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
2201 // Set current shader and upload current MVP matrix
2202 glUseProgram(RLGL.State.currentShader.id);
2204 // Create modelview-projection matrix and upload to shader
2205 Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
2206 glUniformMatrix4fv(RLGL.State.currentShader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
2208 if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
2211 // Bind vertex attrib: position (shader-location = 0)
2212 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
2213 glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
2214 glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_POSITION]);
2216 // Bind vertex attrib: texcoord (shader-location = 1)
2217 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
2218 glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
2219 glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
2221 // Bind vertex attrib: color (shader-location = 3)
2222 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
2223 glVertexAttribPointer(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
2224 glEnableVertexAttribArray(RLGL.State.currentShader.locs[SHADER_LOC_VERTEX_COLOR]);
2226 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
2229 // Setup some default shader values
2230 glUniform4f(RLGL.State.currentShader.locs[SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
2231 glUniform1i(RLGL.State.currentShader.locs[SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
2233 // Activate additional sampler textures
2234 // Those additional textures will be common for all draw calls of the batch
2235 for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
2237 if (RLGL.State.activeTextureId[i] > 0)
2239 glActiveTexture(GL_TEXTURE0 + 1 + i);
2240 glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
2244 // Activate default sampler2D texture0 (one texture is always active for default batch shader)
2245 // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
2246 glActiveTexture(GL_TEXTURE0);
2248 for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
2250 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
2251 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
2253 if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
2256 #if defined(GRAPHICS_API_OPENGL_33)
2257 // We need to define the number of indices to be processed: quadsCount*6
2258 // NOTE: The final parameter tells the GPU the offset in bytes from the
2259 // start of the index buffer to the location of the first index to process
2260 glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
2262 #if defined(GRAPHICS_API_OPENGL_ES2)
2263 glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
2267 vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
2270 if (!RLGL.ExtSupported.vao)
2272 glBindBuffer(GL_ARRAY_BUFFER, 0);
2273 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
2276 glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
2279 if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
2281 glUseProgram(0); // Unbind shader program
2283 //------------------------------------------------------------------------------------------------------------
2285 // Reset batch buffers
2286 //------------------------------------------------------------------------------------------------------------
2287 // Reset vertex counters for next frame
2288 batch->vertexBuffer[batch->currentBuffer].vCounter = 0;
2289 batch->vertexBuffer[batch->currentBuffer].tcCounter = 0;
2290 batch->vertexBuffer[batch->currentBuffer].cCounter = 0;
2292 // Reset depth for next draw
2293 batch->currentDepth = -1.0f;
2295 // Restore projection/modelview matrices
2296 RLGL.State.projection = matProjection;
2297 RLGL.State.modelview = matModelView;
2299 // Reset RLGL.currentBatch->draws array
2300 for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
2302 batch->draws[i].mode = RL_QUADS;
2303 batch->draws[i].vertexCount = 0;
2304 batch->draws[i].textureId = RLGL.State.defaultTextureId;
2307 // Reset active texture units for next batch
2308 for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0;
2310 // Reset draws counter to one draw for the batch
2311 batch->drawsCounter = 1;
2312 //------------------------------------------------------------------------------------------------------------
2314 // Change to next buffer in the list (in case of multi-buffering)
2315 batch->currentBuffer++;
2316 if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0;
2320 // Set the active render batch for rlgl
2321 void rlSetRenderBatchActive(RenderBatch *batch)
2323 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2324 rlDrawRenderBatch(RLGL.currentBatch);
2326 if (batch != NULL) RLGL.currentBatch = batch;
2327 else RLGL.currentBatch = &RLGL.defaultBatch;
2331 // Update and draw internal render batch
2332 void rlDrawRenderBatchActive(void)
2334 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2335 rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
2339 // Check internal buffer overflow for a given number of vertex
2340 // and force a RenderBatch draw call if required
2341 bool rlCheckRenderBatchLimit(int vCount)
2343 bool overflow = false;
2345 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2346 if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
2347 (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
2350 rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
2357 // Textures data management
2358 //-----------------------------------------------------------------------------------------
2359 // Convert image data to OpenGL texture (returns OpenGL valid Id)
2360 unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
2362 glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
2364 unsigned int id = 0;
2366 // Check texture format support by OpenGL 1.1 (compressed textures not supported)
2367 #if defined(GRAPHICS_API_OPENGL_11)
2368 if (format >= PIXELFORMAT_COMPRESSED_DXT1_RGB)
2370 TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
2374 if ((!RLGL.ExtSupported.texCompDXT) && ((format == PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
2375 (format == PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
2377 TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported");
2380 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2381 if ((!RLGL.ExtSupported.texCompETC1) && (format == PIXELFORMAT_COMPRESSED_ETC1_RGB))
2383 TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
2387 if ((!RLGL.ExtSupported.texCompETC2) && ((format == PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
2389 TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported");
2393 if ((!RLGL.ExtSupported.texCompPVRT) && ((format == PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
2395 TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported");
2399 if ((!RLGL.ExtSupported.texCompASTC) && ((format == PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
2401 TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported");
2405 #endif // GRAPHICS_API_OPENGL_11
2407 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2409 glGenTextures(1, &id); // Generate texture id
2411 glBindTexture(GL_TEXTURE_2D, id);
2413 int mipWidth = width;
2414 int mipHeight = height;
2415 int mipOffset = 0; // Mipmap data offset
2417 // Load the different mipmap levels
2418 for (int i = 0; i < mipmapCount; i++)
2420 unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
2422 unsigned int glInternalFormat, glFormat, glType;
2423 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
2425 TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
2427 if (glInternalFormat != -1)
2429 if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
2430 #if !defined(GRAPHICS_API_OPENGL_11)
2431 else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
2434 #if defined(GRAPHICS_API_OPENGL_33)
2435 if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
2437 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
2438 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
2440 else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
2442 #if defined(GRAPHICS_API_OPENGL_21)
2443 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
2444 #elif defined(GRAPHICS_API_OPENGL_33)
2445 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
2447 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
2454 mipOffset += mipSize;
2456 // Security check for NPOT textures
2457 if (mipWidth < 1) mipWidth = 1;
2458 if (mipHeight < 1) mipHeight = 1;
2461 // Texture parameters configuration
2462 // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
2463 #if defined(GRAPHICS_API_OPENGL_ES2)
2464 // 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
2465 if (RLGL.ExtSupported.texNPOT)
2467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
2468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
2472 // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
2473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
2474 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
2477 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
2478 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
2481 // Magnification and minification filters
2482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
2483 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
2485 #if defined(GRAPHICS_API_OPENGL_33)
2486 if (mipmapCount > 1)
2488 // Activate Trilinear filtering if mipmaps are available
2489 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2490 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
2494 // At this point we have the texture loaded in GPU and texture parameters configured
2496 // NOTE: If mipmaps were not in data, they are not generated automatically
2498 // Unbind current texture
2499 glBindTexture(GL_TEXTURE_2D, 0);
2501 if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
2502 else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture");
2507 // Load depth texture/renderbuffer (to be attached to fbo)
2508 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
2509 unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
2511 unsigned int id = 0;
2513 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2514 // In case depth textures not supported, we force renderbuffer usage
2515 if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
2517 // NOTE: We let the implementation to choose the best bit-depth
2518 // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
2519 unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
2521 #if defined(GRAPHICS_API_OPENGL_ES2)
2522 if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
2523 else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
2524 else glInternalFormat = GL_DEPTH_COMPONENT16;
2527 if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
2529 glGenTextures(1, &id);
2530 glBindTexture(GL_TEXTURE_2D, id);
2531 glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
2533 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2534 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2535 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2536 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2538 glBindTexture(GL_TEXTURE_2D, 0);
2540 TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
2544 // Create the renderbuffer that will serve as the depth attachment for the framebuffer
2545 // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
2546 glGenRenderbuffers(1, &id);
2547 glBindRenderbuffer(GL_RENDERBUFFER, id);
2548 glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
2550 glBindRenderbuffer(GL_RENDERBUFFER, 0);
2552 TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
2559 // Load texture cubemap
2560 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
2561 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
2562 unsigned int rlLoadTextureCubemap(void *data, int size, int format)
2564 unsigned int id = 0;
2566 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2567 unsigned int dataSize = rlGetPixelDataSize(size, size, format);
2569 glGenTextures(1, &id);
2570 glBindTexture(GL_TEXTURE_CUBE_MAP, id);
2572 unsigned int glInternalFormat, glFormat, glType;
2573 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
2575 if (glInternalFormat != -1)
2577 // Load cubemap faces
2578 for (unsigned int i = 0; i < 6; i++)
2582 if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB)
2584 if (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32)
2586 // Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
2587 if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
2588 else TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
2590 else if ((format == PIXELFORMAT_UNCOMPRESSED_R32) || (format == PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
2591 else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
2593 else TRACELOG(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
2597 if (format < PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
2598 else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
2601 #if defined(GRAPHICS_API_OPENGL_33)
2602 if (format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
2604 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
2605 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
2607 else if (format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
2609 #if defined(GRAPHICS_API_OPENGL_21)
2610 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
2611 #elif defined(GRAPHICS_API_OPENGL_33)
2612 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
2614 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
2620 // Set cubemap texture sampling parameters
2621 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2622 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2623 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2624 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2625 #if defined(GRAPHICS_API_OPENGL_33)
2626 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
2629 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
2632 if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
2633 else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
2638 // Update already loaded texture in GPU with new data
2639 // NOTE: We don't know safely if internal texture format is the expected one...
2640 void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
2642 glBindTexture(GL_TEXTURE_2D, id);
2644 unsigned int glInternalFormat, glFormat, glType;
2645 rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
2647 if ((glInternalFormat != -1) && (format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
2649 glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data);
2651 else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
2654 // Get OpenGL internal formats and data type from raylib PixelFormat
2655 void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
2657 *glInternalFormat = -1;
2663 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
2664 // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
2665 case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
2666 case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
2667 case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
2668 case PIXELFORMAT_UNCOMPRESSED_RGB565_BE: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5_REV; break;
2669 case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
2670 case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
2671 case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
2672 case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
2673 #if !defined(GRAPHICS_API_OPENGL_11)
2674 case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
2675 case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
2676 case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
2678 #elif defined(GRAPHICS_API_OPENGL_33)
2679 case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
2680 case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
2681 case PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
2682 case PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
2683 case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
2684 case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
2685 case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
2686 case PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
2687 case PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
2688 case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
2690 #if !defined(GRAPHICS_API_OPENGL_11)
2691 case PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
2692 case PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
2693 case PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
2694 case PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
2695 case PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
2696 case PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
2697 case 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
2698 case PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
2699 case PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
2700 case 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
2701 case 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
2703 default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
2707 // Unload texture from GPU memory
2708 void rlUnloadTexture(unsigned int id)
2710 glDeleteTextures(1, &id);
2713 // Generate mipmap data for selected texture
2714 void rlGenerateMipmaps(Texture2D *texture)
2716 glBindTexture(GL_TEXTURE_2D, texture->id);
2718 // Check if texture is power-of-two (POT)
2719 bool texIsPOT = false;
2721 if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
2722 ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
2724 #if defined(GRAPHICS_API_OPENGL_11)
2727 // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
2728 if (texture->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
2730 // Retrieve texture data from VRAM
2731 void *texData = rlReadTexturePixels(*texture);
2733 // NOTE: Texture data size is reallocated to fit mipmaps data
2734 // NOTE: CPU mipmap generation only supports RGBA 32bit data
2735 int mipmapCount = rlGenerateMipmapsData(texData, texture->width, texture->height);
2737 int size = texture->width*texture->height*4;
2740 int mipWidth = texture->width/2;
2741 int mipHeight = texture->height/2;
2744 for (int level = 1; level < mipmapCount; level++)
2746 glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)texData + offset);
2748 size = mipWidth*mipHeight*4;
2755 texture->mipmaps = mipmapCount + 1;
2756 RL_FREE(texData); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
2758 TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps);
2760 else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
2763 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
2764 if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
2766 //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
2767 glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
2769 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2770 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
2772 #define MIN(a,b) (((a)<(b))?(a):(b))
2773 #define MAX(a,b) (((a)>(b))?(a):(b))
2775 texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
2776 TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", texture->id, texture->mipmaps);
2779 else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", texture->id);
2781 glBindTexture(GL_TEXTURE_2D, 0);
2785 // Read texture pixel data
2786 void *rlReadTexturePixels(Texture2D texture)
2788 void *pixels = NULL;
2790 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
2791 glBindTexture(GL_TEXTURE_2D, texture.id);
2793 // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
2794 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
2795 //int width, height, format;
2796 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
2797 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
2798 //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
2800 // 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.
2801 // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
2802 // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
2803 // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
2804 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2806 unsigned int glInternalFormat, glFormat, glType;
2807 rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
2808 unsigned int size = rlGetPixelDataSize(texture.width, texture.height, texture.format);
2810 if ((glInternalFormat != -1) && (texture.format < PIXELFORMAT_COMPRESSED_DXT1_RGB))
2812 pixels = RL_MALLOC(size);
2813 glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
2815 else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", texture.id, texture.format);
2817 glBindTexture(GL_TEXTURE_2D, 0);
2820 #if defined(GRAPHICS_API_OPENGL_ES2)
2821 // glGetTexImage() is not available on OpenGL ES 2.0
2822 // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
2823 // Two possible Options:
2824 // 1 - Bind texture to color fbo attachment and glReadPixels()
2825 // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
2826 // We are using Option 1, just need to care for texture format on retrieval
2827 // NOTE: This behaviour could be conditioned by graphic driver...
2828 unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height);
2830 // TODO: Create depth texture/renderbuffer for fbo?
2832 glBindFramebuffer(GL_FRAMEBUFFER, fboId);
2833 glBindTexture(GL_TEXTURE_2D, 0);
2835 // Attach our texture to FBO
2836 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
2838 // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
2839 pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(texture.width, texture.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
2840 glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
2842 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2844 // Clean up temporal fbo
2845 rlUnloadFramebuffer(fboId);
2852 // Read screen pixel data (color buffer)
2853 unsigned char *rlReadScreenPixels(int width, int height)
2855 unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
2857 // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
2858 // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
2859 glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
2861 // Flip image vertically!
2862 unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
2864 for (int y = height - 1; y >= 0; y--)
2866 for (int x = 0; x < (width*4); x++)
2868 imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
2870 // Set alpha component value to 255 (no trasparent image retrieval)
2871 // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
2872 if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
2876 RL_FREE(screenData);
2878 return imgData; // NOTE: image data should be freed
2881 // Framebuffer management (fbo)
2882 //-----------------------------------------------------------------------------------------
2883 // Load a framebuffer to be used for rendering
2884 // NOTE: No textures attached
2885 unsigned int rlLoadFramebuffer(int width, int height)
2887 unsigned int fboId = 0;
2889 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
2890 glGenFramebuffers(1, &fboId); // Create the framebuffer object
2891 glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
2897 // Attach color buffer texture to an fbo (unloads previous attachment)
2898 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
2899 void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
2901 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
2902 glBindFramebuffer(GL_FRAMEBUFFER, fboId);
2906 case RL_ATTACHMENT_COLOR_CHANNEL0:
2907 case RL_ATTACHMENT_COLOR_CHANNEL1:
2908 case RL_ATTACHMENT_COLOR_CHANNEL2:
2909 case RL_ATTACHMENT_COLOR_CHANNEL3:
2910 case RL_ATTACHMENT_COLOR_CHANNEL4:
2911 case RL_ATTACHMENT_COLOR_CHANNEL5:
2912 case RL_ATTACHMENT_COLOR_CHANNEL6:
2913 case RL_ATTACHMENT_COLOR_CHANNEL7:
2915 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
2916 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
2917 else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
2920 case RL_ATTACHMENT_DEPTH:
2922 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
2923 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
2926 case RL_ATTACHMENT_STENCIL:
2928 if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
2929 else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
2935 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2939 // Verify render texture is complete
2940 bool rlFramebufferComplete(unsigned int id)
2942 bool result = false;
2944 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
2945 glBindFramebuffer(GL_FRAMEBUFFER, id);
2947 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
2949 if (status != GL_FRAMEBUFFER_COMPLETE)
2953 case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
2954 case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
2955 #if defined(GRAPHICS_API_OPENGL_ES2)
2956 case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
2958 case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
2963 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2965 result = (status == GL_FRAMEBUFFER_COMPLETE);
2971 // Unload framebuffer from GPU memory
2972 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
2973 void rlUnloadFramebuffer(unsigned int id)
2975 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
2977 // Query depth attachment to automatically delete texture/renderbuffer
2978 int depthType = 0, depthId = 0;
2979 glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
2980 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
2981 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
2983 unsigned int depthIdU = (unsigned int)depthId;
2984 if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
2985 else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU);
2987 // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
2988 // the texture image is automatically detached from the currently bound framebuffer.
2990 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2991 glDeleteFramebuffers(1, &id);
2993 TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
2997 // Vertex data management
2998 //-----------------------------------------------------------------------------------------
2999 // Load a new attributes buffer
3000 unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic)
3002 unsigned int id = 0;
3004 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3005 glGenBuffers(1, &id);
3006 glBindBuffer(GL_ARRAY_BUFFER, id);
3007 glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
3013 // Load a new attributes element buffer
3014 unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic)
3016 unsigned int id = 0;
3018 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3019 glGenBuffers(1, &id);
3020 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
3021 glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
3027 void rlEnableVertexBuffer(unsigned int id)
3029 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3030 glBindBuffer(GL_ARRAY_BUFFER, id);
3034 void rlDisableVertexBuffer(void)
3036 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3037 glBindBuffer(GL_ARRAY_BUFFER, 0);
3041 void rlEnableVertexBufferElement(unsigned int id)
3043 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3044 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
3048 void rlDisableVertexBufferElement(void)
3050 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3051 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
3055 // Update GPU buffer with new data
3056 // NOTE: dataSize and offset must be provided in bytes
3057 void rlUpdateVertexBuffer(int bufferId, void *data, int dataSize, int offset)
3059 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3060 glBindBuffer(GL_ARRAY_BUFFER, bufferId);
3061 glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
3065 bool rlEnableVertexArray(unsigned int vaoId)
3067 bool result = false;
3068 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3069 if (RLGL.ExtSupported.vao)
3071 glBindVertexArray(vaoId);
3078 void rlDisableVertexArray(void)
3080 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3081 if (RLGL.ExtSupported.vao) glBindVertexArray(0);
3085 void rlEnableVertexAttribute(unsigned int index)
3087 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3088 glEnableVertexAttribArray(index);
3092 void rlDisableVertexAttribute(unsigned int index)
3094 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3095 glDisableVertexAttribArray(index);
3099 void rlDrawVertexArray(int offset, int count)
3101 glDrawArrays(GL_TRIANGLES, offset, count);
3104 void rlDrawVertexArrayElements(int offset, int count, void *buffer)
3106 glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset);
3109 void rlDrawVertexArrayInstanced(int offset, int count, int instances)
3111 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3112 glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
3116 void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances)
3118 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3119 glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short*)buffer + offset, instances);
3123 #if defined(GRAPHICS_API_OPENGL_11)
3124 void rlEnableStatePointer(int vertexAttribType, void *buffer)
3126 if (buffer != NULL) glEnableClientState(vertexAttribType);
3127 switch (vertexAttribType)
3129 case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
3130 case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
3131 case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
3132 case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
3133 //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
3138 void rlDisableStatePointer(int vertexAttribType)
3140 glDisableClientState(vertexAttribType);
3144 unsigned int rlLoadVertexArray(void)
3146 unsigned int vaoId = 0;
3147 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3148 glGenVertexArrays(1, &vaoId);
3153 void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer)
3155 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3156 glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
3160 void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
3162 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3163 glVertexAttribDivisor(index, divisor);
3167 void rlUnloadVertexArray(unsigned int vaoId)
3169 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3170 if (RLGL.ExtSupported.vao)
3172 glBindVertexArray(0);
3173 glDeleteVertexArrays(1, &vaoId);
3174 TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
3179 void rlUnloadVertexBuffer(unsigned int vboId)
3181 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3182 glDeleteBuffers(1, &vboId);
3183 //TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
3187 // Shaders management
3188 //-----------------------------------------------------------------------------------------------
3189 // Load shader from code strings
3190 // NOTE: If shader string is NULL, using default vertex/fragment shaders
3191 unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
3193 unsigned int id = 0;
3195 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3196 unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
3197 unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
3199 if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
3200 if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
3202 if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShader.id;
3205 id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
3207 if (vertexShaderId != RLGL.State.defaultVShaderId)
3209 // Detach shader before deletion to make sure memory is freed
3210 glDetachShader(id, vertexShaderId);
3211 glDeleteShader(vertexShaderId);
3213 if (fragmentShaderId != RLGL.State.defaultFShaderId)
3215 // Detach shader before deletion to make sure memory is freed
3216 glDetachShader(id, fragmentShaderId);
3217 glDeleteShader(fragmentShaderId);
3222 TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
3223 id = RLGL.State.defaultShader.id;
3227 // Get available shader uniforms
3228 // NOTE: This information is useful for debug...
3229 int uniformCount = -1;
3231 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
3233 for (int i = 0; i < uniformCount; i++)
3237 char name[256]; // Assume no variable names longer than 256
3238 GLenum type = GL_ZERO;
3240 // Get the name of the uniforms
3241 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
3245 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
3252 // Compile custom shader and return shader id
3253 unsigned int rlCompileShader(const char *shaderCode, int type)
3255 unsigned int shader = 0;
3257 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3258 shader = glCreateShader(type);
3259 glShaderSource(shader, 1, &shaderCode, NULL);
3262 glCompileShader(shader);
3263 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
3265 if (success == GL_FALSE)
3269 case GL_VERTEX_SHADER: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
3270 case GL_FRAGMENT_SHADER: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
3271 //case GL_GEOMETRY_SHADER:
3272 //case GL_COMPUTE_SHADER:
3277 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
3282 char *log = RL_CALLOC(maxLength, sizeof(char));
3283 glGetShaderInfoLog(shader, maxLength, &length, log);
3284 TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
3292 case GL_VERTEX_SHADER: TRACELOG(LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
3293 case GL_FRAGMENT_SHADER: TRACELOG(LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
3294 //case GL_GEOMETRY_SHADER:
3295 //case GL_COMPUTE_SHADER:
3304 // Load custom shader strings and return program id
3305 unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
3307 unsigned int program = 0;
3309 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3311 program = glCreateProgram();
3313 glAttachShader(program, vShaderId);
3314 glAttachShader(program, fShaderId);
3316 // NOTE: Default attribute shader locations must be binded before linking
3317 glBindAttribLocation(program, 0, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
3318 glBindAttribLocation(program, 1, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
3319 glBindAttribLocation(program, 2, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
3320 glBindAttribLocation(program, 3, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
3321 glBindAttribLocation(program, 4, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
3322 glBindAttribLocation(program, 5, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
3324 // NOTE: If some attrib name is no found on the shader, it locations becomes -1
3326 glLinkProgram(program);
3328 // NOTE: All uniform variables are intitialised to 0 when a program links
3330 glGetProgramiv(program, GL_LINK_STATUS, &success);
3332 if (success == GL_FALSE)
3334 TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
3337 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
3342 char *log = RL_CALLOC(maxLength, sizeof(char));
3343 glGetProgramInfoLog(program, maxLength, &length, log);
3344 TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
3348 glDeleteProgram(program);
3352 else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
3357 // Unload shader program
3358 void rlUnloadShaderProgram(unsigned int id)
3360 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3361 glDeleteProgram(id);
3363 TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
3367 // Get shader location uniform
3368 int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
3371 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3372 location = glGetUniformLocation(shaderId, uniformName);
3374 if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
3375 else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
3380 // Get shader location attribute
3381 int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
3384 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3385 location = glGetAttribLocation(shaderId, attribName);
3387 if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
3388 else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
3393 // Set shader value uniform
3394 void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
3396 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3397 switch (uniformType)
3399 case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
3400 case SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
3401 case SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
3402 case SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
3403 case SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
3404 case SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
3405 case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
3406 case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
3407 case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
3408 default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
3413 // Set shader value attribute
3414 void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
3416 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3419 case SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
3420 case SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
3421 case SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
3422 case SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
3423 default: TRACELOG(LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
3428 // Set shader value uniform matrix
3429 void rlSetUniformMatrix(int locIndex, Matrix mat)
3431 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3432 glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat));
3436 // Set shader value uniform sampler
3437 void rlSetUniformSampler(int locIndex, unsigned int textureId)
3439 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3440 // Check if texture is already active
3441 for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
3443 // Register a new active texture for the internal batch system
3444 // NOTE: Default texture is always activated as GL_TEXTURE0
3445 for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
3447 if (RLGL.State.activeTextureId[i] == 0)
3449 glUniform1i(locIndex, 1 + i); // Activate new texture unit
3450 RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
3457 // Set shader currently active
3458 void rlSetShader(Shader shader)
3460 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3461 if (RLGL.State.currentShader.id != shader.id)
3463 rlDrawRenderBatch(RLGL.currentBatch);
3464 RLGL.State.currentShader = shader;
3469 // Matrix state management
3470 //-----------------------------------------------------------------------------------------
3471 // Return internal modelview matrix
3472 Matrix rlGetMatrixModelview(void)
3474 Matrix matrix = MatrixIdentity();
3475 #if defined(GRAPHICS_API_OPENGL_11)
3477 glGetFloatv(GL_MODELVIEW_MATRIX, mat);
3478 matrix.m0 = mat[0]; matrix.m1 = mat[1]; matrix.m2 = mat[2]; matrix.m3 = mat[3];
3479 matrix.m4 = mat[4]; matrix.m5 = mat[5]; matrix.m6 = mat[6]; matrix.m7 = mat[7];
3480 matrix.m8 = mat[8]; matrix.m9 = mat[9]; matrix.m10 = mat[10]; matrix.m11 = mat[11];
3481 matrix.m12 = mat[12]; matrix.m13 = mat[13]; matrix.m14 = mat[14]; matrix.m15 = mat[15];
3483 matrix = RLGL.State.modelview;
3488 // Return internal projection matrix
3489 Matrix rlGetMatrixProjection(void)
3491 #if defined(GRAPHICS_API_OPENGL_11)
3493 glGetFloatv(GL_PROJECTION_MATRIX,mat);
3495 m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3];
3496 m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7];
3497 m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11];
3498 m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15];
3501 return RLGL.State.projection;
3505 // Get internal accumulated transform matrix
3506 Matrix rlGetMatrixTransform(void)
3508 Matrix mat = MatrixIdentity();
3509 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3510 // TODO: Consider possible transform matrices in the RLGL.State.stack
3511 // Is this the right order? or should we start with the first stored matrix instead of the last one?
3512 //Matrix matStackTransform = MatrixIdentity();
3513 //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform);
3514 mat = RLGL.State.transform;
3519 // Get internal projection matrix for stereo render (selected eye)
3520 RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
3522 Matrix mat = MatrixIdentity();
3523 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3524 mat = RLGL.State.projectionStereo[eye];
3529 // Get internal view offset matrix for stereo render (selected eye)
3530 RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
3532 Matrix mat = MatrixIdentity();
3533 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3534 mat = RLGL.State.viewOffsetStereo[eye];
3539 // Set a custom modelview matrix (replaces internal modelview matrix)
3540 void rlSetMatrixModelview(Matrix view)
3542 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3543 RLGL.State.modelview = view;
3547 // Set a custom projection matrix (replaces internal projection matrix)
3548 void rlSetMatrixProjection(Matrix projection)
3550 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3551 RLGL.State.projection = projection;
3555 // Set eyes projection matrices for stereo rendering
3556 void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
3558 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3559 RLGL.State.projectionStereo[0] = right;
3560 RLGL.State.projectionStereo[1] = left;
3564 // Set eyes view offsets matrices for stereo rendering
3565 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
3567 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3568 RLGL.State.viewOffsetStereo[0] = right;
3569 RLGL.State.viewOffsetStereo[1] = left;
3573 // Load and draw a 1x1 XY quad in NDC
3574 void rlLoadDrawQuad(void)
3576 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3577 unsigned int quadVAO = 0;
3578 unsigned int quadVBO = 0;
3580 float vertices[] = {
3581 // Positions Texcoords
3582 -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
3583 -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
3584 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
3585 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
3588 // Gen VAO to contain VBO
3589 glGenVertexArrays(1, &quadVAO);
3590 glBindVertexArray(quadVAO);
3592 // Gen and fill vertex buffer (VBO)
3593 glGenBuffers(1, &quadVBO);
3594 glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
3595 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
3597 // Bind vertex attributes (position, texcoords)
3598 glEnableVertexAttribArray(0);
3599 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
3600 glEnableVertexAttribArray(1);
3601 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
3604 glBindVertexArray(quadVAO);
3605 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
3606 glBindVertexArray(0);
3608 // Delete buffers (VBO and VAO)
3609 glDeleteBuffers(1, &quadVBO);
3610 glDeleteVertexArrays(1, &quadVAO);
3614 // Load and draw a 1x1 3D cube in NDC
3615 void rlLoadDrawCube(void)
3617 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3618 unsigned int cubeVAO = 0;
3619 unsigned int cubeVBO = 0;
3621 float vertices[] = {
3622 // Positions Normals Texcoords
3623 -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
3624 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
3625 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
3626 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
3627 -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
3628 -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
3629 -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
3630 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
3631 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
3632 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
3633 -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
3634 -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
3635 -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
3636 -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
3637 -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
3638 -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
3639 -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
3640 -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
3641 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
3642 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
3643 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
3644 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
3645 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
3646 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
3647 -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
3648 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
3649 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
3650 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
3651 -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
3652 -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
3653 -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
3654 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
3655 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
3656 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
3657 -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
3658 -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
3661 // Gen VAO to contain VBO
3662 glGenVertexArrays(1, &cubeVAO);
3663 glBindVertexArray(cubeVAO);
3665 // Gen and fill vertex buffer (VBO)
3666 glGenBuffers(1, &cubeVBO);
3667 glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
3668 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
3670 // Bind vertex attributes (position, normals, texcoords)
3671 glBindVertexArray(cubeVAO);
3672 glEnableVertexAttribArray(0);
3673 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
3674 glEnableVertexAttribArray(1);
3675 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
3676 glEnableVertexAttribArray(2);
3677 glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
3678 glBindBuffer(GL_ARRAY_BUFFER, 0);
3679 glBindVertexArray(0);
3682 glBindVertexArray(cubeVAO);
3683 glDrawArrays(GL_TRIANGLES, 0, 36);
3684 glBindVertexArray(0);
3686 // Delete VBO and VAO
3687 glDeleteBuffers(1, &cubeVBO);
3688 glDeleteVertexArrays(1, &cubeVAO);
3692 //----------------------------------------------------------------------------------
3693 // Module specific Functions Definition
3694 //----------------------------------------------------------------------------------
3695 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
3696 // Load default shader (just vertex positioning and texture coloring)
3697 // NOTE: This shader program is used for internal buffers
3698 // NOTE: It uses global variable: RLGL.State.defaultShader
3699 static void rlLoadShaderDefault(void)
3701 RLGL.State.defaultShader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
3703 // NOTE: All locations must be reseted to -1 (no location)
3704 for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShader.locs[i] = -1;
3706 // Vertex shader directly defined, no external file required
3707 const char *vShaderDefault =
3708 #if defined(GRAPHICS_API_OPENGL_21)
3710 "attribute vec3 vertexPosition; \n"
3711 "attribute vec2 vertexTexCoord; \n"
3712 "attribute vec4 vertexColor; \n"
3713 "varying vec2 fragTexCoord; \n"
3714 "varying vec4 fragColor; \n"
3715 #elif defined(GRAPHICS_API_OPENGL_33)
3717 "in vec3 vertexPosition; \n"
3718 "in vec2 vertexTexCoord; \n"
3719 "in vec4 vertexColor; \n"
3720 "out vec2 fragTexCoord; \n"
3721 "out vec4 fragColor; \n"
3723 #if defined(GRAPHICS_API_OPENGL_ES2)
3725 "attribute vec3 vertexPosition; \n"
3726 "attribute vec2 vertexTexCoord; \n"
3727 "attribute vec4 vertexColor; \n"
3728 "varying vec2 fragTexCoord; \n"
3729 "varying vec4 fragColor; \n"
3731 "uniform mat4 mvp; \n"
3734 " fragTexCoord = vertexTexCoord; \n"
3735 " fragColor = vertexColor; \n"
3736 " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
3739 // Fragment shader directly defined, no external file required
3740 const char *fShaderDefault =
3741 #if defined(GRAPHICS_API_OPENGL_21)
3743 "varying vec2 fragTexCoord; \n"
3744 "varying vec4 fragColor; \n"
3745 "uniform sampler2D texture0; \n"
3746 "uniform vec4 colDiffuse; \n"
3749 " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
3750 " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
3752 #elif defined(GRAPHICS_API_OPENGL_33)
3754 "in vec2 fragTexCoord; \n"
3755 "in vec4 fragColor; \n"
3756 "out vec4 finalColor; \n"
3757 "uniform sampler2D texture0; \n"
3758 "uniform vec4 colDiffuse; \n"
3761 " vec4 texelColor = texture(texture0, fragTexCoord); \n"
3762 " finalColor = texelColor*colDiffuse*fragColor; \n"
3765 #if defined(GRAPHICS_API_OPENGL_ES2)
3767 "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
3768 "varying vec2 fragTexCoord; \n"
3769 "varying vec4 fragColor; \n"
3770 "uniform sampler2D texture0; \n"
3771 "uniform vec4 colDiffuse; \n"
3774 " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
3775 " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
3779 // NOTE: Compiled vertex/fragment shaders are kept for re-use
3780 RLGL.State.defaultVShaderId = rlCompileShader(vShaderDefault, GL_VERTEX_SHADER); // Compile default vertex shader
3781 RLGL.State.defaultFShaderId = rlCompileShader(fShaderDefault, GL_FRAGMENT_SHADER); // Compile default fragment shader
3783 RLGL.State.defaultShader.id = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
3785 if (RLGL.State.defaultShader.id > 0)
3787 TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShader.id);
3789 // Set default shader locations: attributes locations
3790 RLGL.State.defaultShader.locs[SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShader.id, "vertexPosition");
3791 RLGL.State.defaultShader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShader.id, "vertexTexCoord");
3792 RLGL.State.defaultShader.locs[SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShader.id, "vertexColor");
3794 // Set default shader locations: uniform locations
3795 RLGL.State.defaultShader.locs[SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShader.id, "mvp");
3796 RLGL.State.defaultShader.locs[SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShader.id, "colDiffuse");
3797 RLGL.State.defaultShader.locs[SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShader.id, "texture0");
3799 else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShader.id);
3802 // Unload default shader
3803 // NOTE: It uses global variable: RLGL.State.defaultShader
3804 static void rlUnloadShaderDefault(void)
3808 glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId);
3809 glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId);
3810 glDeleteShader(RLGL.State.defaultVShaderId);
3811 glDeleteShader(RLGL.State.defaultFShaderId);
3813 glDeleteProgram(RLGL.State.defaultShader.id);
3815 RL_FREE(RLGL.State.defaultShader.locs);
3817 TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShader.id);
3820 #if defined(SUPPORT_GL_DETAILS_INFO)
3821 // Get compressed format official GL identifier name
3822 static char *rlGetCompressedFormatName(int format)
3824 static char compName[64] = { 0 };
3825 memset(compName, 0, 64);
3829 // GL_EXT_texture_compression_s3tc
3830 case 0x83F0: strcpy(compName, "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"); break;
3831 case 0x83F1: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"); break;
3832 case 0x83F2: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"); break;
3833 case 0x83F3: strcpy(compName, "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"); break;
3834 // GL_3DFX_texture_compression_FXT1
3835 case 0x86B0: strcpy(compName, "GL_COMPRESSED_RGB_FXT1_3DFX"); break;
3836 case 0x86B1: strcpy(compName, "GL_COMPRESSED_RGBA_FXT1_3DFX"); break;
3837 // GL_IMG_texture_compression_pvrtc
3838 case 0x8C00: strcpy(compName, "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"); break;
3839 case 0x8C01: strcpy(compName, "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"); break;
3840 case 0x8C02: strcpy(compName, "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"); break;
3841 case 0x8C03: strcpy(compName, "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"); break;
3842 // GL_OES_compressed_ETC1_RGB8_texture
3843 case 0x8D64: strcpy(compName, "GL_ETC1_RGB8_OES"); break;
3844 // GL_ARB_texture_compression_rgtc
3845 case 0x8DBB: strcpy(compName, "GL_COMPRESSED_RED_RGTC1"); break;
3846 case 0x8DBC: strcpy(compName, "GL_COMPRESSED_SIGNED_RED_RGTC1"); break;
3847 case 0x8DBD: strcpy(compName, "GL_COMPRESSED_RG_RGTC2"); break;
3848 case 0x8DBE: strcpy(compName, "GL_COMPRESSED_SIGNED_RG_RGTC2"); break;
3849 // GL_ARB_texture_compression_bptc
3850 case 0x8E8C: strcpy(compName, "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"); break;
3851 case 0x8E8D: strcpy(compName, "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"); break;
3852 case 0x8E8E: strcpy(compName, "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"); break;
3853 case 0x8E8F: strcpy(compName, "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"); break;
3854 // GL_ARB_ES3_compatibility
3855 case 0x9274: strcpy(compName, "GL_COMPRESSED_RGB8_ETC2"); break;
3856 case 0x9275: strcpy(compName, "GL_COMPRESSED_SRGB8_ETC2"); break;
3857 case 0x9276: strcpy(compName, "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"); break;
3858 case 0x9277: strcpy(compName, "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"); break;
3859 case 0x9278: strcpy(compName, "GL_COMPRESSED_RGBA8_ETC2_EAC"); break;
3860 case 0x9279: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"); break;
3861 case 0x9270: strcpy(compName, "GL_COMPRESSED_R11_EAC"); break;
3862 case 0x9271: strcpy(compName, "GL_COMPRESSED_SIGNED_R11_EAC"); break;
3863 case 0x9272: strcpy(compName, "GL_COMPRESSED_RG11_EAC"); break;
3864 case 0x9273: strcpy(compName, "GL_COMPRESSED_SIGNED_RG11_EAC"); break;
3865 // GL_KHR_texture_compression_astc_hdr
3866 case 0x93B0: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"); break;
3867 case 0x93B1: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"); break;
3868 case 0x93B2: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"); break;
3869 case 0x93B3: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"); break;
3870 case 0x93B4: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"); break;
3871 case 0x93B5: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"); break;
3872 case 0x93B6: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"); break;
3873 case 0x93B7: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"); break;
3874 case 0x93B8: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"); break;
3875 case 0x93B9: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"); break;
3876 case 0x93BA: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"); break;
3877 case 0x93BB: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"); break;
3878 case 0x93BC: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"); break;
3879 case 0x93BD: strcpy(compName, "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"); break;
3880 case 0x93D0: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"); break;
3881 case 0x93D1: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"); break;
3882 case 0x93D2: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"); break;
3883 case 0x93D3: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"); break;
3884 case 0x93D4: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"); break;
3885 case 0x93D5: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"); break;
3886 case 0x93D6: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"); break;
3887 case 0x93D7: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"); break;
3888 case 0x93D8: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"); break;
3889 case 0x93D9: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"); break;
3890 case 0x93DA: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"); break;
3891 case 0x93DB: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"); break;
3892 case 0x93DC: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"); break;
3893 case 0x93DD: strcpy(compName, "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"); break;
3894 default: strcpy(compName, "GL_COMPRESSED_UNKNOWN"); break;
3899 #endif // SUPPORT_GL_DETAILS_INFO
3901 #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
3903 #if defined(GRAPHICS_API_OPENGL_11)
3904 // Mipmaps data is generated after image data
3905 // NOTE: Only works with RGBA (4 bytes) data!
3906 static int rlGenerateMipmapsData(unsigned char *data, int baseWidth, int baseHeight)
3908 int mipmapCount = 1; // Required mipmap levels count (including base level)
3909 int width = baseWidth;
3910 int height = baseHeight;
3911 int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
3913 // Count mipmap levels required
3914 while ((width != 1) && (height != 1))
3919 TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height);
3923 size += (width*height*4); // Add mipmap size (in bytes)
3926 TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount);
3927 TRACELOGD("TEXTURE: Total size of data required: %i", size);
3929 unsigned char *temp = RL_REALLOC(data, size);
3931 if (temp != NULL) data = temp;
3932 else TRACELOG(LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory");
3935 height = baseHeight;
3936 size = (width*height*4);
3939 // NOTE: Every mipmap data is stored after data
3940 Color *image = (Color *)RL_MALLOC(width*height*sizeof(Color));
3941 Color *mipmap = NULL;
3945 for (int i = 0; i < size; i += 4)
3947 image[j].r = data[i];
3948 image[j].g = data[i + 1];
3949 image[j].b = data[i + 2];
3950 image[j].a = data[i + 3];
3954 TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height);
3956 for (int mip = 1; mip < mipmapCount; mip++)
3958 mipmap = rlGenNextMipmapData(image, width, height);
3960 offset += (width*height*4); // Size of last mipmap
3965 size = (width*height*4); // Mipmap size to store after offset
3967 // Add mipmap to data
3968 for (int i = 0; i < size; i += 4)
3970 data[offset + i] = mipmap[j].r;
3971 data[offset + i + 1] = mipmap[j].g;
3972 data[offset + i + 2] = mipmap[j].b;
3973 data[offset + i + 3] = mipmap[j].a;
3983 RL_FREE(mipmap); // free mipmap data
3988 // Manual mipmap generation (basic scaling algorithm)
3989 static Color *rlGenNextMipmapData(Color *srcData, int srcWidth, int srcHeight)
3994 int width = srcWidth/2;
3995 int height = srcHeight/2;
3997 Color *mipmap = (Color *)RL_MALLOC(width*height*sizeof(Color));
3999 // Scaling algorithm works perfectly (box-filter)
4000 for (int y = 0; y < height; y++)
4004 for (int x = 0; x < width; x++)
4008 prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
4009 prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
4010 prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
4011 prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
4013 pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
4014 pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
4015 pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
4016 pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
4018 mipmap[y*width + x].r = (prow.r + pcol.r)/2;
4019 mipmap[y*width + x].g = (prow.g + pcol.g)/2;
4020 mipmap[y*width + x].b = (prow.b + pcol.b)/2;
4021 mipmap[y*width + x].a = (prow.a + pcol.a)/2;
4025 TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height);
4029 #endif // GRAPHICS_API_OPENGL_11
4031 // Get pixel data size in bytes (image or texture)
4032 // NOTE: Size depends on pixel format
4033 static int rlGetPixelDataSize(int width, int height, int format)
4035 int dataSize = 0; // Size in bytes
4036 int bpp = 0; // Bits per pixel
4040 case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
4041 case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
4042 case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
4043 case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
4044 case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
4045 case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
4046 case PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
4047 case PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
4048 case PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
4049 case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
4050 case PIXELFORMAT_COMPRESSED_DXT1_RGB:
4051 case PIXELFORMAT_COMPRESSED_DXT1_RGBA:
4052 case PIXELFORMAT_COMPRESSED_ETC1_RGB:
4053 case PIXELFORMAT_COMPRESSED_ETC2_RGB:
4054 case PIXELFORMAT_COMPRESSED_PVRT_RGB:
4055 case PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
4056 case PIXELFORMAT_COMPRESSED_DXT3_RGBA:
4057 case PIXELFORMAT_COMPRESSED_DXT5_RGBA:
4058 case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
4059 case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
4060 case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
4064 dataSize = width*height*bpp/8; // Total data size in bytes
4066 // Most compressed formats works on 4x4 blocks,
4067 // if texture is smaller, minimum dataSize is 8 or 16
4068 if ((width < 4) && (height < 4))
4070 if ((format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
4071 else if ((format >= PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
4076 #endif // RLGL_IMPLEMENTATION