Mercurial
diff third_party/raylib/include/rlgl.h @ 276:b55c22cff335
Add interactive infinite canvas prototype
| author | MrJuneJune <me@mrjunejune.com> |
|---|---|
| date | Mon, 17 Aug 2026 16:57:56 -0700 |
| parents | f33d9ff8b6e8 |
| children |
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--- a/third_party/raylib/include/rlgl.h Sat Aug 08 02:13:21 2026 -0700 +++ b/third_party/raylib/include/rlgl.h Mon Aug 17 16:57:56 2026 -0700 @@ -1,16 +1,16 @@ /********************************************************************************************** * -* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API +* rlgl v6.0 - A multi-OpenGL abstraction layer with an immediate-mode style API * * DESCRIPTION: -* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) +* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0) * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) * * ADDITIONAL NOTES: -* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are +* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffers are * initialized on rlglInit() to accumulate vertex data * -* When an internal state change is required all the stored vertex data is renderer in batch, +* When an internal state change is required all the stored vertex data is rendered in a batch, * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch * * Some resources are also loaded for convenience, here the complete list: @@ -21,6 +21,7 @@ * Internal buffer (and resources) must be manually unloaded calling rlglClose() * * CONFIGURATION: +* #define GRAPHICS_API_OPENGL_SOFTWARE * #define GRAPHICS_API_OPENGL_11 * #define GRAPHICS_API_OPENGL_21 * #define GRAPHICS_API_OPENGL_33 @@ -28,7 +29,7 @@ * #define GRAPHICS_API_OPENGL_ES2 * #define GRAPHICS_API_OPENGL_ES3 * Use selected OpenGL graphics backend, should be supported by platform -* Those preprocessor defines are only used on rlgl module, if OpenGL version is +* Those preprocessor defines are only used on the rlgl module, if OpenGL version is * required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION @@ -36,28 +37,24 @@ * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation * -* #define RLGL_RENDER_TEXTURES_HINT -* Enable framebuffer objects (fbo) support (enabled by default) -* Some GPUs could not support them despite the OpenGL version -* -* #define RLGL_SHOW_GL_DETAILS_INFO +* #if RLGL_SHOW_GL_DETAILS_INFO * Show OpenGL extensions and capabilities detailed logs on init * -* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT +* #if RLGL_ENABLE_OPENGL_DEBUG_CONTEXT * Enable debug context (only available on OpenGL 4.3) * -* rlgl capabilities could be customized just defining some internal +* rlgl capabilities could be customized defining some internal * values before library inclusion (default values listed): * * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) -* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) +* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of texture units that can be activated on batch drawing (SetShaderValueTexture()) * * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported -* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance -* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance +* #define RL_CULL_DISTANCE_NEAR 0.05 // Default projection matrix near cull distance +* #define RL_CULL_DISTANCE_FAR 4000.0 // Default projection matrix far cull distance * * When loading a shader, the following vertex attributes and uniform * location names are tried to be set automatically: @@ -68,7 +65,7 @@ * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES * #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix @@ -76,7 +73,7 @@ * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) -* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // bone matrices * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) @@ -88,7 +85,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2026 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -110,17 +107,17 @@ #ifndef RLGL_H #define RLGL_H -#define RLGL_VERSION "5.0" +#define RLGL_VERSION "6.0" // Function specifiers in case library is build/used as a shared library // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) + #define RLAPI __declspec(dllexport) // Building the library as a Win32 shared library (.dll) #elif defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib) + #define RLAPI __attribute__((visibility("default"))) // Building the library as a Unix shared library (.so/.dylib) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) + #define RLAPI __declspec(dllimport) // Using the library as a Win32 shared library (.dll) #endif // Function specifiers definition @@ -131,7 +128,6 @@ // Support TRACELOG macros #ifndef TRACELOG #define TRACELOG(level, ...) (void)0 - #define TRACELOGD(...) (void)0 #endif // Allow custom memory allocators @@ -149,7 +145,8 @@ #endif // Security check in case no GRAPHICS_API_OPENGL_* defined -#if !defined(GRAPHICS_API_OPENGL_11) && \ +#if !defined(GRAPHICS_API_OPENGL_SOFTWARE) && \ + !defined(GRAPHICS_API_OPENGL_11) && \ !defined(GRAPHICS_API_OPENGL_21) && \ !defined(GRAPHICS_API_OPENGL_33) && \ !defined(GRAPHICS_API_OPENGL_43) && \ @@ -159,7 +156,7 @@ #endif // Security check in case multiple GRAPHICS_API_OPENGL_* defined -#if defined(GRAPHICS_API_OPENGL_11) +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_SOFTWARE) #if defined(GRAPHICS_API_OPENGL_21) #undef GRAPHICS_API_OPENGL_21 #endif @@ -174,6 +171,11 @@ #endif #endif +// Software implementation uses OpenGL 1.1 functionality +#if defined(GRAPHICS_API_OPENGL_SOFTWARE) + #define GRAPHICS_API_OPENGL_11 +#endif + // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality // WARNING: Specific parts are checked with #if defines #if defined(GRAPHICS_API_OPENGL_21) @@ -190,10 +192,6 @@ #define GRAPHICS_API_OPENGL_ES2 #endif -// Support framebuffer objects by default -// NOTE: Some driver implementation do not support it, despite they should -#define RLGL_RENDER_TEXTURES_HINT - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -206,9 +204,9 @@ #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 #endif #if defined(GRAPHICS_API_OPENGL_ES2) - // We reduce memory sizes for embedded systems (RPI and HTML5) + // Reducing memory sizes for embedded systems (RPI and HTML5) // NOTE: On HTML5 (emscripten) this is allocated on heap, - // by default it's only 16MB!...just take care... + // by default heap is only 16MB!...just take care... #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 #endif #endif @@ -234,10 +232,10 @@ // Projection matrix culling #ifndef RL_CULL_DISTANCE_NEAR - #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance + #define RL_CULL_DISTANCE_NEAR 0.05 // Default near cull distance #endif #ifndef RL_CULL_DISTANCE_FAR - #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance + #define RL_CULL_DISTANCE_FAR 4000.0 // Default far cull distance #endif // Texture parameters (equivalent to OpenGL defines) @@ -347,13 +345,14 @@ #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 #endif -#ifdef RL_SUPPORT_MESH_GPU_SKINNING -#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS - #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 #endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM 9 #endif //---------------------------------------------------------------------------------- @@ -397,7 +396,7 @@ // Draw call type // NOTE: Only texture changes register a new draw, other state-change-related elements are not -// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any +// used at this moment (vaoId, shaderId, matrices), raylib forces a batch draw call if any // of those state-change happens (this is done in core module) typedef struct rlDrawCall { int mode; // Drawing mode: LINES, TRIANGLES, QUADS @@ -424,7 +423,8 @@ // OpenGL version typedef enum { - RL_OPENGL_11 = 1, // OpenGL 1.1 + RL_OPENGL_SOFTWARE = 0, // Software rendering + RL_OPENGL_11, // OpenGL 1.1 RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) @@ -478,7 +478,7 @@ // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { - RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation + RL_TEXTURE_FILTER_POINT = 0, // No filter, pixel approximation RL_TEXTURE_FILTER_BILINEAR, // Linear filtering RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x @@ -641,10 +641,8 @@ RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index -#if defined(GRAPHICS_API_OPENGL_11) RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer -#endif // Textures state RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot @@ -681,9 +679,12 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test +RLAPI void rlEnablePointMode(void); // Enable point mode +RLAPI void rlDisablePointMode(void); // Disable point mode +RLAPI void rlSetPointSize(float size); // Set the point drawing size +RLAPI float rlGetPointSize(void); // Get the point drawing size RLAPI void rlEnableWireMode(void); // Enable wire mode -RLAPI void rlEnablePointMode(void); // Enable point mode -RLAPI void rlDisableWireMode(void); // Disable wire (and point) mode +RLAPI void rlDisableWireMode(void); // Disable wire mode RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI float rlGetLineWidth(void); // Get the line drawing width RLAPI void rlEnableSmoothLines(void); // Enable line aliasing @@ -706,6 +707,7 @@ RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures) RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required) +RLAPI void *rlGetProcAddress(const char *procName); // Get OpenGL procedure address RLAPI int rlGetVersion(void); // Get current OpenGL version RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width @@ -760,17 +762,22 @@ // Framebuffer management (fbo) RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer -RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer +RLAPI void rlFramebufferAttach(unsigned int id, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU +// WARNING: Copy and resize framebuffer functionality only defined for software backend +RLAPI void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels); // Copy framebuffer pixel data to internal buffer +RLAPI void rlResizeFramebuffer(int width, int height); // Resize internal framebuffer // Shaders management -RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings -RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) -RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program +RLAPI unsigned int rlLoadShader(const char *code, int type); // Load (compile) shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) +RLAPI unsigned int rlLoadShaderProgram(const char *vsCode, const char *fsCode); // Load shader from code strings +RLAPI unsigned int rlLoadShaderProgramEx(unsigned int vsId, unsigned int fsId); // Load shader program, using already loaded shader ids +RLAPI unsigned int rlLoadShaderProgramCompute(unsigned int csId); // Load compute shader program +RLAPI void rlUnloadShader(unsigned int id); // Unload shader, loaded with rlLoadShader() RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program -RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform -RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute +RLAPI int rlGetLocationUniform(unsigned int id, const char *uniformName); // Get shader location uniform, requires shader program id +RLAPI int rlGetLocationAttrib(unsigned int id, const char *attribName); // Get shader location attribute, requires shader program id RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices @@ -778,7 +785,6 @@ RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) // Compute shader management -RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) @@ -829,24 +835,33 @@ #endif #if defined(GRAPHICS_API_OPENGL_11) - #if defined(__APPLE__) - #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX - #include <OpenGL/glext.h> // OpenGL extensions library + #if defined(GRAPHICS_API_OPENGL_SOFTWARE) + #define RLSW_IMPLEMENTATION + #define SW_MALLOC(sz) RL_MALLOC(sz) + #define SW_CALLOC(n,sz) RL_CALLOC(n, sz) + #define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz) + #define SW_FREE(ptr) RL_FREE(ptr) + #include "external/rlsw.h" // OpenGL 1.1 software implementation #else - // APIENTRY for OpenGL function pointer declarations is required - #if !defined(APIENTRY) - #if defined(_WIN32) - #define APIENTRY __stdcall - #else - #define APIENTRY + #if defined(__APPLE__) + #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX + #include <OpenGL/glext.h> // OpenGL extensions library + #else + // APIENTRY for OpenGL function pointer declarations is required + #if !defined(APIENTRY) + #if defined(_WIN32) + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif #endif + // WINGDIAPI definition. Some Windows OpenGL headers need it + #if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #endif + + #include <GL/gl.h> // OpenGL 1.1 library #endif - // WINGDIAPI definition. Some Windows OpenGL headers need it - #if !defined(WINGDIAPI) && defined(_WIN32) - #define WINGDIAPI __declspec(dllimport) - #endif - - #include <GL/gl.h> // OpenGL 1.1 library #endif #endif @@ -865,6 +880,7 @@ #elif defined(GRAPHICS_API_OPENGL_ES2) // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 + // TODO: OpenGL ES 2.0 support shouldn't be platform-dependent, neither require GLAD #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) #define GLAD_GLES2_IMPLEMENTATION #include "external/glad_gles2.h" @@ -877,6 +893,7 @@ // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi // provided headers (despite being defined in official Khronos GLES2 headers) + // TODO: Avoid raylib platform-dependent code on rlgl, it should be a completely portable library #if defined(PLATFORM_DRM) typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); @@ -884,7 +901,7 @@ #endif #endif -#include <stdlib.h> // Required for: malloc(), free() +#include <stdlib.h> // Required for: calloc(), free() #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log() @@ -975,28 +992,32 @@ // Default shader vertex attribute names to set location points #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION - #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION + #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL - #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL + #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR - #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR + #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 - #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 -#endif -#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS - #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES + #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES "vertexBoneIndices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS - #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS + #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS +#endif + +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM + #define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP @@ -1017,9 +1038,6 @@ #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) #endif -#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES - #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices -#endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) #endif @@ -1029,15 +1047,23 @@ #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) #endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES + #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // bone matrices (required for GPU skinning) +#endif //---------------------------------------------------------------------------------- -// Types and Structures Definition +// Module Types and Structures Definition //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + +typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) + typedef struct rlglData { rlRenderBatch *currentBatch; // Current render batch rlRenderBatch defaultBatch; // Default internal render batch + rlglLoadProc loader; // OpenGL function loader + struct { int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) @@ -1053,6 +1079,7 @@ Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop int stackCounter; // Matrix stack counter + unsigned int currentTextureId; // Current texture id to be used on glBegin unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) @@ -1107,55 +1134,56 @@ } ExtSupported; // Extensions supported flags } rlglData; -typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- +static bool isGpuReady = false; static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR; static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static rlglData RLGL = { 0 }; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#endif #if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3) +// VAO functions entry points // NOTE: VAO functionality is exposed through extensions (OES) static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; -// NOTE: Instancing functionality could also be available through extension +// Instancing functionality entry points +// NOTE: Instancing functionality could be available through extensions static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; #endif //---------------------------------------------------------------------------------- -// Module specific Functions Declaration +// Module Functions Declaration //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static void rlLoadShaderDefault(void); // Load default shader static void rlUnloadShaderDefault(void); // Unload default shader -#if defined(RLGL_SHOW_GL_DETAILS_INFO) +#if RLGL_SHOW_GL_DETAILS_INFO static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name -#endif // RLGL_SHOW_GL_DETAILS_INFO -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#endif +#endif static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) +static Matrix rlMatrixIdentity(void); // Get identity matrix +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Auxiliar matrix math functions -typedef struct rl_float16 { - float v[16]; -} rl_float16; +typedef struct rl_float16 { float v[16]; } rl_float16; static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data #define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix -static Matrix rlMatrixIdentity(void); // Get identity matrix static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix +#endif //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations @@ -1219,7 +1247,7 @@ RLGL.State.stackCounter++; } -// Pop lattest inserted matrix from RLGL.State.stack +// Pop latest inserted matrix from RLGL.State.stack void rlPopMatrix(void) { if (RLGL.State.stackCounter > 0) @@ -1245,14 +1273,14 @@ // Multiply the current matrix by a translation matrix void rlTranslatef(float x, float y, float z) { - Matrix matTranslation = { - 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - // NOTE: We transpose matrix with multiplication order + Matrix matTranslation = rlMatrixIdentity(); + + // Set translation component of matrix + matTranslation.m12 = x; + matTranslation.m13 = y; + matTranslation.m14 = z; + + // NOTE: Transposing matrix by multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); } @@ -1297,21 +1325,21 @@ matRotation.m14 = 0.0f; matRotation.m15 = 1.0f; - // NOTE: We transpose matrix with multiplication order + // NOTE: Transposing matrix by multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); } // Multiply the current matrix by a scaling matrix void rlScalef(float x, float y, float z) { - Matrix matScale = { - x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - // NOTE: We transpose matrix with multiplication order + Matrix matScale = rlMatrixIdentity(); + + // Set scale component of matrix + matScale.m0 = x; + matScale.m5 = y; + matScale.m10 = z; + + // NOTE: Transposing matrix by multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); } @@ -1319,6 +1347,7 @@ void rlMultMatrixf(const float *matf) { // Matrix creation from array + // Conversion from column-major to row-major memory order Matrix mat = { matf[0], matf[4], matf[8], matf[12], matf[1], matf[5], matf[9], matf[13], matf[2], matf[6], matf[10], matf[14], @@ -1363,7 +1392,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) { // NOTE: If left-right and top-botton values are equal it could create a division by zero, - // response to it is platform/compiler dependant + // response to it is platform/compiler dependent Matrix matOrtho = { 0 }; float rl = (float)(right - left); @@ -1392,7 +1421,6 @@ #endif // Set the viewport area (transformation from normalized device coordinates to window coordinates) -// NOTE: We store current viewport dimensions void rlViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); @@ -1473,15 +1501,15 @@ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.currentTextureId; + RLGL.State.currentTextureId = RLGL.State.defaultTextureId; } } // Finish vertex providing void rlEnd(void) { - // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, + // NOTE: Depth increment is dependent on rlOrtho(): z-near and z-far values, // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) RLGL.currentBatch->currentDepth += (1.0f/20000.0f); @@ -1503,9 +1531,9 @@ tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; } - // WARNING: We can't break primitives when launching a new batch + // WARNING: Be careful with primitives breaking when launching a new batch! // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices - // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 + // Checking current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) { if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && @@ -1513,7 +1541,7 @@ { // Reached the maximum number of vertices for RL_LINES drawing // Launch a draw call but keep current state for next vertices comming - // NOTE: We add +1 vertex to the check for security + // NOTE: Adding +1 vertex to the check for some safety rlCheckRenderBatchLimit(2 + 1); } else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && @@ -1585,6 +1613,11 @@ normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z; normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z; } + + // NOTE: Default behavior assumes the normal vector is in the correct space for what the shader expects, + // it could be not normalized to 0.0f..1.0f, magnitud can be useed for some effects + /* + // WARNING: Vector normalization if required float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz); if (length != 0.0f) { @@ -1593,6 +1626,7 @@ normaly *= ilength; normalz *= ilength; } + */ RLGL.State.normalx = normalx; RLGL.State.normaly = normaly; RLGL.State.normalz = normalz; @@ -1633,12 +1667,13 @@ #if defined(GRAPHICS_API_OPENGL_11) rlDisableTexture(); #else - // NOTE: If quads batch limit is reached, we force a draw call and next batch starts + // NOTE: If quads batch limit is reached, force a draw call and next batch starts if (RLGL.State.vertexCounter >= RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) { rlDrawRenderBatch(RLGL.currentBatch); } + RLGL.State.currentTextureId = RLGL.State.defaultTextureId; #endif } else @@ -1646,6 +1681,7 @@ #if defined(GRAPHICS_API_OPENGL_11) rlEnableTexture(id); #else + RLGL.State.currentTextureId = id; if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id) { if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) @@ -1664,6 +1700,9 @@ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; RLGL.currentBatch->drawCounter++; + + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 2].mode; + } } @@ -1723,11 +1762,6 @@ { glBindTexture(GL_TEXTURE_2D, id); -#if !defined(GRAPHICS_API_OPENGL_11) - // Reset anisotropy filter, in case it was set - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); -#endif - switch (param) { case RL_TEXTURE_WRAP_S: @@ -1741,13 +1775,15 @@ #endif } else glTexParameteri(GL_TEXTURE_2D, param, value); - } break; case RL_TEXTURE_MAG_FILTER: case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; case RL_TEXTURE_FILTER_ANISOTROPIC: { #if !defined(GRAPHICS_API_OPENGL_11) + // Reset anisotropy filter, in case it was set + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); + if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) { @@ -1786,7 +1822,6 @@ else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)"); } else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); - } break; case RL_TEXTURE_MAG_FILTER: case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break; @@ -1829,7 +1864,7 @@ // Enable rendering to texture (fbo) void rlEnableFramebuffer(unsigned int id) { -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) glBindFramebuffer(GL_FRAMEBUFFER, id); #endif } @@ -1838,7 +1873,7 @@ unsigned int rlGetActiveFramebuffer(void) { GLint fboId = 0; -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId); #endif return fboId; @@ -1847,7 +1882,7 @@ // Disable rendering to texture void rlDisableFramebuffer(void) { -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif } @@ -1855,7 +1890,7 @@ // Blit active framebuffer to main framebuffer void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) { -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST); #endif } @@ -1863,7 +1898,7 @@ // Bind framebuffer object (fbo) void rlBindFramebuffer(unsigned int target, unsigned int framebuffer) { -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) glBindFramebuffer(target, framebuffer); #endif } @@ -1872,28 +1907,18 @@ // NOTE: One color buffer is always active by default void rlActiveDrawBuffers(int count) { -#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)) - // NOTE: Maximum number of draw buffers supported is implementation dependant, +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) + // NOTE: Maximum number of draw buffers supported is implementation dependent, // it can be queried with glGet*() but it must be at least 8 //GLint maxDrawBuffers = 0; //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); if (count > 0) { - if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8"); + if (count > 8) TRACELOG(RL_LOG_WARNING, "GL: Max color buffers limited to 8"); else { unsigned int buffers[8] = { -#if defined(GRAPHICS_API_OPENGL_ES3) - GL_COLOR_ATTACHMENT0_EXT, - GL_COLOR_ATTACHMENT1_EXT, - GL_COLOR_ATTACHMENT2_EXT, - GL_COLOR_ATTACHMENT3_EXT, - GL_COLOR_ATTACHMENT4_EXT, - GL_COLOR_ATTACHMENT5_EXT, - GL_COLOR_ATTACHMENT6_EXT, - GL_COLOR_ATTACHMENT7_EXT, -#else GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, @@ -1902,17 +1927,12 @@ GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, -#endif }; -#if defined(GRAPHICS_API_OPENGL_ES3) - glDrawBuffersEXT(count, buffers); -#else glDrawBuffers(count, buffers); -#endif } } - else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); + else TRACELOG(RL_LOG_WARNING, "GL: One color buffer active by default"); #endif } @@ -1976,6 +1996,15 @@ #endif } +// Disable wire mode +void rlDisableWireMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + // Enable point mode void rlEnablePointMode(void) { @@ -1986,8 +2015,8 @@ #endif } -// Disable wire mode -void rlDisableWireMode(void) +// Disable point mode +void rlDisablePointMode(void) { #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) // NOTE: glPolygonMode() not available on OpenGL ES @@ -2006,6 +2035,25 @@ return width; } +// Set the point drawing size +void rlSetPointSize(float size) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glPointSize(size); +#endif +} + +// Get the point drawing size +float rlGetPointSize(void) +{ + float size = 1; +#if defined(GRAPHICS_API_OPENGL_11) + glGetFloatv(GL_POINT_SIZE, &size); +#endif + return size; + +} + // Enable line aliasing void rlEnableSmoothLines(void) { @@ -2111,14 +2159,12 @@ { // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); - } break; case RL_BLEND_CUSTOM_SEPARATE: { // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha); glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha); - } break; default: break; } @@ -2172,7 +2218,7 @@ //---------------------------------------------------------------------------------- // Module Functions Definition - OpenGL Debug //---------------------------------------------------------------------------------- -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) +#if defined(GRAPHICS_API_OPENGL_43) && RLGL_ENABLE_OPENGL_DEBUG_CONTEXT static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) { // Ignore non-significant error/warning codes (NVidia drivers) @@ -2222,10 +2268,10 @@ default: break; } - TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message); - TRACELOG(LOG_WARNING, " > Type: %s", msgType); - TRACELOG(LOG_WARNING, " > Source = %s", msgSource); - TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity); + TRACELOG(RL_LOG_WARNING, "GL: OpenGL debug message: %s", message); + TRACELOG(RL_LOG_WARNING, " > Type: %s", msgType); + TRACELOG(RL_LOG_WARNING, " > Source = %s", msgSource); + TRACELOG(RL_LOG_WARNING, " > Severity = %s", msgSeverity); } #endif @@ -2236,8 +2282,10 @@ // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states void rlglInit(int width, int height) { - // Enable OpenGL debug context if required -#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) + isGpuReady = true; + + // Enable OpenGL debug context if requested (and supported) +#if defined(GRAPHICS_API_OPENGL_43) && RLGL_ENABLE_OPENGL_DEBUG_CONTEXT if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) { glDebugMessageCallback(rlDebugMessageCallback, 0); @@ -2255,6 +2303,7 @@ // Init default white texture unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); + RLGL.State.currentTextureId = RLGL.State.defaultTextureId; if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture"); @@ -2280,7 +2329,17 @@ RLGL.State.projection = rlMatrixIdentity(); RLGL.State.modelview = rlMatrixIdentity(); RLGL.State.currentMatrix = &RLGL.State.modelview; -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +#if defined(GRAPHICS_API_OPENGL_SOFTWARE) + // Initialize software renderer backend + int result = swInit(width, height); + if (result == 0) + { + TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!"); + exit(-1); + } +#endif // Initialize OpenGL default states //---------------------------------------------------------- @@ -2298,30 +2357,28 @@ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) glEnable(GL_CULL_FACE); // Enable backface culling - // Init state: Cubemap seamless -#if defined(GRAPHICS_API_OPENGL_33) - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) -#endif - #if defined(GRAPHICS_API_OPENGL_11) // Init state: Color hints (deprecated in OpenGL 3.0+) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) #endif - +#if defined(GRAPHICS_API_OPENGL_33) + // Init state: Cubemap seamless + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) +#endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Store screen size into global variables RLGL.State.framebufferWidth = width; RLGL.State.framebufferHeight = height; - - TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully"); - //---------------------------------------------------------- #endif // Init state: Color/Depth buffers clear glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) glClearDepth(1.0f); // Set clear depth value (default) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) + + TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully"); + //---------------------------------------------------------- } // Vertex Buffer Object deinitialization (memory free) @@ -2330,11 +2387,16 @@ #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) rlUnloadRenderBatch(RLGL.defaultBatch); - rlUnloadShaderDefault(); // Unload default shader + rlUnloadShaderDefault(); // Unload default shader glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); #endif + +#if defined(GRAPHICS_API_OPENGL_SOFTWARE) + swClose(); // Unload sofware renderer resources +#endif + isGpuReady = false; } // Load OpenGL extensions @@ -2351,7 +2413,7 @@ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); -#if defined(RLGL_SHOW_GL_DETAILS_INFO) +#if RLGL_SHOW_GL_DETAILS_INFO // Get supported extensions list // WARNING: glGetStringi() not available on OpenGL 2.1 TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); @@ -2393,7 +2455,7 @@ RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object; #endif -#endif // GRAPHICS_API_OPENGL_33 +#endif // GRAPHICS_API_OPENGL_33 #if defined(GRAPHICS_API_OPENGL_ES3) // Register supported extensions flags @@ -2428,16 +2490,16 @@ // Get supported extensions list GLint numExt = 0; - const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB) + const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB) const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string - // NOTE: We have to duplicate string because glGetString() returns a const string - int size = strlen(extensions) + 1; // Get extensions string size in bytes - char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char)); - strcpy(extensionsDup, extensions); + // NOTE: String duplication rquired because glGetString() returns a const string + int extensionsLength = (int)strlen(extensions); // Get extensions string size in bytes + char *extensionsDup = (char *)RL_CALLOC(extensionsLength + 1, sizeof(char)); // Allocate space for copy with additional EOL byte + strncpy(extensionsDup, extensions, extensionsLength); extList[numExt] = extensionsDup; - for (int i = 0; i < size; i++) + for (int i = 0; i < extensionsLength; i++) { if (extensionsDup[i] == ' ') { @@ -2449,7 +2511,7 @@ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); -#if defined(RLGL_SHOW_GL_DETAILS_INFO) +#if RLGL_SHOW_GL_DETAILS_INFO TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]); #endif @@ -2472,7 +2534,7 @@ } // Check instanced rendering support - if (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays + if (strstr(extList[i], (const char *)"instanced_arrays") != NULL) // Broad check for instanced_arrays { // Specific check if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE @@ -2505,7 +2567,7 @@ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); } - else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0) + else if (strcmp(extList[i], (const char *)"GL_NV_draw_instanced") == 0) { glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); @@ -2525,11 +2587,11 @@ // Check depth texture support if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true; - if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format + if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true; - if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL - if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL + if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL + if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL // Check texture compression support: DXT if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || @@ -2559,7 +2621,7 @@ // Free extensions pointers RL_FREE(extList); RL_FREE(extensionsDup); // Duplicated string must be deallocated -#endif // GRAPHICS_API_OPENGL_ES2 +#endif // GRAPHICS_API_OPENGL_ES2 // Check OpenGL information and capabilities //------------------------------------------------------------------------------ @@ -2571,13 +2633,15 @@ TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.loader = (rlglLoadProc)loader; + // NOTE: Anisotropy levels capability is an extension #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel); -#if defined(RLGL_SHOW_GL_DETAILS_INFO) +#if RLGL_SHOW_GL_DETAILS_INFO // Show some OpenGL GPU capabilities TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:"); GLint capability = 0; @@ -2608,8 +2672,9 @@ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); -#endif // GRAPHICS_API_OPENGL_43 -#else // RLGL_SHOW_GL_DETAILS_INFO +#endif + +#else // !RLGL_SHOW_GL_DETAILS_INFO // Show some basic info about GL supported features if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully"); @@ -2623,16 +2688,29 @@ if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported"); if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported"); if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported"); -#endif // RLGL_SHOW_GL_DETAILS_INFO - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#endif + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +} + +// Get OpenGL procedure address +void *rlGetProcAddress(const char *procName) +{ + void *func = NULL; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + func = RLGL.loader(procName); +#endif + return func; } // Get current OpenGL version int rlGetVersion(void) { int glVersion = 0; -#if defined(GRAPHICS_API_OPENGL_11) + +#if defined(GRAPHICS_API_OPENGL_SOFTWARE) + glVersion = RL_OPENGL_SOFTWARE; +#elif defined(GRAPHICS_API_OPENGL_11) glVersion = RL_OPENGL_11; #endif #if defined(GRAPHICS_API_OPENGL_21) @@ -2724,25 +2802,26 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) { rlRenderBatch batch = { 0 }; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return batch; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- - batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer)); + batch.vertexBuffer = (rlVertexBuffer *)RL_CALLOC(numBuffers, sizeof(rlVertexBuffer)); for (int i = 0; i < numBuffers; i++) { batch.vertexBuffer[i].elementCount = bufferElements; - batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad - batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad - batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad - batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad + batch.vertexBuffer[i].vertices = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].texcoords = (float *)RL_CALLOC(bufferElements*2*4, sizeof(float)); // 2 float by texcoord, 4 texcoord by quad + batch.vertexBuffer[i].normals = (float *)RL_CALLOC(bufferElements*3*4, sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].colors = (unsigned char *)RL_CALLOC(bufferElements*4*4, sizeof(unsigned char)); // 4 float by color, 4 colors by quad #if defined(GRAPHICS_API_OPENGL_33) - batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) + batch.vertexBuffer[i].indices = (unsigned int *)RL_CALLOC(bufferElements*6, sizeof(unsigned int)); // 6 int by quad (indices) #endif #if defined(GRAPHICS_API_OPENGL_ES2) - batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) + batch.vertexBuffer[i].indices = (unsigned short *)RL_CALLOC(bufferElements*6, sizeof(unsigned short)); // 6 int by quad (indices) #endif for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; @@ -2830,7 +2909,7 @@ // Init draw calls tracking system //-------------------------------------------------------------------------------------------- - batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall)); + batch.draws = (rlDrawCall *)RL_CALLOC(RL_DEFAULT_BATCH_DRAWCALLS, sizeof(rlDrawCall)); for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) { @@ -2846,7 +2925,7 @@ batch.bufferCount = numBuffers; // Record buffer count batch.drawCounter = 1; // Reset draws counter - batch.currentDepth = -1.0f; // Reset depth value + batch.currentDepth = -1.0f; // Reset depth value //-------------------------------------------------------------------------------------------- #endif @@ -2900,19 +2979,21 @@ } // Draw render batch -// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) +// NOTE: Batch is reseted and current buffer is updated (for multi-buffer config) void rlDrawRenderBatch(rlRenderBatch *batch) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Update batch vertex buffers //------------------------------------------------------------------------------------------------------------ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) - // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?) if (RLGL.State.vertexCounter > 0) { // Activate elements VAO if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); + // TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU, + // a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it? + // Vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); @@ -2935,18 +3016,17 @@ // NOTE: glMapBuffer() causes sync issue // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job - // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer() - // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new + // To avoid waiting (idle), glBufferData() can bee called first with NULL pointer before glMapBuffer() + // Doing that, the previous data in PBO will be discarded and glMapBuffer() returns a new // allocated pointer immediately even if GPU is still working with the previous data // Another option: map the buffer object into client's memory - // Probably this code could be moved somewhere else... - // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // if (batch->vertexBuffer[batch->currentBuffer].vertices) - // { - // Update vertex data - // } - // glUnmapBuffer(GL_ARRAY_BUFFER); + //batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + //if (batch->vertexBuffer[batch->currentBuffer].vertices) + //{ + // Update vertex data + //} + //glUnmapBuffer(GL_ARRAY_BUFFER); // Unbind the current VAO if (RLGL.ExtSupported.vao) glBindVertexArray(0); @@ -3054,14 +3134,14 @@ for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) { - // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default + // Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); else { #if defined(GRAPHICS_API_OPENGL_33) - // We need to define the number of indices to be processed: elementCount*6 + // The number of indices to be processed needs to be defined: elementCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); @@ -3162,7 +3242,7 @@ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside - // Restore state of last batch so we can continue adding vertices + // Restore state of last batch so new vertices can be added RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; } @@ -3177,6 +3257,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount) { unsigned int id = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding @@ -3184,6 +3265,7 @@ #if defined(GRAPHICS_API_OPENGL_11) if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) { + // TODO: Support texture data decompression TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); return id; } @@ -3219,7 +3301,7 @@ return id; } #endif -#endif // GRAPHICS_API_OPENGL_11 +#endif // GRAPHICS_API_OPENGL_11 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); @@ -3230,6 +3312,7 @@ int mipWidth = width; int mipHeight = height; int mipOffset = 0; // Mipmap data offset, only used for tracelog + (void)mipOffset; // Used to avoid gcc warnings about unused variable // NOTE: Added pointer math separately from function to avoid UBSAN complaining unsigned char *dataPtr = NULL; @@ -3243,7 +3326,7 @@ unsigned int glInternalFormat, glFormat, glType; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); - TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); + TRACELOG(RL_LOG_DEBUG, "TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); if (glInternalFormat != 0) { @@ -3272,8 +3355,8 @@ mipWidth /= 2; mipHeight /= 2; - mipOffset += mipSize; // Increment offset position to next mipmap - if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap + mipOffset += mipSize; // Increment offset position to next mipmap + if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap // Security check for NPOT textures if (mipWidth < 1) mipWidth = 1; @@ -3281,7 +3364,7 @@ } // Texture parameters configuration - // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used + // NOTE: glTexParameteri does NOT affect texture uploading #if defined(GRAPHICS_API_OPENGL_ES2) // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used if (RLGL.ExtSupported.texNPOT) @@ -3307,13 +3390,22 @@ #if defined(GRAPHICS_API_OPENGL_33) if (mipmapCount > 1) { - // Activate Trilinear filtering if mipmaps are available + // Activate trilinear filtering if mipmaps are available glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + + // Define the maximum number of mipmap levels to be used, 0 is base texture size + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount - 1); + + // Check if the loaded texture with mipmaps is complete, + // uncomplete textures will draw in black if mipmap filtering is required + //GLint complete = 0; + //glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_IMMUTABLE_FORMAT, &complete); } #endif - // At this point we have the texture loaded in GPU and texture parameters configured + // At this point texture is loaded in GPU and texture parameters configured // NOTE: If mipmaps were not in data, they are not generated automatically @@ -3331,16 +3423,17 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) { unsigned int id = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // In case depth textures not supported, we force renderbuffer usage + // In case depth textures were not supported, force renderbuffer usage if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; - // NOTE: We let the implementation to choose the best bit-depth + // NOTE: Letting the implementation to choose the best bit-depth // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F unsigned int glInternalFormat = GL_DEPTH_COMPONENT; -#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3)) +#if defined(GRAPHICS_API_OPENGL_ES2) // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer) @@ -3350,6 +3443,13 @@ else glInternalFormat = GL_DEPTH_COMPONENT16; } #endif +#if defined(GRAPHICS_API_OPENGL_ES3) + // NOTE: This sized internal format should also work for WebGL 2.0 + // WARNING: Specification only allows GL_DEPTH_COMPONENT32F for GL_FLOAT type + // REF: https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml + if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24; + else glInternalFormat = GL_DEPTH_COMPONENT16; +#endif if (!useRenderBuffer && RLGL.ExtSupported.texDepth) { @@ -3378,6 +3478,13 @@ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); } +#elif defined(GRAPHICS_API_OPENGL_SOFTWARE) + // NOTE: Renderbuffers are the same type of object as textures in rlsw + // WARNING: Ensure that the depth format is the one specified at rlsw compilation + glGenRenderbuffers(1, &id); + glBindRenderbuffer(GL_RENDERBUFFER, id); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height); + glBindRenderbuffer(GL_RENDERBUFFER, 0); #endif return id; @@ -3389,6 +3496,7 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount) { unsigned int id = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) int mipSize = size; @@ -3417,9 +3525,9 @@ { if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) { - if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || + if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) || - (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL); } @@ -3481,7 +3589,7 @@ } // Update already loaded texture in GPU with new data -// NOTE: We don't know safely if internal texture format is the expected one... +// WARNING: Not possible to know safely if internal texture format is the expected one... void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) { glBindTexture(GL_TEXTURE_2D, id); @@ -3579,6 +3687,8 @@ // NOTE: Only supports GPU mipmap generation void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps) { + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return; } + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindTexture(GL_TEXTURE_2D, id); @@ -3615,7 +3725,7 @@ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) glBindTexture(GL_TEXTURE_2D, id); - // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) + // NOTE: Using texture id, some texture info can be retrieved (but not on OpenGL ES 2.0) // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE //int width, height, format; //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); @@ -3634,7 +3744,7 @@ if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) { - pixels = RL_MALLOC(size); + pixels = RL_CALLOC(size, 1); glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); } else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); @@ -3648,7 +3758,7 @@ // Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - // We are using Option 1, just need to care for texture format on retrieval + // Using Option 1, care for texture format on retrieval // NOTE: This behaviour could be conditioned by graphic driver... unsigned int fboId = rlLoadFramebuffer(); @@ -3658,8 +3768,8 @@ // Attach our texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); - // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format - pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); + // Reading data as RGBA because FBO texture is configured as RGBA, despite binding another texture format + pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -3671,32 +3781,58 @@ return pixels; } +// Copy framebuffer pixel data to internal buffer +void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels) +{ +#if defined(GRAPHICS_API_OPENGL_SOFTWARE) + unsigned int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); // Get OpenGL texture format + swReadPixels(x, y, width, height, glFormat, glType, pixels); +#endif +} + +// Resize internal framebuffer +void rlResizeFramebuffer(int width, int height) +{ +#if defined(GRAPHICS_API_OPENGL_SOFTWARE) + swResize(width, height); +#endif +} + // Read screen pixel data (color buffer) unsigned char *rlReadScreenPixels(int width, int height) { - unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); - - // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer - // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); - - // Flip image vertically! - unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); - - for (int y = height - 1; y >= 0; y--) + unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); + + // NOTE: glReadPixels() returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer + // WARNING: Getting alpha channel! Be careful, it can be transparent if not cleared properly! + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData); + + // Flip image vertically + // NOTE: Alpha value has already been applied to RGB in framebuffer, not needed anymore + for (int y = height - 1; y >= height/2; y--) { - for (int x = 0; x < (width*4); x++) + for (int x = 0; x < (width*4); x += 4) { - imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line - - // Set alpha component value to 255 (no trasparent image retrieval) - // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! - if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; + unsigned int s = ((height - 1) - y)*width*4 + x; + unsigned int e = y*width*4 + x; + + unsigned char r = imgData[s]; + unsigned char g = imgData[s+1]; + unsigned char b = imgData[s+2]; + + imgData[s] = imgData[e]; + imgData[s+1] = imgData[e+1]; + imgData[s+2] = imgData[e+2]; + imgData[s+3] = 255; // Set alpha component value to 255 (no trasparent image retrieval) + + imgData[e] = r; + imgData[e+1] = g; + imgData[e+2] = b; + imgData[e+3] = 255; // Ditto } } - RL_FREE(screenData); - return imgData; // NOTE: image data should be freed } @@ -3707,21 +3843,22 @@ unsigned int rlLoadFramebuffer(void) { unsigned int fboId = 0; - -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glGenFramebuffers(1, &fboId); // Create the framebuffer object - glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return fboId; } + +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) + glGenFramebuffers(1, &fboId); // Create the framebuffer object + glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer #endif return fboId; } -// Attach color buffer texture to an fbo (unloads previous attachment) +// Attach color buffer texture to a framebuffer object (unloads previous attachment) // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture -void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel) +void rlFramebufferAttach(unsigned int id, unsigned int texId, int attachType, int texType, int mipLevel) { -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) - glBindFramebuffer(GL_FRAMEBUFFER, fboId); +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) + glBindFramebuffer(GL_FRAMEBUFFER, id); switch (attachType) { @@ -3737,19 +3874,16 @@ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel); else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId); else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel); - } break; case RL_ATTACHMENT_DEPTH: { if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId); - } break; case RL_ATTACHMENT_STENCIL: { if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId); - } break; default: break; } @@ -3763,7 +3897,7 @@ { bool result = false; -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) glBindFramebuffer(GL_FRAMEBUFFER, id); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -3794,15 +3928,15 @@ // NOTE: All attached textures/cubemaps/renderbuffers are also deleted void rlUnloadFramebuffer(unsigned int id) { -#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_SOFTWARE)) // Query depth attachment to automatically delete texture/renderbuffer - int depthType = 0, depthId = 0; + int depthType = 0; glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); - // TODO: Review warning retrieving object name in WebGL // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name - // https://registry.khronos.org/webgl/specs/latest/1.0/ + // REF: https://registry.khronos.org/webgl/specs/latest/1.0/ + int depthId = 0; glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); unsigned int depthIdU = (unsigned int)depthId; @@ -3825,6 +3959,7 @@ unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic) { unsigned int id = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glGenBuffers(1, &id); @@ -3839,6 +3974,7 @@ unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic) { unsigned int id = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glGenBuffers(1, &id); @@ -3959,7 +4095,7 @@ void rlDrawVertexArrayInstanced(int offset, int count, int instances) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); + glDrawArraysInstanced(GL_TRIANGLES, offset, count, instances); #endif } @@ -3975,10 +4111,10 @@ #endif } -#if defined(GRAPHICS_API_OPENGL_11) // Enable vertex state pointer void rlEnableStatePointer(int vertexAttribType, void *buffer) { +#if defined(GRAPHICS_API_OPENGL_11) if (buffer != NULL) glEnableClientState(vertexAttribType); switch (vertexAttribType) { @@ -3989,25 +4125,27 @@ //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors default: break; } +#endif } // Disable vertex state pointer void rlDisableStatePointer(int vertexAttribType) { +#if defined(GRAPHICS_API_OPENGL_11) glDisableClientState(vertexAttribType); +#endif } -#endif // Load vertex array object (VAO) unsigned int rlLoadVertexArray(void) { unsigned int vaoId = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return vaoId; } + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) - { - glGenVertexArrays(1, &vaoId); - } -#endif + if (RLGL.ExtSupported.vao) glGenVertexArrays(1, &vaoId); +#endif + return vaoId; } @@ -4057,11 +4195,77 @@ // Shaders management //----------------------------------------------------------------------------------------------- -// Load shader from code strings +// Load (compile) shader and return shader id +unsigned int rlLoadShader(const char *code, int type) +{ + unsigned int shaderId = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + shaderId = glCreateShader(type); + glShaderSource(shaderId, 1, &code, NULL); + + GLint success = 0; + glCompileShader(shaderId); + glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success); + + if (success == GL_FALSE) + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shaderId); break; + case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shaderId); break; + //case GL_GEOMETRY_SHADER: + #if defined(GRAPHICS_API_OPENGL_43) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shaderId); break; + #elif defined(GRAPHICS_API_OPENGL_33) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shaderId); break; + #endif + default: break; + } + + int maxLength = 0; + glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); + glGetShaderInfoLog(shaderId, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shaderId, log); + RL_FREE(log); + } + + // Unload object allocated by glCreateShader(), + // despite failing in the compilation process + glDeleteShader(shaderId); + shaderId = 0; + } + else + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shaderId); break; + case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shaderId); break; + //case GL_GEOMETRY_SHADER: + #if defined(GRAPHICS_API_OPENGL_43) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shaderId); break; + #elif defined(GRAPHICS_API_OPENGL_33) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shaderId); break; + #endif + default: break; + } + } +#endif + + return shaderId; +} + +// Load shader program from code strings // NOTE: If shader string is NULL, using default vertex/fragment shaders -unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) +unsigned int rlLoadShaderProgram(const char *vsCode, const char *fsCode) { - unsigned int id = 0; + unsigned int id = 0; // Shader program id + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) unsigned int vertexShaderId = 0; @@ -4069,23 +4273,23 @@ // Compile vertex shader (if provided) // NOTE: If not vertex shader is provided, use default one - if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); + if (vsCode != NULL) vertexShaderId = rlLoadShader(vsCode, GL_VERTEX_SHADER); else vertexShaderId = RLGL.State.defaultVShaderId; // Compile fragment shader (if provided) // NOTE: If not vertex shader is provided, use default one - if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); + if (fsCode != NULL) fragmentShaderId = rlLoadShader(fsCode, GL_FRAGMENT_SHADER); else fragmentShaderId = RLGL.State.defaultFShaderId; - // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id + // In case vertex and fragment shader are the default ones, no need to recompile, assign the default shader program id if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; else if ((vertexShaderId > 0) && (fragmentShaderId > 0)) { - // One of or both shader are new, we need to compile a new shader program - id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); - - // We can detach and delete vertex/fragment shaders (if not default ones) - // NOTE: We detach shader before deletion to make sure memory is freed + // One of or both shader are new, a new shader program needs to be compiled + id = rlLoadShaderProgramEx(vertexShaderId, fragmentShaderId); + + // Detaching and deleting vertex/fragment shaders (if not default ones) + // WARNING: Detach shader before deletion to make sure memory is freed if (vertexShaderId != RLGL.State.defaultVShaderId) { // WARNING: Shader program linkage could fail and returned id is 0 @@ -4099,10 +4303,10 @@ glDeleteShader(fragmentShaderId); } - // In case shader program loading failed, we assign default shader + // In case shader program loading failed, assign default shader if (id == 0) { - // In case shader loading fails, we return the default shader + // In case shader loading fails, reassigning default shader TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); id = RLGL.State.defaultShaderId; } @@ -4125,7 +4329,7 @@ glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); name[namelen] = 0; - TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); + TRACELOG(RL_LOG_DEBUG, "SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); } } */ @@ -4135,120 +4339,57 @@ return id; } -// Compile custom shader and return shader id -unsigned int rlCompileShader(const char *shaderCode, int type) +// Load shader program from already loaded shader ids +unsigned int rlLoadShaderProgramEx(unsigned int vsId, unsigned int fsId) { - unsigned int shader = 0; + unsigned int programId = 0; + if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return programId; } #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - shader = glCreateShader(type); - glShaderSource(shader, 1, &shaderCode, NULL); - GLint success = 0; - glCompileShader(shader); - glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + programId = glCreateProgram(); + + glAttachShader(programId, vsId); + glAttachShader(programId, fsId); + + // Default attribute shader locations must be bound before linking + // NOTE: There is no problem with binding a generic attribute index to an attribute variable name + // that is never used; if some attrib name is no found on the shader, it locations becomes -1 + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES); + glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); + + glLinkProgram(programId); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(programId, GL_LINK_STATUS, &success); if (success == GL_FALSE) { - switch (type) - { - case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; - case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; - //case GL_GEOMETRY_SHADER: - #if defined(GRAPHICS_API_OPENGL_43) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; - #elif defined(GRAPHICS_API_OPENGL_33) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break; - #endif - default: break; - } + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", programId); int maxLength = 0; - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &maxLength); if (maxLength > 0) { int length = 0; char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); - glGetShaderInfoLog(shader, maxLength, &length, log); - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); + glGetProgramInfoLog(programId, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", programId, log); RL_FREE(log); } - shader = 0; - } - else - { - switch (type) - { - case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; - case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; - //case GL_GEOMETRY_SHADER: - #if defined(GRAPHICS_API_OPENGL_43) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; - #elif defined(GRAPHICS_API_OPENGL_33) - case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break; - #endif - default: break; - } - } -#endif - - return shader; -} - -// Load custom shader strings and return program id -unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLint success = 0; - program = glCreateProgram(); - - glAttachShader(program, vShaderId); - glAttachShader(program, fShaderId); - - // NOTE: Default attribute shader locations must be Bound before linking - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); - -#ifdef RL_SUPPORT_MESH_GPU_SKINNING - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); - glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); -#endif - - // NOTE: If some attrib name is no found on the shader, it locations becomes -1 - - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); - - int maxLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); - glGetProgramInfoLog(program, maxLength, &length, log); - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - RL_FREE(log); - } - - glDeleteProgram(program); - - program = 0; + glDeleteProgram(programId); + + programId = 0; } else { @@ -4257,10 +4398,73 @@ //GLint binarySize = 0; //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", programId); } #endif - return program; + return programId; +} + +// Load compute shader program +unsigned int rlLoadShaderProgramCompute(unsigned int csId) +{ + unsigned int programId = 0; + +#if defined(GRAPHICS_API_OPENGL_43) + GLint success = 0; + programId = glCreateProgram(); + + glAttachShader(programId, csId); + + glLinkProgram(programId); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(programId, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", programId); + + int maxLength = 0; + glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); + glGetProgramInfoLog(programId, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", programId, log); + RL_FREE(log); + } + + glDeleteProgram(programId); + + programId = 0; + } + else + { + // Get the size of compiled shader program (not available on OpenGL ES 2.0) + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero + //GLint binarySize = 0; + //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", programId); + } +#else + TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not supported, enable GRAPHICS_API_OPENGL_43"); +#endif + + return programId; +} + +// Delete shader +void rlUnloadShader(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteShader(id); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader data from VRAM (GPU)", id); +#endif } // Unload shader program @@ -4274,11 +4478,12 @@ } // Get shader location uniform -int rlGetLocationUniform(unsigned int shaderId, const char *uniformName) +// NOTE: First parameter refers to shader program id +int rlGetLocationUniform(unsigned int id, const char *uniformName) { int location = -1; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetUniformLocation(shaderId, uniformName); + location = glGetUniformLocation(id, uniformName); //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); @@ -4287,11 +4492,12 @@ } // Get shader location attribute -int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) +// NOTE: First parameter refers to shader program id +int rlGetLocationAttrib(unsigned int id, const char *attribName) { int location = -1; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetAttribLocation(shaderId, attribName); + location = glGetAttribLocation(id, attribName); //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); @@ -4321,8 +4527,6 @@ #endif case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); - - // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv() } #endif } @@ -4346,13 +4550,7 @@ void rlSetUniformMatrix(int locIndex, Matrix mat) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - float matfloat[16] = { - mat.m0, mat.m1, mat.m2, mat.m3, - mat.m4, mat.m5, mat.m6, mat.m7, - mat.m8, mat.m9, mat.m10, mat.m11, - mat.m12, mat.m13, mat.m14, mat.m15 - }; - glUniformMatrix4fv(locIndex, 1, false, matfloat); + glUniformMatrix4fv(locIndex, 1, false, rlMatrixToFloat(mat)); #endif } @@ -4409,57 +4607,6 @@ #endif } -// Load compute shader program -unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_43) - GLint success = 0; - program = glCreateProgram(); - glAttachShader(program, shaderId); - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program); - - int maxLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) - { - int length = 0; - char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); - glGetProgramInfoLog(program, maxLength, &length, log); - TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); - RL_FREE(log); - } - - glDeleteProgram(program); - - program = 0; - } - else - { - // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero - //GLint binarySize = 0; - //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); - - TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); - } -#else - TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43"); -#endif - - return program; -} - // Dispatch compute shader (equivalent to *draw* for graphics pilepine) void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) { @@ -4494,7 +4641,6 @@ #else TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); #endif - } // Update SSBO buffer data @@ -4509,14 +4655,14 @@ // Get SSBO buffer size unsigned int rlGetShaderBufferSize(unsigned int id) { + unsigned int result = 0; #if defined(GRAPHICS_API_OPENGL_43) GLint64 size = 0; glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size); - return (size > 0)? (unsigned int)size : 0; -#else - return 0; -#endif + if (size > 0) result = (unsigned int)size; +#endif + return result; } // Read SSBO buffer data (GPU->CPU) @@ -4625,9 +4771,9 @@ Matrix mat = rlMatrixIdentity(); #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // TODO: Consider possible transform matrices in the RLGL.State.stack - // Is this the right order? or should we start with the first stored matrix instead of the last one? //Matrix matStackTransform = rlMatrixIdentity(); //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); + mat = RLGL.State.transform; #endif return mat; @@ -4840,7 +4986,7 @@ } //---------------------------------------------------------------------------------- -// Module specific Functions Definition +// Module Functions Definition //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Load default shader (just vertex positioning and texture coloring) @@ -4953,10 +5099,10 @@ // NOTE: Compiled vertex/fragment shaders are not deleted, // they are kept for re-use as default shaders in case some shader loading fails - RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader - RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader - - RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); + RLGL.State.defaultVShaderId = rlLoadShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader + RLGL.State.defaultFShaderId = rlLoadShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader + + RLGL.State.defaultShaderId = rlLoadShaderProgramEx(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); if (RLGL.State.defaultShaderId > 0) { @@ -4993,7 +5139,7 @@ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId); } -#if defined(RLGL_SHOW_GL_DETAILS_INFO) +#if RLGL_SHOW_GL_DETAILS_INFO // Get compressed format official GL identifier name static const char *rlGetCompressedFormatName(int format) { @@ -5067,9 +5213,9 @@ default: return "GL_COMPRESSED_UNKNOWN"; break; } } -#endif // RLGL_SHOW_GL_DETAILS_INFO - -#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +#endif + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 // Get pixel data size in bytes (image or texture) // NOTE: Size depends on pixel format @@ -5098,32 +5244,57 @@ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: - case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 8 bytes per each 4x4 block + { + int blockWidth = (width + 3)/4; + int blockHeight = (height + 3)/4; + dataSize = blockWidth*blockHeight*8; + } break; case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: - case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; - case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 16 bytes per each 4x4 block + { + int blockWidth = (width + 3)/4; + int blockHeight = (height + 3)/4; + dataSize = blockWidth*blockHeight*16; + } break; + case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 4 bytes per each 4x4 block + { + int blockWidth = (width + 3)/4; + int blockHeight = (height + 3)/4; + dataSize = blockWidth*blockHeight*4; + } break; default: break; } - double bytesPerPixel = (double)bpp/8.0; - dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes - - // Most compressed formats works on 4x4 blocks, - // if texture is smaller, minimum dataSize is 8 or 16 - if ((width < 4) && (height < 4)) + // Compute dataSize for uncompressed texture data (no blocks) + if ((format >= RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) && + (format <= RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) { - if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; - else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; + double bytesPerPixel = (double)bpp/8.0; + dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes } return dataSize; } // Auxiliar math functions - +//------------------------------------------------------------------------------- +// Get identity matrix +static Matrix rlMatrixIdentity(void) +{ + Matrix matIdentity = { 0 }; + matIdentity.m0 = 1.0f; + matIdentity.m5 = 1.0f; + matIdentity.m10 = 1.0f; + matIdentity.m15 = 1.0f; + + return matIdentity; +} +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Get float array of matrix data +// Explicit conversion to column-major memory layout static rl_float16 rlMatrixToFloatV(Matrix mat) { rl_float16 result = { 0 }; @@ -5148,19 +5319,6 @@ return result; } -// Get identity matrix -static Matrix rlMatrixIdentity(void) -{ - Matrix result = { - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }; - - return result; -} - // Get two matrix multiplication // NOTE: When multiplying matrices... the order matters! static Matrix rlMatrixMultiply(Matrix left, Matrix right) @@ -5258,5 +5416,6 @@ return result; } - -#endif // RLGL_IMPLEMENTATION +#endif + +#endif // RLGL_IMPLEMENTATION