Update C sources

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Milan Nikolic 2023-11-04 13:06:19 +01:00
parent 443f35cfac
commit 15fba7e9ac
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29 changed files with 31985 additions and 22038 deletions

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@ -2,82 +2,82 @@
*
* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some additional resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and additional resources) must be manually unloaded calling rlglClose().
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
* When loading a shader, the following vertex attribute and uniform
* location names are tried to be set automatically:
*
* When loading a shader, the following vertex attribute and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
*
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
@ -148,7 +148,8 @@
!defined(GRAPHICS_API_OPENGL_21) && \
!defined(GRAPHICS_API_OPENGL_33) && \
!defined(GRAPHICS_API_OPENGL_43) && \
!defined(GRAPHICS_API_OPENGL_ES2)
!defined(GRAPHICS_API_OPENGL_ES2) && \
!defined(GRAPHICS_API_OPENGL_ES3)
#define GRAPHICS_API_OPENGL_33
#endif
@ -179,6 +180,11 @@
#define GRAPHICS_API_OPENGL_33
#endif
// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
#if defined(GRAPHICS_API_OPENGL_ES3)
#define GRAPHICS_API_OPENGL_ES2
#endif
// Support framebuffer objects by default
// NOTE: Some driver implementation do not support it, despite they should
#define RLGL_RENDER_TEXTURES_HINT
@ -383,7 +389,8 @@ typedef enum {
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100)
RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
} rlGlVersion;
// Trace log level
@ -412,6 +419,9 @@ typedef enum {
RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
@ -506,28 +516,28 @@ typedef enum {
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
typedef enum {
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1
RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachment type: color 2
RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachment type: color 3
RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachment type: color 4
RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachment type: color 5
RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachment type: color 6
RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachment type: color 7
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
} rlFramebufferAttachType;
// Framebuffer texture attachment type
typedef enum {
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X, // Framebuffer texture attachment type: cubemap, -X side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y, // Framebuffer texture attachment type: cubemap, +Y side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y, // Framebuffer texture attachment type: cubemap, -Y side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z, // Framebuffer texture attachment type: cubemap, +Z side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z, // Framebuffer texture attachment type: cubemap, -Z side
RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
} rlFramebufferAttachTextureType;
// Face culling mode
@ -607,6 +617,7 @@ RLAPI void rlDisableShader(void); // Disable shader progra
RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
// General render state
RLAPI void rlEnableColorBlend(void); // Enable color blending
@ -622,7 +633,8 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test
RLAPI void rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnableWireMode(void); // Enable wire mode
RLAPI void rlDisableWireMode(void); // Disable wire mode
RLAPI void rlEnablePointMode(void); // Enable point mode
RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
RLAPI void rlSetLineWidth(float width); // Set the line drawing width
RLAPI float rlGetLineWidth(void); // Get the line drawing width
RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
@ -787,13 +799,17 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#define GLAD_FREE RL_FREE
#define GLAD_GL_IMPLEMENTATION
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_ES3)
#include <GLES3/gl3.h> // OpenGL ES 3.0 library
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
#if defined(PLATFORM_DESKTOP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#define GLAD_GLES2_IMPLEMENTATION
#include "external/glad_gles2.h"
#else
@ -805,7 +821,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
// provided headers (despite being defined in official Khronos GLES2 headers)
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#if defined(PLATFORM_DRM)
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
@ -887,8 +903,10 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#if !defined(GRAPHICS_API_OPENGL_ES3)
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
#endif
// Default shader vertex attribute names to set location points
@ -999,6 +1017,7 @@ typedef struct rlglData {
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
@ -1026,7 +1045,7 @@ typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions
static rlglData RLGL = { 0 };
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
// NOTE: VAO functionality is exposed through extensions (OES)
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
@ -1416,8 +1435,7 @@ void rlVertex3f(float x, float y, float z)
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
// TODO: Add current normal
// By default rlVertexBuffer type does not store normals
// WARNING: By default rlVertexBuffer struct does not store normals
// Add current color
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
@ -1702,11 +1720,19 @@ void rlDisableFramebuffer(void)
#endif
}
// Blit active framebuffer to main framebuffer
void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
#endif
}
// Activate multiple draw color buffers
// NOTE: One color buffer is always active by default
void rlActiveDrawBuffers(int count)
{
#if (defined(GRAPHICS_API_OPENGL_33) && defined(RLGL_RENDER_TEXTURES_HINT))
#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
// NOTE: Maximum number of draw buffers supported is implementation dependant,
// it can be queried with glGet*() but it must be at least 8
//GLint maxDrawBuffers = 0;
@ -1718,6 +1744,16 @@ void rlActiveDrawBuffers(int count)
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,
@ -1726,9 +1762,14 @@ void rlActiveDrawBuffers(int count)
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");
@ -1792,6 +1833,14 @@ void rlEnableWireMode(void)
#endif
}
void rlEnablePointMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: glPolygonMode() not available on OpenGL ES
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
// Disable wire mode
void rlDisableWireMode(void)
{
@ -2047,7 +2096,7 @@ void rlglInit(int width, int height)
if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
{
glDebugMessageCallback(rlDebugMessageCallback, 0);
// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
// Debug context options:
// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
@ -2168,6 +2217,7 @@ void rlLoadExtensions(void *loader)
RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
@ -2179,6 +2229,7 @@ void rlLoadExtensions(void *loader)
RLGL.ExtSupported.instancing = true;
RLGL.ExtSupported.texNPOT = true;
RLGL.ExtSupported.texFloat32 = true;
RLGL.ExtSupported.texFloat16 = true;
RLGL.ExtSupported.texDepth = true;
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = true;
@ -2196,11 +2247,35 @@ void rlLoadExtensions(void *loader)
#endif // GRAPHICS_API_OPENGL_33
#if defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_ES3)
// Register supported extensions flags
// OpenGL ES 3.0 extensions supported by default (or it should be)
RLGL.ExtSupported.vao = true;
RLGL.ExtSupported.instancing = true;
RLGL.ExtSupported.texNPOT = true;
RLGL.ExtSupported.texFloat32 = true;
RLGL.ExtSupported.texFloat16 = true;
RLGL.ExtSupported.texDepth = true;
RLGL.ExtSupported.texDepthWebGL = true;
RLGL.ExtSupported.maxDepthBits = 24;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
// TODO: Check for additional OpenGL ES 3.0 supported extensions:
//RLGL.ExtSupported.texCompDXT = true;
//RLGL.ExtSupported.texCompETC1 = true;
//RLGL.ExtSupported.texCompETC2 = true;
//RLGL.ExtSupported.texCompPVRT = true;
//RLGL.ExtSupported.texCompASTC = true;
//RLGL.ExtSupported.maxAnisotropyLevel = true;
//RLGL.ExtSupported.computeShader = true;
//RLGL.ExtSupported.ssbo = true;
#if defined(PLATFORM_DESKTOP)
#elif defined(GRAPHICS_API_OPENGL_ES2)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
// TODO: Support GLAD loader for OpenGL ES 3.0
if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES2.0 loaded successfully");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
#endif
// Get supported extensions list
@ -2276,6 +2351,7 @@ void rlLoadExtensions(void *loader)
// Check texture float support
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
// Check depth texture support
if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
@ -2391,15 +2467,17 @@ int rlGetVersion(void)
#endif
#if defined(GRAPHICS_API_OPENGL_21)
glVersion = RL_OPENGL_21;
#elif defined(GRAPHICS_API_OPENGL_43)
glVersion = RL_OPENGL_43;
#elif defined(GRAPHICS_API_OPENGL_33)
glVersion = RL_OPENGL_33;
#endif
#if defined(GRAPHICS_API_OPENGL_43)
glVersion = RL_OPENGL_43;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_ES3)
glVersion = RL_OPENGL_ES_30;
#elif defined(GRAPHICS_API_OPENGL_ES2)
glVersion = RL_OPENGL_ES_20;
#endif
return glVersion;
}
@ -2648,7 +2726,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// 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 (change flag required)
// 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
@ -2943,7 +3021,11 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
int mipWidth = width;
int mipHeight = height;
int mipOffset = 0; // Mipmap data offset
int mipOffset = 0; // Mipmap data offset, only used for tracelog
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned char *dataPtr = NULL;
if (data != NULL) dataPtr = (unsigned char *)data;
// Load the different mipmap levels
for (int i = 0; i < mipmapCount; i++)
@ -2955,11 +3037,11 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
if (glInternalFormat != -1)
if (glInternalFormat != 0)
{
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
#if !defined(GRAPHICS_API_OPENGL_11)
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
#endif
#if defined(GRAPHICS_API_OPENGL_33)
@ -2982,7 +3064,8 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
mipWidth /= 2;
mipHeight /= 2;
mipOffset += mipSize;
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;
@ -3049,7 +3132,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
// 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)
#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
@ -3108,7 +3191,7 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
if (glInternalFormat != -1)
if (glInternalFormat != 0)
{
// Load cubemap faces
for (unsigned int i = 0; i < 6; i++)
@ -3117,13 +3200,9 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
{
if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
if (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32)
{
// Instead of using a sized internal texture format (GL_RGB16F, GL_RGB32F), we let the driver to choose the better format for us (GL_RGB)
if (RLGL.ExtSupported.texFloat32) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
else TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
}
else if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
|| (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
}
else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
@ -3180,7 +3259,7 @@ void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int h
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
{
glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
}
@ -3206,9 +3285,27 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
#if !defined(GRAPHICS_API_OPENGL_11)
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
#if defined(GRAPHICS_API_OPENGL_ES3)
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
#else
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
#if defined(GRAPHICS_API_OPENGL_21)
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
#else // defined(GRAPHICS_API_OPENGL_ES2)
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
#endif
#endif
#endif
#elif defined(GRAPHICS_API_OPENGL_33)
case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
@ -3221,6 +3318,9 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
#endif
#if !defined(GRAPHICS_API_OPENGL_11)
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
@ -3303,7 +3403,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
unsigned int size = rlGetPixelDataSize(width, height, format);
if ((glInternalFormat != -1) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
{
pixels = RL_MALLOC(size);
glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
@ -3466,11 +3566,14 @@ bool rlFramebufferComplete(unsigned int id)
void rlUnloadFramebuffer(unsigned int id)
{
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
// Query depth attachment to automatically delete texture/renderbuffer
int depthType = 0, depthId = 0;
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
// TODO: Review warning retrieving object name in WebGL
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
// https://registry.khronos.org/webgl/specs/latest/1.0/
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
unsigned int depthIdU = (unsigned int)depthId;
@ -3616,7 +3719,11 @@ void rlDrawVertexArray(int offset, int count)
// Draw vertex array elements
void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
{
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset);
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned short *bufferPtr = (unsigned short *)buffer;
if (offset > 0) bufferPtr += offset;
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
}
// Draw vertex array instanced
@ -3631,7 +3738,11 @@ void rlDrawVertexArrayInstanced(int offset, int count, int instances)
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances);
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
unsigned short *bufferPtr = (unsigned short *)buffer;
if (offset > 0) bufferPtr += offset;
glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
#endif
}
@ -3923,8 +4034,8 @@ int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shaderId, uniformName);
if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
//if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
//else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
#endif
return location;
}
@ -3936,8 +4047,8 @@ int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shaderId, attribName);
if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
//if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
//else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
#endif
return location;
}
@ -4091,7 +4202,7 @@ unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHi
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, 0);
if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
#endif
@ -4162,7 +4273,7 @@ void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool re
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
#endif
}
@ -4428,6 +4539,9 @@ const char *rlGetPixelFormatName(unsigned int format)
case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
@ -4476,6 +4590,7 @@ static void rlLoadShaderDefault(void)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
@ -4669,6 +4784,9 @@ static int rlGetPixelDataSize(int width, int height, int format)
case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: