Update C sources

This commit is contained in:
Milan Nikolic 2022-10-23 14:21:08 +02:00
parent a460a0fc06
commit 1b0affeed0
No known key found for this signature in database
GPG key ID: 9229D0EAA3AA4E75
96 changed files with 26693 additions and 11843 deletions

View file

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* rlgl v4.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
* rlgl v4.2 - 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...)
@ -107,7 +107,7 @@
#ifndef RLGL_H
#define RLGL_H
#define RLGL_VERSION "4.0"
#define RLGL_VERSION "4.2"
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@ -243,6 +243,7 @@
#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
@ -282,37 +283,23 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum {
OPENGL_11 = 1,
OPENGL_21,
OPENGL_33,
OPENGL_43,
OPENGL_ES_20
} rlGlVersion;
#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
// Boolean type
typedef enum bool { false = 0, true = !false } bool;
#endif
typedef enum {
RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
RL_ATTACHMENT_COLOR_CHANNEL1,
RL_ATTACHMENT_COLOR_CHANNEL2,
RL_ATTACHMENT_COLOR_CHANNEL3,
RL_ATTACHMENT_COLOR_CHANNEL4,
RL_ATTACHMENT_COLOR_CHANNEL5,
RL_ATTACHMENT_COLOR_CHANNEL6,
RL_ATTACHMENT_COLOR_CHANNEL7,
RL_ATTACHMENT_DEPTH = 100,
RL_ATTACHMENT_STENCIL = 200,
} rlFramebufferAttachType;
typedef enum {
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X,
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y,
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y,
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z,
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z,
RL_ATTACHMENT_TEXTURE2D = 100,
RL_ATTACHMENT_RENDERBUFFER = 200,
} rlFramebufferAttachTextureType;
#if !defined(RL_MATRIX_TYPE)
// Matrix, 4x4 components, column major, OpenGL style, right handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#define RL_MATRIX_TYPE
#endif
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
typedef struct rlVertexBuffer {
@ -343,8 +330,8 @@ typedef struct rlDrawCall {
//unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
//Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
//Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
} rlDrawCall;
// rlRenderBatch type
@ -358,38 +345,30 @@ typedef struct rlRenderBatch {
float currentDepth; // Current depth value for next draw
} rlRenderBatch;
#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
#include <stdbool.h>
#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
// Boolean type
typedef enum bool { false = 0, true = !false } bool;
#endif
#if !defined(RL_MATRIX_TYPE)
// Matrix, 4x4 components, column major, OpenGL style, right handed
typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components)
float m2, m6, m10, m14; // Matrix third row (4 components)
float m3, m7, m11, m15; // Matrix fourth row (4 components)
} Matrix;
#define RL_MATRIX_TYPE
#endif
// OpenGL version
typedef enum {
RL_OPENGL_11 = 1, // OpenGL 1.1
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
RL_OPENGL_ES_20 // OpenGL ES 2.0 (GLSL 100)
} rlGlVersion;
// Trace log level
// NOTE: Organized by priority level
typedef enum {
RL_LOG_ALL = 0, // Display all logs
RL_LOG_TRACE, // Trace logging, intended for internal use only
RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
RL_LOG_INFO, // Info logging, used for program execution info
RL_LOG_WARNING, // Warning logging, used on recoverable failures
RL_LOG_ERROR, // Error logging, used on unrecoverable failures
RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
RL_LOG_NONE // Disable logging
RL_LOG_ALL = 0, // Display all logs
RL_LOG_TRACE, // Trace logging, intended for internal use only
RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
RL_LOG_INFO, // Info logging, used for program execution info
RL_LOG_WARNING, // Warning logging, used on recoverable failures
RL_LOG_ERROR, // Error logging, used on unrecoverable failures
RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
RL_LOG_NONE // Disable logging
} rlTraceLogLevel;
// Texture formats (support depends on OpenGL version)
// Texture pixel formats
// NOTE: Support depends on OpenGL version
typedef enum {
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
@ -418,79 +397,107 @@ typedef enum {
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
typedef enum {
RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} rlTextureFilter;
// Color blending modes (pre-defined)
typedef enum {
RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
RL_BLEND_ADDITIVE, // Blend textures adding colors
RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
RL_BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendFactors())
RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
RL_BLEND_ADDITIVE, // Blend textures adding colors
RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
} rlBlendMode;
// Shader location point type
typedef enum {
RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
} rlShaderLocationIndex;
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
// Shader uniform data type
typedef enum {
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
RL_SHADER_UNIFORM_INT, // Shader uniform type: int
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
RL_SHADER_UNIFORM_INT, // Shader uniform type: int
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} rlShaderUniformDataType;
// Shader attribute data types
typedef enum {
RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
} rlShaderAttributeDataType;
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined but it can be more
typedef enum {
RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachmment type: color 0
RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachmment type: color 1
RL_ATTACHMENT_COLOR_CHANNEL2, // Framebuffer attachmment type: color 2
RL_ATTACHMENT_COLOR_CHANNEL3, // Framebuffer attachmment type: color 3
RL_ATTACHMENT_COLOR_CHANNEL4, // Framebuffer attachmment type: color 4
RL_ATTACHMENT_COLOR_CHANNEL5, // Framebuffer attachmment type: color 5
RL_ATTACHMENT_COLOR_CHANNEL6, // Framebuffer attachmment type: color 6
RL_ATTACHMENT_COLOR_CHANNEL7, // Framebuffer attachmment type: color 7
RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachmment type: depth
RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachmment 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
} rlFramebufferAttachTextureType;
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
@ -589,23 +596,24 @@ RLAPI void rlClearScreenBuffers(void); // Clear used screen buf
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI void rlSetBlendMode(int mode); // Set blending mode
RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion(void); // Get current OpenGL version
RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion(void); // Get current OpenGL version
RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
@ -616,7 +624,8 @@ RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // D
RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
@ -671,15 +680,15 @@ RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset); // Update SSBO buffer data
RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset); // Bind SSBO buffer
RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Copy SSBO buffer data
RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
// Buffer management
RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
// Matrix state management
@ -734,16 +743,11 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#if defined(__APPLE__)
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
#else
#define GLAD_MALLOC RL_MALLOC
#define GLAD_FREE RL_FREE
#define GLAD_MALLOC RL_MALLOC
#define GLAD_FREE RL_FREE
#define GLAD_GL_IMPLEMENTATION
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#define GLAD_GL_IMPLEMENTATION
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@ -924,10 +928,18 @@ typedef struct rlglData {
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
// Blending variables
int currentBlendMode; // Blending mode active
int glBlendSrcFactor; // Blending source factor
int glBlendDstFactor; // Blending destination factor
int glBlendEquation; // Blending equation
int glBlendSrcFactorRGB; // Blending source RGB factor
int glBlendDestFactorRGB; // Blending destination RGB factor
int glBlendSrcFactorAlpha; // Blending source alpha factor
int glBlendDestFactorAlpha; // Blending destination alpha factor
int glBlendEquationRGB; // Blending equation for RGB
int glBlendEquationAlpha; // Blending equation for alpha
bool glCustomBlendModeModified; // Custom blending factor and equation modification status
int framebufferWidth; // Current framebuffer width
int framebufferHeight; // Current framebuffer height
@ -988,14 +1000,12 @@ static void rlUnloadShaderDefault(void); // Unload default shader
static 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
#if defined(GRAPHICS_API_OPENGL_11)
static int rlGenTextureMipmapsData(unsigned char *data, int baseWidth, int baseHeight); // Generate mipmaps data on CPU side
static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth, int srcHeight); // Generate next mipmap level on CPU side
#endif
static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
// Auxiliar matrix math functions
static Matrix rlMatrixIdentity(void); // Get identity matrix
static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
static Matrix rlMatrixIdentity(void); // Get identity matrix
static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
@ -1306,17 +1316,6 @@ void rlEnd(void)
// 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);
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
if (RLGL.State.vertexCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
rlDrawRenderBatch(RLGL.currentBatch);
}
}
// Define one vertex (position)
@ -1335,32 +1334,51 @@ void rlVertex3f(float x, float y, float z)
tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
}
// Verify that current vertex buffer elements limit has not been reached
if (RLGL.State.vertexCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
// WARNING: We can't break primitives when launching a new batch.
// RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
// We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{
// Add vertices
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
// Add current texcoord
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
// TODO: Add current normal
// By default rlVertexBuffer type does not store normals
// Add current color
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
RLGL.State.vertexCounter++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
{
// Reached the maximum number of vertices for RL_LINES drawing
// Launch a draw call but keep current state for next vertices comming
// NOTE: We add +1 vertex to the check for security
rlCheckRenderBatchLimit(2 + 1);
}
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
{
rlCheckRenderBatchLimit(3 + 1);
}
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
{
rlCheckRenderBatchLimit(4 + 1);
}
}
else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow");
// Add vertices
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
// Add current texcoord
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
// TODO: Add current normal
// By default rlVertexBuffer type does not store normals
// Add current color
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
RLGL.State.vertexCounter++;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
}
// Define one vertex (position)
@ -1551,6 +1569,9 @@ void rlTextureParameters(unsigned int id, int param, int value)
else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
#endif
} break;
#if defined(GRAPHICS_API_OPENGL_33)
case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
#endif
default: break;
}
@ -1777,7 +1798,7 @@ void rlCheckErrors()
void rlSetBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentBlendMode != mode)
if (RLGL.State.currentBlendMode != mode || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
{
rlDrawRenderBatch(RLGL.currentBatch);
@ -1793,11 +1814,20 @@ void rlSetBlendMode(int mode)
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
} break;
case RL_BLEND_CUSTOM_SEPARATE:
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
} break;
default: break;
}
RLGL.State.currentBlendMode = mode;
RLGL.State.glCustomBlendModeModified = false;
}
#endif
}
@ -1806,9 +1836,39 @@ void rlSetBlendMode(int mode)
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
(RLGL.State.glBlendDstFactor != glDstFactor) ||
(RLGL.State.glBlendEquation != glEquation))
{
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
RLGL.State.glCustomBlendModeModified = true;
}
#endif
}
// Set blending mode factor and equation separately for RGB and alpha
void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
(RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
(RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
(RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
(RLGL.State.glBlendEquationRGB != glEqRGB) ||
(RLGL.State.glBlendEquationAlpha != glEqAlpha))
{
RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
RLGL.State.glBlendDestFactorRGB = glDstRGB;
RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
RLGL.State.glBlendEquationRGB = glEqRGB;
RLGL.State.glBlendEquationAlpha = glEqAlpha;
RLGL.State.glCustomBlendModeModified = true;
}
#endif
}
@ -1983,10 +2043,8 @@ void rlLoadExtensions(void *loader)
{
#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
#if !defined(__APPLE__)
if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
#endif
if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
// Get number of supported extensions
GLint numExt = 0;
@ -2000,6 +2058,18 @@ void rlLoadExtensions(void *loader)
for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
#endif
#if defined(GRAPHICS_API_OPENGL_21)
// Register supported extensions flags
// Optional OpenGL 2.1 extensions
RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
#else
// Register supported extensions flags
// OpenGL 3.3 extensions supported by default (core)
RLGL.ExtSupported.vao = true;
@ -2010,15 +2080,17 @@ void rlLoadExtensions(void *loader)
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
#endif
// Optional OpenGL 3.3 extensions
RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
#if defined(GRAPHICS_API_OPENGL_43)
if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
#endif
#if !defined(__APPLE__)
// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT
if (GLAD_GL_ARB_ES3_compatibility) RLGL.ExtSupported.texCompETC2 = true; // Texture compression: ETC2/EAC
RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
#endif
#endif // GRAPHICS_API_OPENGL_33
#if defined(GRAPHICS_API_OPENGL_ES2)
@ -2184,12 +2256,10 @@ void rlLoadExtensions(void *loader)
#else // RLGL_SHOW_GL_DETAILS_INFO
// Show some basic info about GL supported features
#if defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
#endif
if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
@ -2207,22 +2277,18 @@ int rlGetVersion(void)
{
int glVersion = 0;
#if defined(GRAPHICS_API_OPENGL_11)
glVersion = OPENGL_11;
glVersion = RL_OPENGL_11;
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#if defined(__APPLE__)
glVersion = OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
#else
glVersion = OPENGL_21;
#endif
glVersion = RL_OPENGL_21;
#elif defined(GRAPHICS_API_OPENGL_33)
glVersion = OPENGL_33;
glVersion = RL_OPENGL_33;
#endif
#if defined(GRAPHICS_API_OPENGL_43)
glVersion = OPENGL_43;
glVersion = RL_OPENGL_43;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
glVersion = OPENGL_ES_20;
glVersion = RL_OPENGL_ES_20;
#endif
return glVersion;
}
@ -2692,10 +2758,12 @@ bool rlCheckRenderBatchLimit(int vCount)
if ((RLGL.State.vertexCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
{
overflow = true;
// Store current primitive drawing mode and texture id
int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
// Restore state of last batch so we can continue adding vertices
@ -3063,6 +3131,7 @@ void rlUnloadTexture(unsigned int id)
}
// Generate mipmap data for selected texture
// NOTE: Only supports GPU mipmap generation
void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
{
glBindTexture(GL_TEXTURE_2D, id);
@ -3073,45 +3142,6 @@ void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int
if (((width > 0) && ((width & (width - 1)) == 0)) &&
((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
#if defined(GRAPHICS_API_OPENGL_11)
if (texIsPOT)
{
// WARNING: Manual mipmap generation only works for RGBA 32bit textures!
if (format == RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
// Retrieve texture data from VRAM
void *texData = rlReadTexturePixels(id, width, height, format);
// NOTE: Texture data size is reallocated to fit mipmaps data
// NOTE: CPU mipmap generation only supports RGBA 32bit data
int mipmapCount = rlGenTextureMipmapsData(texData, width, height);
int size = width*height*4;
int offset = size;
int mipWidth = width/2;
int mipHeight = height/2;
// Load the mipmaps
for (int level = 1; level < mipmapCount; level++)
{
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)texData + offset);
size = mipWidth*mipHeight*4;
offset += size;
mipWidth /= 2;
mipHeight /= 2;
}
*mipmaps = mipmapCount + 1;
RL_FREE(texData); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", id, *mipmaps);
}
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", id);
}
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
{
@ -3934,7 +3964,7 @@ void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned
}
// Load shader storage buffer object (SSBO)
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
{
unsigned int ssbo = 0;
@ -3958,7 +3988,7 @@ void rlUnloadShaderBuffer(unsigned int ssboId)
}
// Update SSBO buffer data
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
@ -3967,7 +3997,7 @@ void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned lo
}
// Get SSBO buffer size
unsigned long long rlGetShaderBufferSize(unsigned int id)
unsigned int rlGetShaderBufferSize(unsigned int id)
{
long long size = 0;
@ -3976,11 +4006,11 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
#endif
return (size > 0)? size : 0;
return (size > 0)? (unsigned int)size : 0;
}
// Read SSBO buffer data
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
// Read SSBO buffer data (GPU->CPU)
void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
@ -3997,7 +4027,7 @@ void rlBindShaderBuffer(unsigned int id, unsigned int index)
}
// Copy SSBO buffer data
void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
{
#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
@ -4501,132 +4531,6 @@ static char *rlGetCompressedFormatName(int format)
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
#if defined(GRAPHICS_API_OPENGL_11)
// Mipmaps data is generated after image data
// NOTE: Only works with RGBA (4 bytes) data!
static int rlGenTextureMipmapsData(unsigned char *data, int baseWidth, int baseHeight)
{
int mipmapCount = 1; // Required mipmap levels count (including base level)
int width = baseWidth;
int height = baseHeight;
int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
// Count mipmap levels required
while ((width != 1) && (height != 1))
{
width /= 2;
height /= 2;
TRACELOGD("TEXTURE: Next mipmap size: %i x %i", width, height);
mipmapCount++;
size += (width*height*4); // Add mipmap size (in bytes)
}
TRACELOGD("TEXTURE: Total mipmaps required: %i", mipmapCount);
TRACELOGD("TEXTURE: Total size of data required: %i", size);
unsigned char *temp = RL_REALLOC(data, size);
if (temp != NULL) data = temp;
else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to re-allocate required mipmaps memory");
width = baseWidth;
height = baseHeight;
size = (width*height*4); // RGBA: 4 bytes
// Generate mipmaps
// NOTE: Every mipmap data is stored after data (RGBA - 4 bytes)
unsigned char *image = (unsigned char *)RL_MALLOC(width*height*4);
unsigned char *mipmap = NULL;
int offset = 0;
for (int i = 0; i < size; i += 4)
{
image[i] = data[i];
image[i + 1] = data[i + 1];
image[i + 2] = data[i + 2];
image[i + 3] = data[i + 3];
}
TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height);
for (int mip = 1; mip < mipmapCount; mip++)
{
mipmap = rlGenNextMipmapData(image, width, height);
offset += (width*height*4); // Size of last mipmap
width /= 2;
height /= 2;
size = (width*height*4); // Mipmap size to store after offset
// Add mipmap to data
for (int i = 0; i < size; i += 4)
{
data[offset + i] = mipmap[i];
data[offset + i + 1] = mipmap[i + 1];
data[offset + i + 2] = mipmap[i + 2];
data[offset + i + 3] = mipmap[i + 3];
}
RL_FREE(image);
image = mipmap;
mipmap = NULL;
}
RL_FREE(mipmap); // free mipmap data
return mipmapCount;
}
// Manual mipmap generation (basic scaling algorithm)
static unsigned char *rlGenNextMipmapData(unsigned char *srcData, int srcWidth, int srcHeight)
{
int x2 = 0;
int y2 = 0;
unsigned char prow[4] = { 0 };
unsigned char pcol[4] = { 0 };
int width = srcWidth/2;
int height = srcHeight/2;
unsigned char *mipmap = (unsigned char *)RL_MALLOC(width*height*4);
// Scaling algorithm works perfectly (box-filter)
for (int y = 0; y < height; y++)
{
y2 = 2*y;
for (int x = 0; x < width; x++)
{
x2 = 2*x;
prow[0] = (srcData[(y2*srcWidth + x2)*4 + 0] + srcData[(y2*srcWidth + x2 + 1)*4 + 0])/2;
prow[1] = (srcData[(y2*srcWidth + x2)*4 + 1] + srcData[(y2*srcWidth + x2 + 1)*4 + 1])/2;
prow[2] = (srcData[(y2*srcWidth + x2)*4 + 2] + srcData[(y2*srcWidth + x2 + 1)*4 + 2])/2;
prow[3] = (srcData[(y2*srcWidth + x2)*4 + 3] + srcData[(y2*srcWidth + x2 + 1)*4 + 3])/2;
pcol[0] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 0] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 0])/2;
pcol[1] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 1] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 1])/2;
pcol[2] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 2] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 2])/2;
pcol[3] = (srcData[((y2 + 1)*srcWidth + x2)*4 + 3] + srcData[((y2 + 1)*srcWidth + x2 + 1)*4 + 3])/2;
mipmap[(y*width + x)*4 + 0] = (prow[0] + pcol[0])/2;
mipmap[(y*width + x)*4 + 1] = (prow[1] + pcol[1])/2;
mipmap[(y*width + x)*4 + 2] = (prow[2] + pcol[2])/2;
mipmap[(y*width + x)*4 + 3] = (prow[3] + pcol[3])/2;
}
}
TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height);
return mipmap;
}
#endif // GRAPHICS_API_OPENGL_11
// Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format
static int rlGetPixelDataSize(int width, int height, int format)