Update C sources

This commit is contained in:
JupiterRider 2023-04-07 20:23:18 +02:00
parent 22ca1484d1
commit 781c207678
27 changed files with 13963 additions and 4637 deletions

View file

@ -1,15 +1,15 @@
/**********************************************************************************************
*
* rlgl v4.2 - A multi-OpenGL abstraction layer with an immediate-mode style API
* 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...)
*
* When chosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* 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,
* additioanlly, rlDrawRenderBatchActive() could be called to force flushing of the 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
@ -61,12 +61,11 @@
* 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" // Binded by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
* #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
@ -85,7 +84,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -107,7 +106,7 @@
#ifndef RLGL_H
#define RLGL_H
#define RLGL_VERSION "4.2"
#define RLGL_VERSION "4.5"
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@ -264,7 +263,7 @@
#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
#define RL_FLOAT 0x1406 // GL_FLOAT
// Buffer usage hint
// GL buffer usage hint
#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
@ -280,6 +279,39 @@
#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
#define RL_ZERO 0 // GL_ZERO
#define RL_ONE 1 // GL_ONE
#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
#define RL_MIN 0x8007 // GL_MIN
#define RL_MAX 0x8008 // GL_MAX
#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@ -472,18 +504,18 @@ typedef enum {
} rlShaderAttributeDataType;
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined but it can be more
// 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
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
} rlFramebufferAttachType;
// Framebuffer texture attachment type
@ -498,6 +530,12 @@ typedef enum {
RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
} rlFramebufferAttachTextureType;
// Face culling mode
typedef enum {
RL_CULL_FACE_FRONT = 0,
RL_CULL_FACE_BACK
} rlCullMode;
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
@ -508,12 +546,12 @@ extern "C" { // Prevents name mangling of functions
RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix(void); // Push the current matrix to stack
RLAPI void rlPopMatrix(void); // Pop lattest inserted matrix from stack
RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix
RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
@ -559,6 +597,7 @@ RLAPI void rlDisableTexture(void); // Disable texture
RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
// Shader state
RLAPI void rlEnableShader(unsigned int id); // Enable shader program
@ -578,6 +617,7 @@ RLAPI void rlEnableDepthMask(void); // Enable depth write
RLAPI void rlDisableDepthMask(void); // Disable depth write
RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
RLAPI void rlSetCullFace(int mode); // Set face culling mode
RLAPI void rlEnableScissorTest(void); // Enable scissor test
RLAPI void rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
@ -603,7 +643,7 @@ RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha,
//------------------------------------------------------------------------------------
// 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 rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
RLAPI int rlGetVersion(void); // Get current OpenGL version
RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
@ -677,7 +717,7 @@ RLAPI void rlSetShader(unsigned int id, int *locs);
// 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 pilepine)
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
@ -689,7 +729,7 @@ RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned
RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
// Buffer management
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
// Matrix state management
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
@ -751,10 +791,17 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#define GL_GLEXT_PROTOTYPES
//#include <EGL/egl.h> // EGL library -> not required, platform layer
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
// 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)
#define GLAD_GLES2_IMPLEMENTATION
#include "external/glad_gles2.h"
#else
#define GL_GLEXT_PROTOTYPES
//#include <EGL/egl.h> // EGL library -> not required, platform layer
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
// provided headers (despite being defined in official Khronos GLES2 headers)
@ -846,22 +893,22 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
// Default shader vertex attribute names to set location points
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
@ -949,7 +996,8 @@ typedef struct rlglData {
bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture)
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 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)
@ -1041,7 +1089,7 @@ void rlLoadIdentity(void) { glLoadIdentity(); }
void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Choose the current matrix to be transformed
@ -1166,7 +1214,7 @@ void rlScalef(float x, float y, float z)
}
// Multiply the current matrix by another matrix
void rlMultMatrixf(float *matf)
void rlMultMatrixf(const float *matf)
{
// Matrix creation from array
Matrix mat = { matf[0], matf[4], matf[8], matf[12],
@ -1578,6 +1626,50 @@ void rlTextureParameters(unsigned int id, int param, int value)
glBindTexture(GL_TEXTURE_2D, 0);
}
// Set cubemap parameters (wrap mode/filter mode)
void rlCubemapParameters(unsigned int id, int param, int value)
{
#if !defined(GRAPHICS_API_OPENGL_11)
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
// Reset anisotropy filter, in case it was set
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
switch (param)
{
case RL_TEXTURE_WRAP_S:
case RL_TEXTURE_WRAP_T:
{
if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
{
if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
}
else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
} break;
case RL_TEXTURE_MAG_FILTER:
case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
case RL_TEXTURE_FILTER_ANISOTROPIC:
{
if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
{
TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
}
else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
} break;
#if defined(GRAPHICS_API_OPENGL_33)
case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
#endif
default: break;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
#endif
}
// Enable shader program
void rlEnableShader(unsigned int id)
{
@ -1671,6 +1763,17 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
// Disable backface culling
void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
// Set face culling mode
void rlSetCullFace(int mode)
{
switch (mode)
{
case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
default: break;
}
}
// Enable scissor test
void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
@ -1798,7 +1901,7 @@ void rlCheckErrors()
void rlSetBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentBlendMode != mode || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
{
rlDrawRenderBatch(RLGL.currentBatch);
@ -2094,6 +2197,12 @@ void rlLoadExtensions(void *loader)
#endif // GRAPHICS_API_OPENGL_33
#if defined(GRAPHICS_API_OPENGL_ES2)
#if defined(PLATFORM_DESKTOP)
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");
#endif
// Get supported extensions list
GLint numExt = 0;
const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
@ -2169,11 +2278,12 @@ void rlLoadExtensions(void *loader)
if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
// Check depth texture support
if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;
if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;
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) ||
@ -2658,7 +2768,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
{
// Bind current draw call texture, activated as GL_TEXTURE0 and binded 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);
@ -2926,7 +3036,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
}
// Load depth texture/renderbuffer (to be attached to fbo)
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
{
unsigned int id = 0;
@ -2940,9 +3050,14 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
#if defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
else glInternalFormat = GL_DEPTH_COMPONENT16;
// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
{
if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
else glInternalFormat = GL_DEPTH_COMPONENT16;
}
#endif
if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
@ -3134,6 +3249,7 @@ void rlUnloadTexture(unsigned int id)
// NOTE: Only supports GPU mipmap generation
void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindTexture(GL_TEXTURE_2D, id);
// Check if texture is power-of-two (POT)
@ -3142,7 +3258,6 @@ 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_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
{
//glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
@ -3154,10 +3269,12 @@ void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int
*mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
}
#endif
else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
glBindTexture(GL_TEXTURE_2D, 0);
#else
TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
#endif
}
@ -3358,7 +3475,7 @@ void rlUnloadFramebuffer(unsigned int id)
unsigned int depthIdU = (unsigned int)depthId;
if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
else if (depthType == GL_RENDERBUFFER) glDeleteTextures(1, &depthIdU);
else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
// NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
// the texture image is automatically detached from the currently bound framebuffer.
@ -3625,12 +3742,14 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
// NOTE: We detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
glDetachShader(id, vertexShaderId);
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
glDetachShader(id, fragmentShaderId);
// WARNING: Shader program linkage could fail and returned id is 0
if (id > 0) glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
@ -3738,7 +3857,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
glAttachShader(program, vShaderId);
glAttachShader(program, fShaderId);
// NOTE: Default attribute shader locations must be binded before linking
// NOTE: Default attribute shader locations must be Bound before linking
glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
@ -4037,7 +4156,7 @@ void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int de
}
// Bind image texture
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
{
#if defined(GRAPHICS_API_OPENGL_43)
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;