summaryrefslogtreecommitdiffhomepage
path: root/examples
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2021-08-15 13:09:11 +0200
committerraysan5 <[email protected]>2021-08-15 13:09:11 +0200
commitb54475e48a9cb82c3ad8e5e160a4c7948078c511 (patch)
tree24c244af1d66ae37815fa69a11f6a3243ecf9ad4 /examples
parent5ccec1e542b3a1d52ecb5c409c003396cf75b59e (diff)
downloadraylib.com-b54475e48a9cb82c3ad8e5e160a4c7948078c511.tar.gz
raylib.com-b54475e48a9cb82c3ad8e5e160a4c7948078c511.zip
DELETED: Some aux libraries, should be used directly from sources
Diffstat (limited to 'examples')
-rw-r--r--examples/web/core/raymath.h1516
-rw-r--r--examples/web/models/rlgl.h4998
-rw-r--r--examples/web/shaders/raymath.h1516
3 files changed, 0 insertions, 8030 deletions
diff --git a/examples/web/core/raymath.h b/examples/web/core/raymath.h
deleted file mode 100644
index 7f05ea4..0000000
--- a/examples/web/core/raymath.h
+++ /dev/null
@@ -1,1516 +0,0 @@
-/**********************************************************************************************
-*
-* raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions
-*
-* CONFIGURATION:
-*
-* #define RAYMATH_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 RAYMATH_HEADER_ONLY
-* Define static inline functions code, so #include header suffices for use.
-* This may use up lots of memory.
-*
-* #define RAYMATH_STANDALONE
-* Avoid raylib.h header inclusion in this file.
-* Vector3 and Matrix data types are defined internally in raymath module.
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2015-2020 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYMATH_H
-#define RAYMATH_H
-
-//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
-//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
-
-#ifndef RAYMATH_STANDALONE
- #include "raylib.h" // Required for structs: Vector3, Matrix
-#endif
-
-#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
- #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory"
-#endif
-
-#if defined(RAYMATH_IMPLEMENTATION)
- #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
- #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #else
- #define RMDEF extern inline // Provide external definition
- #endif
-#elif defined(RAYMATH_HEADER_ONLY)
- #define RMDEF static inline // Functions may be inlined, no external out-of-line definition
-#else
- #if defined(__TINYC__)
- #define RMDEF static inline // plain inline not supported by tinycc (See issue #435)
- #else
- #define RMDEF inline // Functions may be inlined or external definition used
- #endif
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846
-#endif
-
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
-
-// Return float vector for Matrix
-#ifndef MatrixToFloat
- #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
-#endif
-
-// Return float vector for Vector3
-#ifndef Vector3ToFloat
- #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-#if defined(RAYMATH_STANDALONE)
- // Vector2 type
- typedef struct Vector2 {
- float x;
- float y;
- } Vector2;
-
- // Vector3 type
- typedef struct Vector3 {
- float x;
- float y;
- float z;
- } Vector3;
-
- // Vector4 type
- typedef struct Vector4 {
- float x;
- float y;
- float z;
- float w;
- } Vector4;
-
- // Quaternion type
- typedef Vector4 Quaternion;
-
- // Matrix type (OpenGL style 4x4 - right handed, column major)
- typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
- } Matrix;
-#endif
-
-// NOTE: Helper types to be used instead of array return types for *ToFloat functions
-typedef struct float3 { float v[3]; } float3;
-typedef struct float16 { float v[16]; } float16;
-
-#include <math.h> // Required for: sinf(), cosf(), sqrtf(), tan(), fabs()
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Utils math
-//----------------------------------------------------------------------------------
-
-// Clamp float value
-RMDEF float Clamp(float value, float min, float max)
-{
- const float res = value < min ? min : value;
- return res > max ? max : res;
-}
-
-// Calculate linear interpolation between two floats
-RMDEF float Lerp(float start, float end, float amount)
-{
- return start + amount*(end - start);
-}
-
-// Normalize input value within input range
-RMDEF float Normalize(float value, float start, float end)
-{
- return (value - start) / (end - start);
-}
-
-// Remap input value within input range to output range
-RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
-{
- return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector2 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMDEF Vector2 Vector2Zero(void)
-{
- Vector2 result = { 0.0f, 0.0f };
- return result;
-}
-
-// Vector with components value 1.0f
-RMDEF Vector2 Vector2One(void)
-{
- Vector2 result = { 1.0f, 1.0f };
- return result;
-}
-
-// Add two vectors (v1 + v2)
-RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x + v2.x, v1.y + v2.y };
- return result;
-}
-
-// Add vector and float value
-RMDEF Vector2 Vector2AddValue(Vector2 v, float add)
-{
- Vector2 result = { v.x + add, v.y + add };
- return result;
-}
-
-// Subtract two vectors (v1 - v2)
-RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x - v2.x, v1.y - v2.y };
- return result;
-}
-
-// Subtract vector by float value
-RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub)
-{
- Vector2 result = { v.x - sub, v.y - sub };
- return result;
-}
-
-// Calculate vector length
-RMDEF float Vector2Length(Vector2 v)
-{
- float result = sqrtf((v.x*v.x) + (v.y*v.y));
- return result;
-}
-
-// Calculate vector square length
-RMDEF float Vector2LengthSqr(Vector2 v)
-{
- float result = (v.x*v.x) + (v.y*v.y);
- return result;
-}
-
-// Calculate two vectors dot product
-RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y);
- return result;
-}
-
-// Calculate distance between two vectors
-RMDEF float Vector2Distance(Vector2 v1, Vector2 v2)
-{
- float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
- return result;
-}
-
-// Calculate angle from two vectors in X-axis
-RMDEF float Vector2Angle(Vector2 v1, Vector2 v2)
-{
- float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
- if (result < 0) result += 360.0f;
- return result;
-}
-
-// Scale vector (multiply by value)
-RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
-{
- Vector2 result = { v.x*scale, v.y*scale };
- return result;
-}
-
-// Multiply vector by vector
-RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x*v2.x, v1.y*v2.y };
- return result;
-}
-
-// Negate vector
-RMDEF Vector2 Vector2Negate(Vector2 v)
-{
- Vector2 result = { -v.x, -v.y };
- return result;
-}
-
-// Divide vector by vector
-RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x/v2.x, v1.y/v2.y };
- return result;
-}
-
-// Normalize provided vector
-RMDEF Vector2 Vector2Normalize(Vector2 v)
-{
- Vector2 result = Vector2Scale(v, 1/Vector2Length(v));
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
-{
- Vector2 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
-{
- Vector2 result = { 0 };
-
- float dotProduct = Vector2DotProduct(v, normal);
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
-
- return result;
-}
-
-// Rotate Vector by float in Degrees.
-RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
-{
- float rads = degs*DEG2RAD;
- Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) };
- return result;
-}
-
-// Move Vector towards target
-RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
-{
- Vector2 result = { 0 };
- float dx = target.x - v.x;
- float dy = target.y - v.y;
- float value = (dx*dx) + (dy*dy);
-
- if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target;
-
- float dist = sqrtf(value);
-
- result.x = v.x + dx/dist*maxDistance;
- result.y = v.y + dy/dist*maxDistance;
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector3 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMDEF Vector3 Vector3Zero(void)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
- return result;
-}
-
-// Vector with components value 1.0f
-RMDEF Vector3 Vector3One(void)
-{
- Vector3 result = { 1.0f, 1.0f, 1.0f };
- return result;
-}
-
-// Add two vectors
-RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
- return result;
-}
-
-// Add vector and float value
-RMDEF Vector3 Vector3AddValue(Vector3 v, float add)
-{
- Vector3 result = { v.x + add, v.y + add, v.z + add };
- return result;
-}
-
-// Subtract two vectors
-RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
- return result;
-}
-
-// Subtract vector by float value
-RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub)
-{
- Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
- return result;
-}
-
-// Multiply vector by scalar
-RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
-{
- Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
- return result;
-}
-
-// Multiply vector by vector
-RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
- return result;
-}
-
-// Calculate two vectors cross product
-RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
- return result;
-}
-
-// Calculate one vector perpendicular vector
-RMDEF Vector3 Vector3Perpendicular(Vector3 v)
-{
- Vector3 result = { 0 };
-
- float min = (float) fabs(v.x);
- Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
-
- if (fabs(v.y) < min)
- {
- min = (float) fabs(v.y);
- Vector3 tmp = {0.0f, 1.0f, 0.0f};
- cardinalAxis = tmp;
- }
-
- if (fabs(v.z) < min)
- {
- Vector3 tmp = {0.0f, 0.0f, 1.0f};
- cardinalAxis = tmp;
- }
-
- result = Vector3CrossProduct(v, cardinalAxis);
-
- return result;
-}
-
-// Calculate vector length
-RMDEF float Vector3Length(const Vector3 v)
-{
- float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- return result;
-}
-
-// Calculate vector square length
-RMDEF float Vector3LengthSqr(const Vector3 v)
-{
- float result = v.x*v.x + v.y*v.y + v.z*v.z;
- return result;
-}
-
-// Calculate two vectors dot product
-RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- return result;
-}
-
-// Calculate distance between two vectors
-RMDEF float Vector3Distance(Vector3 v1, Vector3 v2)
-{
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
- float result = sqrtf(dx*dx + dy*dy + dz*dz);
- return result;
-}
-
-// Negate provided vector (invert direction)
-RMDEF Vector3 Vector3Negate(Vector3 v)
-{
- Vector3 result = { -v.x, -v.y, -v.z };
- return result;
-}
-
-// Divide vector by vector
-RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
- return result;
-}
-
-// Normalize provided vector
-RMDEF Vector3 Vector3Normalize(Vector3 v)
-{
- Vector3 result = v;
-
- float length, ilength;
- length = Vector3Length(v);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
-
- result.x *= ilength;
- result.y *= ilength;
- result.z *= ilength;
-
- return result;
-}
-
-// Orthonormalize provided vectors
-// Makes vectors normalized and orthogonal to each other
-// Gram-Schmidt function implementation
-RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
-{
- *v1 = Vector3Normalize(*v1);
- Vector3 vn = Vector3CrossProduct(*v1, *v2);
- vn = Vector3Normalize(vn);
- *v2 = Vector3CrossProduct(vn, *v1);
-}
-
-// Transforms a Vector3 by a given Matrix
-RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat)
-{
- Vector3 result = { 0 };
- float x = v.x;
- float y = v.y;
- float z = v.z;
-
- result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
- result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-
- return result;
-}
-
-// Transform a vector by quaternion rotation
-RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
-{
- Vector3 result = { 0 };
-
- result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
- result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
- result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
-
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
-{
- Vector3 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
- result.z = v1.z + amount*(v2.z - v1.z);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
-{
- // I is the original vector
- // N is the normal of the incident plane
- // R = I - (2*N*( DotProduct[ I,N] ))
-
- Vector3 result = { 0 };
-
- float dotProduct = Vector3DotProduct(v, normal);
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
- result.z = v.z - (2.0f*normal.z)*dotProduct;
-
- return result;
-}
-
-// Return min value for each pair of components
-RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fminf(v1.x, v2.x);
- result.y = fminf(v1.y, v2.y);
- result.z = fminf(v1.z, v2.z);
-
- return result;
-}
-
-// Return max value for each pair of components
-RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fmaxf(v1.x, v2.x);
- result.y = fmaxf(v1.y, v2.y);
- result.z = fmaxf(v1.z, v2.z);
-
- return result;
-}
-
-// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
-// NOTE: Assumes P is on the plane of the triangle
-RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
-{
- //Vector v0 = b - a, v1 = c - a, v2 = p - a;
-
- Vector3 v0 = Vector3Subtract(b, a);
- Vector3 v1 = Vector3Subtract(c, a);
- Vector3 v2 = Vector3Subtract(p, a);
- float d00 = Vector3DotProduct(v0, v0);
- float d01 = Vector3DotProduct(v0, v1);
- float d11 = Vector3DotProduct(v1, v1);
- float d20 = Vector3DotProduct(v2, v0);
- float d21 = Vector3DotProduct(v2, v1);
-
- float denom = d00*d11 - d01*d01;
-
- Vector3 result = { 0 };
-
- result.y = (d11*d20 - d01*d21)/denom;
- result.z = (d00*d21 - d01*d20)/denom;
- result.x = 1.0f - (result.z + result.y);
-
- return result;
-}
-
-// Returns Vector3 as float array
-RMDEF float3 Vector3ToFloatV(Vector3 v)
-{
- float3 buffer = { 0 };
-
- buffer.v[0] = v.x;
- buffer.v[1] = v.y;
- buffer.v[2] = v.z;
-
- return buffer;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix math
-//----------------------------------------------------------------------------------
-
-// Compute matrix determinant
-RMDEF float MatrixDeterminant(Matrix mat)
-{
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- float result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
- a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
- a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
- a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
- a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
- a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
-
- return result;
-}
-
-// Returns the trace of the matrix (sum of the values along the diagonal)
-RMDEF float MatrixTrace(Matrix mat)
-{
- float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
- return result;
-}
-
-// Transposes provided matrix
-RMDEF Matrix MatrixTranspose(Matrix mat)
-{
- Matrix result = { 0 };
-
- result.m0 = mat.m0;
- result.m1 = mat.m4;
- result.m2 = mat.m8;
- result.m3 = mat.m12;
- result.m4 = mat.m1;
- result.m5 = mat.m5;
- result.m6 = mat.m9;
- result.m7 = mat.m13;
- result.m8 = mat.m2;
- result.m9 = mat.m6;
- result.m10 = mat.m10;
- result.m11 = mat.m14;
- result.m12 = mat.m3;
- result.m13 = mat.m7;
- result.m14 = mat.m11;
- result.m15 = mat.m15;
-
- return result;
-}
-
-// Invert provided matrix
-RMDEF Matrix MatrixInvert(Matrix mat)
-{
- Matrix result = { 0 };
-
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- float b00 = a00*a11 - a01*a10;
- float b01 = a00*a12 - a02*a10;
- float b02 = a00*a13 - a03*a10;
- float b03 = a01*a12 - a02*a11;
- float b04 = a01*a13 - a03*a11;
- float b05 = a02*a13 - a03*a12;
- float b06 = a20*a31 - a21*a30;
- float b07 = a20*a32 - a22*a30;
- float b08 = a20*a33 - a23*a30;
- float b09 = a21*a32 - a22*a31;
- float b10 = a21*a33 - a23*a31;
- float b11 = a22*a33 - a23*a32;
-
- // Calculate the invert determinant (inlined to avoid double-caching)
- float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
-
- result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
- result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
- result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
- result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
- result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
- result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
- result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
- result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
- result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
- result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
- result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
- result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
- result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
- result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
- result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
- result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
-
- return result;
-}
-
-// Normalize provided matrix
-RMDEF Matrix MatrixNormalize(Matrix mat)
-{
- Matrix result = { 0 };
-
- float det = MatrixDeterminant(mat);
-
- result.m0 = mat.m0/det;
- result.m1 = mat.m1/det;
- result.m2 = mat.m2/det;
- result.m3 = mat.m3/det;
- result.m4 = mat.m4/det;
- result.m5 = mat.m5/det;
- result.m6 = mat.m6/det;
- result.m7 = mat.m7/det;
- result.m8 = mat.m8/det;
- result.m9 = mat.m9/det;
- result.m10 = mat.m10/det;
- result.m11 = mat.m11/det;
- result.m12 = mat.m12/det;
- result.m13 = mat.m13/det;
- result.m14 = mat.m14/det;
- result.m15 = mat.m15/det;
-
- return result;
-}
-
-// Returns identity matrix
-RMDEF Matrix MatrixIdentity(void)
-{
- Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Add two matrices
-RMDEF Matrix MatrixAdd(Matrix left, Matrix right)
-{
- Matrix result = MatrixIdentity();
-
- result.m0 = left.m0 + right.m0;
- result.m1 = left.m1 + right.m1;
- result.m2 = left.m2 + right.m2;
- result.m3 = left.m3 + right.m3;
- result.m4 = left.m4 + right.m4;
- result.m5 = left.m5 + right.m5;
- result.m6 = left.m6 + right.m6;
- result.m7 = left.m7 + right.m7;
- result.m8 = left.m8 + right.m8;
- result.m9 = left.m9 + right.m9;
- result.m10 = left.m10 + right.m10;
- result.m11 = left.m11 + right.m11;
- result.m12 = left.m12 + right.m12;
- result.m13 = left.m13 + right.m13;
- result.m14 = left.m14 + right.m14;
- result.m15 = left.m15 + right.m15;
-
- return result;
-}
-
-// Subtract two matrices (left - right)
-RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
-{
- Matrix result = MatrixIdentity();
-
- result.m0 = left.m0 - right.m0;
- result.m1 = left.m1 - right.m1;
- result.m2 = left.m2 - right.m2;
- result.m3 = left.m3 - right.m3;
- result.m4 = left.m4 - right.m4;
- result.m5 = left.m5 - right.m5;
- result.m6 = left.m6 - right.m6;
- result.m7 = left.m7 - right.m7;
- result.m8 = left.m8 - right.m8;
- result.m9 = left.m9 - right.m9;
- result.m10 = left.m10 - right.m10;
- result.m11 = left.m11 - right.m11;
- result.m12 = left.m12 - right.m12;
- result.m13 = left.m13 - right.m13;
- result.m14 = left.m14 - right.m14;
- result.m15 = left.m15 - right.m15;
-
- return result;
-}
-
-// Returns two matrix multiplication
-// NOTE: When multiplying matrices... the order matters!
-RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
-{
- Matrix result = { 0 };
-
- result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
- result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
- result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
- result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
- result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
- result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
- result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
- result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
- result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
- result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
- result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
- result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
- result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
- result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
- result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
- result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
-
- return result;
-}
-
-// Returns translation matrix
-RMDEF Matrix MatrixTranslate(float x, float y, float z)
-{
- Matrix result = { 1.0f, 0.0f, 0.0f, x,
- 0.0f, 1.0f, 0.0f, y,
- 0.0f, 0.0f, 1.0f, z,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Create rotation matrix from axis and angle
-// NOTE: Angle should be provided in radians
-RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
-{
- Matrix result = { 0 };
-
- float x = axis.x, y = axis.y, z = axis.z;
-
- float length = sqrtf(x*x + y*y + z*z);
-
- if ((length != 1.0f) && (length != 0.0f))
- {
- length = 1.0f/length;
- x *= length;
- y *= length;
- z *= length;
- }
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
- float t = 1.0f - cosres;
-
- result.m0 = x*x*t + cosres;
- result.m1 = y*x*t + z*sinres;
- result.m2 = z*x*t - y*sinres;
- result.m3 = 0.0f;
-
- result.m4 = x*y*t - z*sinres;
- result.m5 = y*y*t + cosres;
- result.m6 = z*y*t + x*sinres;
- result.m7 = 0.0f;
-
- result.m8 = x*z*t + y*sinres;
- result.m9 = y*z*t - x*sinres;
- result.m10 = z*z*t + cosres;
- result.m11 = 0.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = 0.0f;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Returns x-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateX(float angle)
-{
- Matrix result = MatrixIdentity();
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m5 = cosres;
- result.m6 = -sinres;
- result.m9 = sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Returns y-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateY(float angle)
-{
- Matrix result = MatrixIdentity();
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m2 = sinres;
- result.m8 = -sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Returns z-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateZ(float angle)
-{
- Matrix result = MatrixIdentity();
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m1 = -sinres;
- result.m4 = sinres;
- result.m5 = cosres;
-
- return result;
-}
-
-
-// Returns xyz-rotation matrix (angles in radians)
-RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
-{
- Matrix result = MatrixIdentity();
-
- float cosz = cosf(-ang.z);
- float sinz = sinf(-ang.z);
- float cosy = cosf(-ang.y);
- float siny = sinf(-ang.y);
- float cosx = cosf(-ang.x);
- float sinx = sinf(-ang.x);
-
- result.m0 = cosz * cosy;
- result.m4 = (cosz * siny * sinx) - (sinz * cosx);
- result.m8 = (cosz * siny * cosx) + (sinz * sinx);
-
- result.m1 = sinz * cosy;
- result.m5 = (sinz * siny * sinx) + (cosz * cosx);
- result.m9 = (sinz * siny * cosx) - (cosz * sinx);
-
- result.m2 = -siny;
- result.m6 = cosy * sinx;
- result.m10= cosy * cosx;
-
- return result;
-}
-
-// Returns zyx-rotation matrix (angles in radians)
-// TODO: This solution is suboptimal, it should be possible to create this matrix in one go
-// instead of using a 3 matrix multiplication
-RMDEF Matrix MatrixRotateZYX(Vector3 ang)
-{
- Matrix result = MatrixRotateZ(ang.z);
- result = MatrixMultiply(result, MatrixRotateY(ang.y));
- result = MatrixMultiply(result, MatrixRotateX(ang.x));
-
- return result;
-}
-
-// Returns scaling matrix
-RMDEF Matrix MatrixScale(float x, float y, float z)
-{
- Matrix result = { x, 0.0f, 0.0f, 0.0f,
- 0.0f, y, 0.0f, 0.0f,
- 0.0f, 0.0f, z, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Returns perspective projection matrix
-RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(far - near);
-
- result.m0 = ((float) near*2.0f)/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
-
- result.m4 = 0.0f;
- result.m5 = ((float) near*2.0f)/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
-
- result.m8 = ((float)right + (float)left)/rl;
- result.m9 = ((float)top + (float)bottom)/tb;
- result.m10 = -((float)far + (float)near)/fn;
- result.m11 = -1.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = -((float)far*(float)near*2.0f)/fn;
- result.m15 = 0.0f;
-
- return result;
-}
-
-// Returns perspective projection matrix
-// NOTE: Angle should be provided in radians
-RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
-{
- double top = near*tan(fovy*0.5);
- double right = top*aspect;
- Matrix result = MatrixFrustum(-right, right, -top, top, near, far);
-
- return result;
-}
-
-// Returns orthographic projection matrix
-RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(far - near);
-
- result.m0 = 2.0f/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
- result.m4 = 0.0f;
- result.m5 = 2.0f/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
- result.m8 = 0.0f;
- result.m9 = 0.0f;
- result.m10 = -2.0f/fn;
- result.m11 = 0.0f;
- result.m12 = -((float)left + (float)right)/rl;
- result.m13 = -((float)top + (float)bottom)/tb;
- result.m14 = -((float)far + (float)near)/fn;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Returns camera look-at matrix (view matrix)
-RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
-{
- Matrix result = { 0 };
-
- Vector3 z = Vector3Subtract(eye, target);
- z = Vector3Normalize(z);
- Vector3 x = Vector3CrossProduct(up, z);
- x = Vector3Normalize(x);
- Vector3 y = Vector3CrossProduct(z, x);
-
- result.m0 = x.x;
- result.m1 = y.x;
- result.m2 = z.x;
- result.m3 = 0.0f;
- result.m4 = x.y;
- result.m5 = y.y;
- result.m6 = z.y;
- result.m7 = 0.0f;
- result.m8 = x.z;
- result.m9 = y.z;
- result.m10 = z.z;
- result.m11 = 0.0f;
- result.m12 = -Vector3DotProduct(x, eye);
- result.m13 = -Vector3DotProduct(y, eye);
- result.m14 = -Vector3DotProduct(z, eye);
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Returns float array of matrix data
-RMDEF float16 MatrixToFloatV(Matrix mat)
-{
- float16 buffer = { 0 };
-
- buffer.v[0] = mat.m0;
- buffer.v[1] = mat.m1;
- buffer.v[2] = mat.m2;
- buffer.v[3] = mat.m3;
- buffer.v[4] = mat.m4;
- buffer.v[5] = mat.m5;
- buffer.v[6] = mat.m6;
- buffer.v[7] = mat.m7;
- buffer.v[8] = mat.m8;
- buffer.v[9] = mat.m9;
- buffer.v[10] = mat.m10;
- buffer.v[11] = mat.m11;
- buffer.v[12] = mat.m12;
- buffer.v[13] = mat.m13;
- buffer.v[14] = mat.m14;
- buffer.v[15] = mat.m15;
-
- return buffer;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Quaternion math
-//----------------------------------------------------------------------------------
-
-// Add two quaternions
-RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
- return result;
-}
-
-// Add quaternion and float value
-RMDEF Quaternion QuaternionAddValue(Quaternion q, float add)
-{
- Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
- return result;
-}
-
-// Subtract two quaternions
-RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
- return result;
-}
-
-// Subtract quaternion and float value
-RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
-{
- Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
- return result;
-}
-
-// Returns identity quaternion
-RMDEF Quaternion QuaternionIdentity(void)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
- return result;
-}
-
-// Computes the length of a quaternion
-RMDEF float QuaternionLength(Quaternion q)
-{
- float result = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- return result;
-}
-
-// Normalize provided quaternion
-RMDEF Quaternion QuaternionNormalize(Quaternion q)
-{
- Quaternion result = { 0 };
-
- float length, ilength;
- length = QuaternionLength(q);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Invert provided quaternion
-RMDEF Quaternion QuaternionInvert(Quaternion q)
-{
- Quaternion result = q;
- float length = QuaternionLength(q);
- float lengthSq = length*length;
-
- if (lengthSq != 0.0)
- {
- float i = 1.0f/lengthSq;
-
- result.x *= -i;
- result.y *= -i;
- result.z *= -i;
- result.w *= i;
- }
-
- return result;
-}
-
-// Calculate two quaternion multiplication
-RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
-{
- Quaternion result = { 0 };
-
- float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
- float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
-
- result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
- result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
- result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
- result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
-
- return result;
-}
-
-// Scale quaternion by float value
-RMDEF Quaternion QuaternionScale(Quaternion q, float mul)
-{
- Quaternion result = { 0 };
-
- float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w;
-
- result.x = qax * mul + qaw * mul + qay * mul - qaz * mul;
- result.y = qay * mul + qaw * mul + qaz * mul - qax * mul;
- result.z = qaz * mul + qaw * mul + qax * mul - qay * mul;
- result.w = qaw * mul - qax * mul - qay * mul - qaz * mul;
-
- return result;
-}
-
-// Divide two quaternions
-RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w};
- return result;
-}
-
-// Calculate linear interpolation between two quaternions
-RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- result.x = q1.x + amount*(q2.x - q1.x);
- result.y = q1.y + amount*(q2.y - q1.y);
- result.z = q1.z + amount*(q2.z - q1.z);
- result.w = q1.w + amount*(q2.w - q1.w);
-
- return result;
-}
-
-// Calculate slerp-optimized interpolation between two quaternions
-RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = QuaternionLerp(q1, q2, amount);
- result = QuaternionNormalize(result);
-
- return result;
-}
-
-// Calculates spherical linear interpolation between two quaternions
-RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
-
- if (fabs(cosHalfTheta) >= 1.0f) result = q1;
- else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
- else
- {
- float halfTheta = acosf(cosHalfTheta);
- float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
-
- if (fabs(sinHalfTheta) < 0.001f)
- {
- result.x = (q1.x*0.5f + q2.x*0.5f);
- result.y = (q1.y*0.5f + q2.y*0.5f);
- result.z = (q1.z*0.5f + q2.z*0.5f);
- result.w = (q1.w*0.5f + q2.w*0.5f);
- }
- else
- {
- float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
- float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
-
- result.x = (q1.x*ratioA + q2.x*ratioB);
- result.y = (q1.y*ratioA + q2.y*ratioB);
- result.z = (q1.z*ratioA + q2.z*ratioB);
- result.w = (q1.w*ratioA + q2.w*ratioB);
- }
- }
-
- return result;
-}
-
-// Calculate quaternion based on the rotation from one vector to another
-RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
-{
- Quaternion result = { 0 };
-
- float cos2Theta = Vector3DotProduct(from, to);
- Vector3 cross = Vector3CrossProduct(from, to);
-
- result.x = cross.x;
- result.y = cross.y;
- result.z = cross.z;
- result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
-
- // Normalize to essentially nlerp the original and identity to 0.5
- result = QuaternionNormalize(result);
-
- // Above lines are equivalent to:
- //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
-
- return result;
-}
-
-// Returns a quaternion for a given rotation matrix
-RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
-{
- Quaternion result = { 0 };
-
- if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
- {
- float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2;
-
- result.x = 0.25f*s;
- result.y = (mat.m4 + mat.m1)/s;
- result.z = (mat.m2 + mat.m8)/s;
- result.w = (mat.m9 - mat.m6)/s;
- }
- else if (mat.m5 > mat.m10)
- {
- float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2;
- result.x = (mat.m4 + mat.m1)/s;
- result.y = 0.25f*s;
- result.z = (mat.m9 + mat.m6)/s;
- result.w = (mat.m2 - mat.m8)/s;
- }
- else
- {
- float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
- result.x = (mat.m2 + mat.m8)/s;
- result.y = (mat.m9 + mat.m6)/s;
- result.z = 0.25f*s;
- result.w = (mat.m4 - mat.m1)/s;
- }
-
- return result;
-}
-
-// Returns a matrix for a given quaternion
-RMDEF Matrix QuaternionToMatrix(Quaternion q)
-{
- Matrix result = MatrixIdentity();
-
- float a2 = 2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w);
-
- float ab = 2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z);
- float ad = 2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w);
-
- result.m0 = 1 - b2 - c2;
- result.m1 = ab - cd;
- result.m2 = ac + bd;
-
- result.m4 = ab + cd;
- result.m5 = 1 - a2 - c2;
- result.m6 = bc - ad;
-
- result.m8 = ac - bd;
- result.m9 = bc + ad;
- result.m10 = 1 - a2 - b2;
-
- return result;
-}
-
-// Returns rotation quaternion for an angle and axis
-// NOTE: angle must be provided in radians
-RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- if (Vector3Length(axis) != 0.0f)
-
- angle *= 0.5f;
-
- axis = Vector3Normalize(axis);
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
-
- result.x = axis.x*sinres;
- result.y = axis.y*sinres;
- result.z = axis.z*sinres;
- result.w = cosres;
-
- result = QuaternionNormalize(result);
-
- return result;
-}
-
-// Returns the rotation angle and axis for a given quaternion
-RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
-{
- if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
-
- Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
- float resAngle = 2.0f*acosf(q.w);
- float den = sqrtf(1.0f - q.w*q.w);
-
- if (den > 0.0001f)
- {
- resAxis.x = q.x/den;
- resAxis.y = q.y/den;
- resAxis.z = q.z/den;
- }
- else
- {
- // This occurs when the angle is zero.
- // Not a problem: just set an arbitrary normalized axis.
- resAxis.x = 1.0f;
- }
-
- *outAxis = resAxis;
- *outAngle = resAngle;
-}
-
-// Returns he quaternion equivalent to Euler angles
-RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
-{
- Quaternion q = { 0 };
-
- float x0 = cosf(roll*0.5f);
- float x1 = sinf(roll*0.5f);
- float y0 = cosf(pitch*0.5f);
- float y1 = sinf(pitch*0.5f);
- float z0 = cosf(yaw*0.5f);
- float z1 = sinf(yaw*0.5f);
-
- q.x = x1*y0*z0 - x0*y1*z1;
- q.y = x0*y1*z0 + x1*y0*z1;
- q.z = x0*y0*z1 - x1*y1*z0;
- q.w = x0*y0*z0 + x1*y1*z1;
-
- return q;
-}
-
-// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
-// NOTE: Angles are returned in a Vector3 struct in degrees
-RMDEF Vector3 QuaternionToEuler(Quaternion q)
-{
- Vector3 result = { 0 };
-
- // roll (x-axis rotation)
- float x0 = 2.0f*(q.w*q.x + q.y*q.z);
- float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
- result.x = atan2f(x0, x1)*RAD2DEG;
-
- // pitch (y-axis rotation)
- float y0 = 2.0f*(q.w*q.y - q.z*q.x);
- y0 = y0 > 1.0f ? 1.0f : y0;
- y0 = y0 < -1.0f ? -1.0f : y0;
- result.y = asinf(y0)*RAD2DEG;
-
- // yaw (z-axis rotation)
- float z0 = 2.0f*(q.w*q.z + q.x*q.y);
- float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
- result.z = atan2f(z0, z1)*RAD2DEG;
-
- return result;
-}
-
-// Transform a quaternion given a transformation matrix
-RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat)
-{
- Quaternion result = { 0 };
-
- result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
- result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
- result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
- result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
-
- return result;
-}
-
-// Projects a Vector3 from screen space into object space
-RMDEF Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
- Matrix matViewProj = MatrixMultiply(view, projection);
- matViewProj = MatrixInvert(matViewProj);
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unproject matrix
- quat = QuaternionTransform(quat, matViewProj);
-
- // Normalized world points in vectors
- result.x = quat.x/quat.w;
- result.y = quat.y/quat.w;
- result.z = quat.z/quat.w;
-
- return result;
-}
-
-#endif // RAYMATH_H
diff --git a/examples/web/models/rlgl.h b/examples/web/models/rlgl.h
deleted file mode 100644
index 1b42c64..0000000
--- a/examples/web/models/rlgl.h
+++ /dev/null
@@ -1,4998 +0,0 @@
-/**********************************************************************************************
-*
-* rlgl v3.1 - raylib OpenGL abstraction layer
-*
-* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
-* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
-*
-* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
-* VBO buffers (and VAOs if available). It requires calling 3 functions:
-* rlglInit() - Initialize internal buffers and auxiliar resources
-* rlglDraw() - Process internal buffers and send required draw calls
-* rlglClose() - De-initialize internal buffers data and other auxiliar resources
-*
-* CONFIGURATION:
-*
-* #define GRAPHICS_API_OPENGL_11
-* #define GRAPHICS_API_OPENGL_21
-* #define GRAPHICS_API_OPENGL_33
-* #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() tocheck 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_STANDALONE
-* Use rlgl as standalone library (no raylib dependency)
-*
-* #define SUPPORT_VR_SIMULATOR
-* Support VR simulation functionality (stereo rendering)
-*
-* DEPENDENCIES:
-* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
-* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2014-2020 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RLGL_H
-#define RLGL_H
-
-#if defined(RLGL_STANDALONE)
- #define RAYMATH_STANDALONE
- #define RAYMATH_HEADER_ONLY
-
- #define RLAPI // We are building or using rlgl as a static library (or Linux shared library)
-
- #if defined(_WIN32)
- #if defined(BUILD_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
- #elif defined(USE_LIBTYPE_SHARED)
- #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #endif
- #endif
-
- // Support TRACELOG macros
- #if !defined(TRACELOG)
- #define TRACELOG(level, ...) (void)0
- #define TRACELOGD(...) (void)0
- #endif
-
- // Allow custom memory allocators
- #ifndef RL_MALLOC
- #define RL_MALLOC(sz) malloc(sz)
- #endif
- #ifndef RL_CALLOC
- #define RL_CALLOC(n,sz) calloc(n,sz)
- #endif
- #ifndef RL_REALLOC
- #define RL_REALLOC(n,sz) realloc(n,sz)
- #endif
- #ifndef RL_FREE
- #define RL_FREE(p) free(p)
- #endif
-#else
- #include "raylib.h" // Required for: Model, Shader, Texture2D, TRACELOG()
-#endif
-
-#include "raymath.h" // Required for: Vector3, Matrix
-
-// Security check in case no GRAPHICS_API_OPENGL_* defined
-#if !defined(GRAPHICS_API_OPENGL_11) && \
- !defined(GRAPHICS_API_OPENGL_21) && \
- !defined(GRAPHICS_API_OPENGL_33) && \
- !defined(GRAPHICS_API_OPENGL_ES2)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-// Security check in case multiple GRAPHICS_API_OPENGL_* defined
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(GRAPHICS_API_OPENGL_21)
- #undef GRAPHICS_API_OPENGL_21
- #endif
- #if defined(GRAPHICS_API_OPENGL_33)
- #undef GRAPHICS_API_OPENGL_33
- #endif
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #undef GRAPHICS_API_OPENGL_ES2
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33
-#endif
-
-#define SUPPORT_RENDER_TEXTURES_HINT
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// Default internal render batch limits
-#ifndef DEFAULT_BATCH_BUFFER_ELEMENTS
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // This is the maximum amount of elements (quads) per batch
- // NOTE: Be careful with text, every letter maps to a quad
- #define DEFAULT_BATCH_BUFFER_ELEMENTS 8192
- #elif defined(GRAPHICS_API_OPENGL_ES2)
- // We reduce memory sizes for embedded systems (RPI and HTML5)
- // NOTE: On HTML5 (emscripten) this is allocated on heap,
- // by default it's only 16MB!...just take care...
- #define DEFAULT_BATCH_BUFFER_ELEMENTS 2048
- #endif
-#endif
-#ifndef DEFAULT_BATCH_BUFFERS
- #define DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
-#endif
-#ifndef DEFAULT_BATCH_DRAWCALLS
- #define DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
-#endif
-#ifndef MAX_BATCH_ACTIVE_TEXTURES
- #define MAX_BATCH_ACTIVE_TEXTURES 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
-#endif
-
-// Internal Matrix stack
-#ifndef MAX_MATRIX_STACK_SIZE
- #define MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
-#endif
-
-// Shader and material limits
-#ifndef MAX_SHADER_LOCATIONS
- #define MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
-#endif
-#ifndef MAX_MATERIAL_MAPS
- #define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported
-#endif
-
-// Projection matrix culling
-#ifndef RL_CULL_DISTANCE_NEAR
- #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
-#endif
-#ifndef RL_CULL_DISTANCE_FAR
- #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
-#endif
-
-// Texture parameters (equivalent to OpenGL defines)
-#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
-#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
-#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
-#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
-#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
-
-#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
-#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
-#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
-#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
-#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
-#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
-
-#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
-#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
-#define RL_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
-#define RL_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
-
-// Matrix modes (equivalent to OpenGL)
-#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
-#define RL_PROJECTION 0x1701 // GL_PROJECTION
-#define RL_TEXTURE 0x1702 // GL_TEXTURE
-
-// Primitive assembly draw modes
-#define RL_LINES 0x0001 // GL_LINES
-#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
-#define RL_QUADS 0x0007 // GL_QUADS
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
-
-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,
-} FramebufferAttachType;
-
-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,
-} FramebufferTexType;
-
-#if defined(RLGL_STANDALONE)
- #ifndef __cplusplus
- // Boolean type
- typedef enum { false, true } bool;
- #endif
-
- // Color type, RGBA (32bit)
- typedef struct Color {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
- } Color;
-
- // Rectangle type
- typedef struct Rectangle {
- float x;
- float y;
- float width;
- float height;
- } Rectangle;
-
- // Texture type
- // NOTE: Data stored in GPU memory
- typedef struct Texture {
- unsigned int id; // OpenGL texture id
- int width; // Texture base width
- int height; // Texture base height
- int mipmaps; // Mipmap levels, 1 by default
- int format; // Data format (PixelFormat)
- } Texture;
-
- // Texture2D type, same as Texture
- typedef Texture Texture2D;
-
- // TextureCubemap type, actually, same as Texture
- typedef Texture TextureCubemap;
-
- // Vertex data definning a mesh
- typedef struct Mesh {
- int vertexCount; // number of vertices stored in arrays
- int triangleCount; // number of triangles stored (indexed or not)
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices;// vertex indices (in case vertex data comes indexed)
-
- // Animation vertex data
- float *animVertices; // Animated vertex positions (after bones transformations)
- float *animNormals; // Animated normals (after bones transformations)
- int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
- float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
-
- // OpenGL identifiers
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int *vboId; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
- } Mesh;
-
- // Shader type (generic)
- typedef struct Shader {
- unsigned int id; // Shader program id
- int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
- } Shader;
-
- // Material texture map
- typedef struct MaterialMap {
- Texture2D texture; // Material map texture
- Color color; // Material map color
- float value; // Material map value
- } MaterialMap;
-
- // Material type (generic)
- typedef struct Material {
- Shader shader; // Material shader
- MaterialMap *maps; // Material maps (MAX_MATERIAL_MAPS)
- float *params; // Material generic parameters (if required)
- } Material;
-
- // Camera type, defines a camera position/orientation in 3d space
- typedef struct Camera {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees)
- } Camera;
-
- // Head-Mounted-Display device parameters
- typedef struct VrDeviceInfo {
- int hResolution; // HMD horizontal resolution in pixels
- int vResolution; // HMD vertical resolution in pixels
- float hScreenSize; // HMD horizontal size in meters
- float vScreenSize; // HMD vertical size in meters
- float vScreenCenter; // HMD screen center in meters
- float eyeToScreenDistance; // HMD distance between eye and display in meters
- float lensSeparationDistance; // HMD lens separation distance in meters
- float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
- float lensDistortionValues[4]; // HMD lens distortion constant parameters
- float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
- } VrDeviceInfo;
-
- // VR Stereo rendering configuration for simulator
- typedef struct VrStereoConfig {
- Shader distortionShader; // VR stereo rendering distortion shader
- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
- } VrStereoConfig;
-
- // TraceLog message types
- typedef enum {
- LOG_ALL,
- LOG_TRACE,
- LOG_DEBUG,
- LOG_INFO,
- LOG_WARNING,
- LOG_ERROR,
- LOG_FATAL,
- LOG_NONE
- } TraceLogType;
-
- // Texture formats (support depends on OpenGL version)
- typedef enum {
- UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- UNCOMPRESSED_GRAY_ALPHA,
- UNCOMPRESSED_R5G6B5, // 16 bpp
- UNCOMPRESSED_R8G8B8, // 24 bpp
- UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
- UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
- UNCOMPRESSED_R8G8B8A8, // 32 bpp
- UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
- UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
- UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
- COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
- COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
- COMPRESSED_DXT3_RGBA, // 8 bpp
- COMPRESSED_DXT5_RGBA, // 8 bpp
- COMPRESSED_ETC1_RGB, // 4 bpp
- COMPRESSED_ETC2_RGB, // 4 bpp
- COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
- COMPRESSED_PVRT_RGB, // 4 bpp
- COMPRESSED_PVRT_RGBA, // 4 bpp
- COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
- COMPRESSED_ASTC_8x8_RGBA // 2 bpp
- } PixelFormat;
-
- // Texture parameters: filter mode
- // NOTE 1: Filtering considers mipmaps if available in the texture
- // NOTE 2: Filter is accordingly set for minification and magnification
- typedef enum {
- FILTER_POINT = 0, // No filter, just pixel aproximation
- FILTER_BILINEAR, // Linear filtering
- FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
- FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
- FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
- FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
- } TextureFilterMode;
-
- // Color blending modes (pre-defined)
- typedef enum {
- BLEND_ALPHA = 0, // Blend textures considering alpha (default)
- BLEND_ADDITIVE, // Blend textures adding colors
- BLEND_MULTIPLIED, // Blend textures multiplying colors
- BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
- BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
- BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom())
- } BlendMode;
-
- // Shader location point type
- typedef enum {
- LOC_VERTEX_POSITION = 0,
- LOC_VERTEX_TEXCOORD01,
- LOC_VERTEX_TEXCOORD02,
- LOC_VERTEX_NORMAL,
- LOC_VERTEX_TANGENT,
- LOC_VERTEX_COLOR,
- LOC_MATRIX_MVP,
- LOC_MATRIX_MODEL,
- LOC_MATRIX_VIEW,
- LOC_MATRIX_PROJECTION,
- LOC_VECTOR_VIEW,
- LOC_COLOR_DIFFUSE,
- LOC_COLOR_SPECULAR,
- LOC_COLOR_AMBIENT,
- LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
- LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
- LOC_MAP_NORMAL,
- LOC_MAP_ROUGHNESS,
- LOC_MAP_OCCLUSION,
- LOC_MAP_EMISSION,
- LOC_MAP_HEIGHT,
- LOC_MAP_CUBEMAP,
- LOC_MAP_IRRADIANCE,
- LOC_MAP_PREFILTER,
- LOC_MAP_BRDF
- } ShaderLocationIndex;
-
- // Shader uniform data types
- typedef enum {
- UNIFORM_FLOAT = 0,
- UNIFORM_VEC2,
- UNIFORM_VEC3,
- UNIFORM_VEC4,
- UNIFORM_INT,
- UNIFORM_IVEC2,
- UNIFORM_IVEC3,
- UNIFORM_IVEC4,
- UNIFORM_SAMPLER2D
- } ShaderUniformDataType;
-
- #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
- #define LOC_MAP_SPECULAR LOC_MAP_METALNESS
-
- // Material map type
- typedef enum {
- MAP_ALBEDO = 0, // MAP_DIFFUSE
- MAP_METALNESS = 1, // MAP_SPECULAR
- MAP_NORMAL = 2,
- MAP_ROUGHNESS = 3,
- MAP_OCCLUSION,
- MAP_EMISSION,
- MAP_HEIGHT,
- MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
- MAP_BRDF
- } MaterialMapType;
-
- #define MAP_DIFFUSE MAP_ALBEDO
- #define MAP_SPECULAR MAP_METALNESS
-#endif
-
-#if defined(__cplusplus)
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Matrix operations
-//------------------------------------------------------------------------------------
-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 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 angleDeg, 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 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
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - Vertex level operations
-//------------------------------------------------------------------------------------
-RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
-RLAPI void rlEnd(void); // Finish vertex providing
-RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
-RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
-RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
-RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
-RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
-RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
-RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
-RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
-//------------------------------------------------------------------------------------
-RLAPI void rlEnableTexture(unsigned int id); // Enable texture usage
-RLAPI void rlDisableTexture(void); // Disable texture usage
-RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
-RLAPI void rlEnableShader(unsigned int id); // Enable shader program usage
-RLAPI void rlDisableShader(void); // Disable shader program usage
-RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
-RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
-RLAPI void rlEnableDepthTest(void); // Enable depth test
-RLAPI void rlDisableDepthTest(void); // Disable depth test
-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 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 rlSetLineWidth(float width); // Set the line drawing width
-RLAPI float rlGetLineWidth(void); // Get the line drawing width
-RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
-RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
-
-RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
-RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
-RLAPI void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
-RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
-
-//------------------------------------------------------------------------------------
-// Functions Declaration - rlgl functionality
-//------------------------------------------------------------------------------------
-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 rlglDraw(void); // Update and draw default internal buffers
-RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
-
-RLAPI int rlGetVersion(void); // Returns current OpenGL version
-RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
-RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
-RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors)
-RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
-
-// Textures data management
-RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
-RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
-RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
-RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
-RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
-RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
-
-RLAPI void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
-RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
-RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
-
-// Framebuffer management (fbo)
-RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
-RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
-RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
-RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
-
-// Vertex data management
-RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
-RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
-RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
-RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
-RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
-RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
-
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-#if defined(RLGL_STANDALONE)
-//------------------------------------------------------------------------------------
-// Shaders System Functions (Module: rlgl)
-// NOTE: This functions are useless when using OpenGL 1.1
-//------------------------------------------------------------------------------------
-// Shader loading/unloading functions
-RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
-RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
-RLAPI Shader GetShaderDefault(void); // Get default shader
-RLAPI Texture2D GetTextureDefault(void); // Get default texture
-RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
-RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
-
-// Shader configuration functions
-RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
-RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
-RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
-RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
-RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
-
-// Texture maps generation (PBR)
-// NOTE: Required shaders should be provided
-RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
-RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
-RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
-RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data
-
-// Shading begin/end functions
-RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
-RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
-RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
-RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-
-// VR control functions
-RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
-RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
-RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
-RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
-RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
-RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
-RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
-RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
-
-RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
-RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
-#endif
-
-#if defined(__cplusplus)
-}
-#endif
-
-#endif // RLGL_H
-
-/***********************************************************************************
-*
-* RLGL IMPLEMENTATION
-*
-************************************************************************************/
-
-#if defined(RLGL_IMPLEMENTATION)
-
-#if defined(RLGL_STANDALONE)
- #include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
-#else
- // Check if config flags have been externally provided on compilation line
- #if !defined(EXTERNAL_CONFIG_FLAGS)
- #include "config.h" // Defines module configuration flags
- #endif
- #include "raymath.h" // Required for: Vector3 and Matrix functions
-#endif
-
-#include <stdlib.h> // Required for: malloc(), free()
-#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
-#include <math.h> // Required for: atan2f()
-
-#if defined(GRAPHICS_API_OPENGL_11)
- #if defined(__APPLE__)
- #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
- #include <OpenGL/glext.h>
- #else
- // APIENTRY for OpenGL function pointer declarations is required
- #ifndef APIENTRY
- #if defined(_WIN32)
- #define APIENTRY __stdcall
- #else
- #define APIENTRY
- #endif
- #endif
- // WINGDIAPI definition. Some Windows OpenGL headers need it
- #if !defined(WINGDIAPI) && defined(_WIN32)
- #define WINGDIAPI __declspec(dllimport)
- #endif
-
- #include <GL/gl.h> // OpenGL 1.1 library
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
-#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_REALLOC RL_REALLOC
- #define GLAD_FREE RL_FREE
-
- #define GLAD_IMPLEMENTATION
- #if defined(RLGL_STANDALONE)
- #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
- #else
- #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
- #endif
- #endif
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- #define GL_GLEXT_PROTOTYPES
- #include <EGL/egl.h> // EGL library
- #include <GLES2/gl2.h> // OpenGL ES 2.0 library
- #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef GL_SHADING_LANGUAGE_VERSION
- #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
-#endif
-
-#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
-#endif
-#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
- #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
-#endif
-#ifndef GL_ETC1_RGB8_OES
- #define GL_ETC1_RGB8_OES 0x8D64
-#endif
-#ifndef GL_COMPRESSED_RGB8_ETC2
- #define GL_COMPRESSED_RGB8_ETC2 0x9274
-#endif
-#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
- #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
-#endif
-#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
-#endif
-#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
- #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
- #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
-#endif
-#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
- #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
-#endif
-
-#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
-#endif
-#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
- #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- #define GL_UNSIGNED_SHORT_5_6_5 0x8363
- #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
- #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
-#endif
-#if defined(GRAPHICS_API_OPENGL_21)
- #define GL_LUMINANCE 0x1909
- #define GL_LUMINANCE_ALPHA 0x190A
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- #define glClearDepth glClearDepthf
- #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
- #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
-#endif
-
-// Default shader vertex attribute names to set location points
-#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
- #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
-#endif
-#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
- #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
-#endif
-#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
- #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
-#endif
-#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
- #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
-#endif
-#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
- #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
-#endif
-#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
- #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
-typedef struct VertexBuffer {
- int elementsCount; // Number of elements in the buffer (QUADS)
-
- int vCounter; // Vertex position counter to process (and draw) from full buffer
- int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer
- int cCounter; // Vertex color counter to process (and draw) from full buffer
-
- float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
-#endif
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
-} VertexBuffer;
-
-// Draw call type
-// NOTE: Only texture changes register a new draw, other state-change-related elements are not
-// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
-// of those state-change happens (this is done in core module)
-typedef struct DrawCall {
- int mode; // Drawing mode: LINES, TRIANGLES, QUADS
- int vertexCount; // Number of vertex of the draw
- int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
- //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
- //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShader.id
- 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
- //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview
-} DrawCall;
-
-// RenderBatch type
-typedef struct RenderBatch {
- int buffersCount; // Number of vertex buffers (multi-buffering support)
- int currentBuffer; // Current buffer tracking in case of multi-buffering
- VertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
-
- DrawCall *draws; // Draw calls array, depends on textureId
- int drawsCounter; // Draw calls counter
- float currentDepth; // Current depth value for next draw
-} RenderBatch;
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// VR Stereo rendering configuration for simulator
-typedef struct VrStereoConfig {
- Shader distortionShader; // VR stereo rendering distortion shader
- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
-} VrStereoConfig;
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-typedef struct rlglData {
- RenderBatch *currentBatch; // Current render batch
- RenderBatch defaultBatch; // Default internal render batch
-
- struct {
- int currentMatrixMode; // Current matrix mode
- Matrix *currentMatrix; // Current matrix pointer
- Matrix modelview; // Default modelview matrix
- Matrix projection; // Default projection matrix
- Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
- bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
- Matrix stack[MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
- int stackCounter; // Matrix stack counter
-
- Texture2D shapesTexture; // Texture used on shapes drawing (usually a white pixel)
- Rectangle shapesTextureRec; // Texture source rectangle used on shapes drawing
- unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
- unsigned int activeTextureId[4]; // Active texture ids to be enabled on batch drawing (0 active by default)
- unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
- unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
- Shader defaultShader; // Basic shader, support vertex color and diffuse texture
- Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
-
- int currentBlendMode; // Blending mode active
- int glBlendSrcFactor; // Blending source factor
- int glBlendDstFactor; // Blending destination factor
- int glBlendEquation; // Blending equation
-
- int framebufferWidth; // Default framebuffer width
- int framebufferHeight; // Default framebuffer height
-
- } State;
- struct {
- bool vao; // VAO support (OpenGL ES2 could not support VAO extension)
- bool texNPOT; // NPOT textures full support
- bool texDepth; // Depth textures supported
- bool texFloat32; // float textures support (32 bit per channel)
- bool texCompDXT; // DDS texture compression support
- bool texCompETC1; // ETC1 texture compression support
- bool texCompETC2; // ETC2/EAC texture compression support
- bool texCompPVRT; // PVR texture compression support
- bool texCompASTC; // ASTC texture compression support
- bool texMirrorClamp; // Clamp mirror wrap mode supported
- bool texAnisoFilter; // Anisotropic texture filtering support
- bool debugMarker; // Debug marker support
-
- float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
- int maxDepthBits; // Maximum bits for depth component
-
- } ExtSupported; // Extensions supported flags
-#if defined(SUPPORT_VR_SIMULATOR)
- struct {
- VrStereoConfig config; // VR stereo configuration for simulator
- unsigned int stereoFboId; // VR stereo rendering framebuffer id
- unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer)
- bool simulatorReady; // VR simulator ready flag
- bool stereoRender; // VR stereo rendering enabled/disabled flag
- } Vr;
-#endif // SUPPORT_VR_SIMULATOR
-} rlglData;
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static rlglData RLGL = { 0 };
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: VAO functionality is exposed through extensions (OES)
-static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; // Entry point pointer to function glGenVertexArrays()
-static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; // Entry point pointer to function glBindVertexArray()
-static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; // Entry point pointer to function glDeleteVertexArrays()
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
-
-static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring)
-static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
-static void UnloadShaderDefault(void); // Unload default shader
-
-static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
-static void UnloadRenderBatch(RenderBatch batch); // Unload render batch system
-static void DrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
-static void SetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl
-static void SetRenderBatchDefault(void); // Set default render batch for rlgl
-//static bool CheckRenderBatchLimit(RenderBatch batch, int vCount); // Check render batch vertex buffer limits
-
-static void GenDrawCube(void); // Generate and draw cube
-static void GenDrawQuad(void); // Generate and draw quad
-
-#if defined(SUPPORT_VR_SIMULATOR)
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
-#endif
-
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
-#if defined(GRAPHICS_API_OPENGL_11)
-static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix operations
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_11)
-
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlMatrixMode(int mode)
-{
- switch (mode)
- {
- case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
- case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
- case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
- default: break;
- }
-}
-
-void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
-{
- glFrustum(left, right, bottom, top, znear, zfar);
-}
-
-void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
-{
- glOrtho(left, right, bottom, top, znear, zfar);
-}
-
-void rlPushMatrix(void) { glPushMatrix(); }
-void rlPopMatrix(void) { glPopMatrix(); }
-void rlLoadIdentity(void) { glLoadIdentity(); }
-void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
-void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
-void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
-void rlMultMatrixf(float *matf) { glMultMatrixf(matf); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Choose the current matrix to be transformed
-void rlMatrixMode(int mode)
-{
- if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
- else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
- //else if (mode == RL_TEXTURE) // Not supported
-
- RLGL.State.currentMatrixMode = mode;
-}
-
-// Push the current matrix into RLGL.State.stack
-void rlPushMatrix(void)
-{
- if (RLGL.State.stackCounter >= MAX_MATRIX_STACK_SIZE) TRACELOG(LOG_ERROR, "RLGL: Matrix stack overflow (MAX_MATRIX_STACK_SIZE)");
-
- if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
- {
- RLGL.State.transformRequired = true;
- RLGL.State.currentMatrix = &RLGL.State.transform;
- }
-
- RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
- RLGL.State.stackCounter++;
-}
-
-// Pop lattest inserted matrix from RLGL.State.stack
-void rlPopMatrix(void)
-{
- if (RLGL.State.stackCounter > 0)
- {
- Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
- *RLGL.State.currentMatrix = mat;
- RLGL.State.stackCounter--;
- }
-
- if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
- {
- RLGL.State.currentMatrix = &RLGL.State.modelview;
- RLGL.State.transformRequired = false;
- }
-}
-
-// Reset current matrix to identity matrix
-void rlLoadIdentity(void)
-{
- *RLGL.State.currentMatrix = MatrixIdentity();
-}
-
-// Multiply the current matrix by a translation matrix
-void rlTranslatef(float x, float y, float z)
-{
- Matrix matTranslation = MatrixTranslate(x, y, z);
-
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = MatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
-}
-
-// Multiply the current matrix by a rotation matrix
-void rlRotatef(float angleDeg, float x, float y, float z)
-{
- Matrix matRotation = MatrixIdentity();
-
- Vector3 axis = (Vector3){ x, y, z };
- matRotation = MatrixRotate(Vector3Normalize(axis), angleDeg*DEG2RAD);
-
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = MatrixMultiply(matRotation, *RLGL.State.currentMatrix);
-}
-
-// Multiply the current matrix by a scaling matrix
-void rlScalef(float x, float y, float z)
-{
- Matrix matScale = MatrixScale(x, y, z);
-
- // NOTE: We transpose matrix with multiplication order
- *RLGL.State.currentMatrix = MatrixMultiply(matScale, *RLGL.State.currentMatrix);
-}
-
-// Multiply the current matrix by another matrix
-void rlMultMatrixf(float *matf)
-{
- // Matrix creation from array
- Matrix mat = { matf[0], matf[4], matf[8], matf[12],
- matf[1], matf[5], matf[9], matf[13],
- matf[2], matf[6], matf[10], matf[14],
- matf[3], matf[7], matf[11], matf[15] };
-
- *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, mat);
-}
-
-// Multiply the current matrix by a perspective matrix generated by parameters
-void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
-{
- Matrix matPerps = MatrixFrustum(left, right, bottom, top, znear, zfar);
-
- *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matPerps);
-}
-
-// Multiply the current matrix by an orthographic matrix generated by parameters
-void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
-{
- Matrix matOrtho = MatrixOrtho(left, right, bottom, top, znear, zfar);
-
- *RLGL.State.currentMatrix = MatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
-}
-
-#endif
-
-// Set the viewport area (transformation from normalized device coordinates to window coordinates)
-void rlViewport(int x, int y, int width, int height)
-{
- glViewport(x, y, width, height);
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vertex level operations
-//----------------------------------------------------------------------------------
-#if defined(GRAPHICS_API_OPENGL_11)
-
-// Fallback to OpenGL 1.1 function calls
-//---------------------------------------
-void rlBegin(int mode)
-{
- switch (mode)
- {
- case RL_LINES: glBegin(GL_LINES); break;
- case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
- case RL_QUADS: glBegin(GL_QUADS); break;
- default: break;
- }
-}
-
-void rlEnd() { glEnd(); }
-void rlVertex2i(int x, int y) { glVertex2i(x, y); }
-void rlVertex2f(float x, float y) { glVertex2f(x, y); }
-void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
-void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
-void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
-void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
-void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
-void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
-
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-
-// Initialize drawing mode (how to organize vertex)
-void rlBegin(int mode)
-{
- // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
- // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
- {
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
-
- else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
-
- if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
- else
- {
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
-
- RLGL.currentBatch->drawsCounter++;
- }
- }
-
- if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
-
- RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
- }
-}
-
-// Finish vertex providing
-void rlEnd(void)
-{
- // Make sure vertexCount is the same for vertices, texcoords, colors and normals
- // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
-
- // Make sure colors count match vertex count
- if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter)
- {
- int addColors = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter;
-
- for (int i = 0; i < addColors; i++)
- {
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 4];
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 3];
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 2];
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter - 1];
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
- }
- }
-
- // Make sure texcoords count match vertex count
- if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter != RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter)
- {
- int addTexCoords = RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter;
-
- for (int i = 0; i < addTexCoords; i++)
- {
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = 0.0f;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = 0.0f;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
- }
- }
-
- // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P
-
- // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
- // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
- // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
- RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
-
- // Verify internal buffers limits
- // NOTE: This check is combined with usage of rlCheckBufferLimit()
- if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
- {
- // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(),
- // 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();
- DrawRenderBatch(RLGL.currentBatch);
- }
-}
-
-// Define one vertex (position)
-// NOTE: Vertex position data is the basic information required for drawing
-void rlVertex3f(float x, float y, float z)
-{
- Vector3 vec = { x, y, z };
-
- // Transform provided vector if required
- if (RLGL.State.transformRequired) vec = Vector3Transform(vec, RLGL.State.transform);
-
- // Verify that current vertex buffer elements limit has not been reached
- if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
- {
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = vec.x;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = vec.y;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = vec.z;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
-
- RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
- }
- else TRACELOG(LOG_ERROR, "RLGL: Batch elements overflow");
-}
-
-// Define one vertex (position)
-void rlVertex2f(float x, float y)
-{
- rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
-}
-
-// Define one vertex (position)
-void rlVertex2i(int x, int y)
-{
- rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
-}
-
-// Define one vertex (texture coordinate)
-// NOTE: Texture coordinates are limited to QUADS only
-void rlTexCoord2f(float x, float y)
-{
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter] = x;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter + 1] = y;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter++;
-}
-
-// Define one vertex (normal)
-// NOTE: Normals limited to TRIANGLES only?
-void rlNormal3f(float x, float y, float z)
-{
- // TODO: Normals usage...
-}
-
-// Define one vertex (color)
-void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
-{
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter] = x;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 1] = y;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 2] = z;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter + 3] = w;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter++;
-}
-
-// Define one vertex (color)
-void rlColor4f(float r, float g, float b, float a)
-{
- rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
-}
-
-// Define one vertex (color)
-void rlColor3f(float x, float y, float z)
-{
- rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
-}
-
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
-//----------------------------------------------------------------------------------
-
-// Enable texture usage
-void rlEnableTexture(unsigned int id)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, id);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
- {
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
- {
- // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
- // that way, following QUADS drawing will keep aligned with index processing
- // It implies adding some extra alignment vertex at the end of the draw,
- // those vertex are not processed but they are considered as an additional offset
- // for the next set of vertex to be drawn
- if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
- else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
-
- else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
-
- if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
- else
- {
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
- RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
-
- RLGL.currentBatch->drawsCounter++;
- }
- }
-
- if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
-
- RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
- RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
- }
-#endif
-}
-
-// Disable texture usage
-void rlDisableTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#else
- // NOTE: If quads batch limit is reached,
- // we force a draw call and next batch starts
- if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch);
-#endif
-}
-
-// Set texture parameters (wrap mode/filter mode)
-void rlTextureParameters(unsigned int id, int param, int value)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
- switch (param)
- {
- case RL_TEXTURE_WRAP_S:
- case RL_TEXTURE_WRAP_T:
- {
- if (value == RL_WRAP_MIRROR_CLAMP)
- {
-#if !defined(GRAPHICS_API_OPENGL_11)
- if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
- else TRACELOG(LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
-#endif
- }
- else glTexParameteri(GL_TEXTURE_2D, param, value);
-
- } break;
- case RL_TEXTURE_MAG_FILTER:
- case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
- case RL_TEXTURE_ANISOTROPIC_FILTER:
- {
-#if !defined(GRAPHICS_API_OPENGL_11)
- if (value <= RLGL.ExtSupported.maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- else if (RLGL.ExtSupported.maxAnisotropicLevel > 0.0f)
- {
- TRACELOG(LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, RLGL.ExtSupported.maxAnisotropicLevel);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
- }
- else TRACELOG(LOG_WARNING, "GL: Anisotropic filtering not supported");
-#endif
- } break;
- default: break;
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Enable shader program usage
-void rlEnableShader(unsigned int id)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- glUseProgram(id);
-#endif
-}
-
-// Disable shader program usage
-void rlDisableShader(void)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
- glUseProgram(0);
-#endif
-}
-
-// Enable rendering to texture (fbo)
-void rlEnableFramebuffer(unsigned int id)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
-#endif
-}
-
-// Disable rendering to texture
-void rlDisableFramebuffer(void)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-}
-
-// Enable depth test
-void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
-
-// Disable depth test
-void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
-
-// Enable depth write
-void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
-
-// Disable depth write
-void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
-
-// Enable backface culling
-void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
-
-// Disable backface culling
-void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
-
-// Enable scissor test
-RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
-
-// Disable scissor test
-RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
-
-// Scissor test
-RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
-
-// Enable wire mode
-void rlEnableWireMode(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_LINE);
-#endif
-}
-
-// Disable wire mode
-void rlDisableWireMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glPolygonMode() not available on OpenGL ES
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-#endif
-}
-// Set the line drawing width
-void rlSetLineWidth(float width)
-{
- glLineWidth(width);
-}
-
-// Get the line drawing width
-float rlGetLineWidth(void)
-{
- float width = 0;
- glGetFloatv(GL_LINE_WIDTH, &width);
- return width;
-}
-
-// Enable line aliasing
-void rlEnableSmoothLines(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_LINE_SMOOTH);
-#endif
-}
-
-// Disable line aliasing
-void rlDisableSmoothLines(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
- glDisable(GL_LINE_SMOOTH);
-#endif
-}
-
-// Unload framebuffer from GPU memory
-// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
-void rlUnloadFramebuffer(unsigned int id)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_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);
- glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
-
- unsigned int depthIdU = (unsigned int)depthId;
- if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
- else if (depthType == GL_RENDERBUFFER) 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.
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteFramebuffers(1, &id);
-
- TRACELOG(LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
-#endif
-}
-
-// Clear color buffer with color
-void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
-{
- // Color values clamp to 0.0f(0) and 1.0f(255)
- float cr = (float)r/255;
- float cg = (float)g/255;
- float cb = (float)b/255;
- float ca = (float)a/255;
-
- glClearColor(cr, cg, cb, ca);
-}
-
-// Clear used screen buffers (color and depth)
-void rlClearScreenBuffers(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
-}
-
-// Update GPU buffer with new data
-void rlUpdateBuffer(int bufferId, void *data, int dataSize)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glBindBuffer(GL_ARRAY_BUFFER, bufferId);
- glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, data);
-#endif
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - rlgl Functions
-//----------------------------------------------------------------------------------
-
-// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
-void rlglInit(int width, int height)
-{
- // Check OpenGL information and capabilities
- //------------------------------------------------------------------------------
- // Print current OpenGL and GLSL version
- TRACELOG(LOG_INFO, "GL: OpenGL device information:");
- TRACELOG(LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
- TRACELOG(LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
- TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
- TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
-
- // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*)
- //int maxTexSize;
- //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
- //TRACELOG(LOG_INFO, "GL: Maximum texture size: %i", maxTexSize);
-
- //GL_MAX_TEXTURE_IMAGE_UNITS
- //GL_MAX_VIEWPORT_DIMS
-
- //int numAuxBuffers;
- //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers);
- //TRACELOG(LOG_INFO, "GL: Number of aixiliar buffers: %i", numAuxBuffers);
-
- //GLint numComp = 0;
- //GLint format[32] = { 0 };
- //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp);
- //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format);
- //for (int i = 0; i < numComp; i++) TRACELOG(LOG_INFO, "GL: Supported compressed format: 0x%x", format[i]);
-
- // NOTE: We don't need that much data on screen... right now...
-
- // TODO: Automatize extensions loading using rlLoadExtensions() and GLAD
- // Actually, when rlglInit() is called in InitWindow() in core.c,
- // OpenGL context has already been created and required extensions loaded
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Get supported extensions list
- GLint numExt = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_21)
- // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
- RLGL.ExtSupported.vao = true;
-
- // Multiple texture extensions supported by default
- RLGL.ExtSupported.texNPOT = true;
- RLGL.ExtSupported.texFloat32 = true;
- RLGL.ExtSupported.texDepth = true;
-
- // We get a list of available extensions and we check for some of them (compressed textures)
- // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
- glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
-
- // Allocate numExt strings pointers
- char **extList = RL_MALLOC(sizeof(char *)*numExt);
-
- // Get extensions strings
- for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i);
-
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- // Allocate 512 strings pointers (2 KB)
- const char **extList = RL_MALLOC(512*sizeof(const char *));
-
- const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
-
- // NOTE: We have to duplicate string because glGetString() returns a const string
- int len = strlen(extensions) + 1;
- char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char));
- strcpy(extensionsDup, extensions);
-
- extList[numExt] = extensionsDup;
-
- for (int i = 0; i < len; i++)
- {
- if (extensionsDup[i] == ' ')
- {
- extensionsDup[i] = '\0';
-
- numExt++;
- extList[numExt] = &extensionsDup[i + 1];
- }
- }
-
- // NOTE: Duplicated string (extensionsDup) must be deallocated
-#endif
-
- TRACELOG(LOG_INFO, "GL: Supported extensions count: %i", numExt);
-
- // Show supported extensions
- //for (int i = 0; i < numExt; i++) TRACELOG(LOG_INFO, "Supported extension: %s", extList[i]);
-
- // Check required extensions
- for (int i = 0; i < numExt; i++)
- {
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // Check VAO support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
- {
- // The extension is supported by our hardware and driver, try to get related functions pointers
- // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
- glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
- glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
- glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
- //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
-
- if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
- }
-
- // Check NPOT textures support
- // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
- if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
-
- // Check texture float support
- 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_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;
- if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;
-#endif
- // DDS texture compression support
- if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
-
- // ETC1 texture compression support
- if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
- (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
-
- // ETC2/EAC texture compression support
- if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
-
- // PVR texture compression support
- if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
-
- // ASTC texture compression support
- if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
-
- // Anisotropic texture filter support
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0)
- {
- RLGL.ExtSupported.texAnisoFilter = true;
- glGetFloatv(0x84FF, &RLGL.ExtSupported.maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- }
-
- // Clamp mirror wrap mode supported
- if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
-
- // Debug marker support
- if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) RLGL.ExtSupported.debugMarker = true;
- }
-
- // Free extensions pointers
- RL_FREE(extList);
-
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- RL_FREE(extensionsDup); // Duplicated string must be deallocated
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.ExtSupported.vao) TRACELOG(LOG_INFO, "GL: VAO extension detected, VAO functions initialized successfully");
- else TRACELOG(LOG_WARNING, "GL: VAO extension not found, VAO usage not supported");
-
- if (RLGL.ExtSupported.texNPOT) TRACELOG(LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
- else TRACELOG(LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
-#endif
-
- if (RLGL.ExtSupported.texCompDXT) TRACELOG(LOG_INFO, "GL: DXT compressed textures supported");
- if (RLGL.ExtSupported.texCompETC1) TRACELOG(LOG_INFO, "GL: ETC1 compressed textures supported");
- if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported");
- if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported");
- if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported");
-
- if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel);
- if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported");
-
- if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported");
-
- // Initialize buffers, default shaders and default textures
- //----------------------------------------------------------
- // Init default white texture
- unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
- RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
-
- if (RLGL.State.defaultTextureId != 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
- else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load default texture");
-
- // Init default Shader (customized for GL 3.3 and ES2)
- RLGL.State.defaultShader = LoadShaderDefault();
- RLGL.State.currentShader = RLGL.State.defaultShader;
-
- // Init default vertex arrays buffers
- RLGL.defaultBatch = LoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
- RLGL.currentBatch = &RLGL.defaultBatch;
-
- // Init stack matrices (emulating OpenGL 1.1)
- for (int i = 0; i < MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = MatrixIdentity();
-
- // Init internal matrices
- RLGL.State.transform = MatrixIdentity();
- RLGL.State.projection = MatrixIdentity();
- RLGL.State.modelview = MatrixIdentity();
- RLGL.State.currentMatrix = &RLGL.State.modelview;
-
-#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
-
- // Initialize OpenGL default states
- //----------------------------------------------------------
- // Init state: Depth test
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
-
- // Init state: Blending mode
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
-
- // Init state: Culling
- // NOTE: All shapes/models triangles are drawn CCW
- glCullFace(GL_BACK); // Cull the back face (default)
- glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
- glEnable(GL_CULL_FACE); // Enable backface culling
-
- // Init state: Cubemap seamless
-#if defined(GRAPHICS_API_OPENGL_33)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_11)
- // Init state: Color hints (deprecated in OpenGL 3.0+)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Store screen size into global variables
- RLGL.State.framebufferWidth = width;
- RLGL.State.framebufferHeight = height;
-
- // Init texture and rectangle used on basic shapes drawing
- RLGL.State.shapesTexture = GetTextureDefault();
- RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
-
- TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
-#endif
-
- // Init state: Color/Depth buffers clear
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- glClearDepth(1.0f); // Set clear depth value (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
-}
-
-// Vertex Buffer Object deinitialization (memory free)
-void rlglClose(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UnloadRenderBatch(RLGL.defaultBatch);
-
- UnloadShaderDefault(); // Unload default shader
- glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
-
- TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Unloaded default texture data from VRAM (GPU)", RLGL.State.defaultTextureId);
-#endif
-}
-
-// Update and draw internal buffers
-void rlglDraw(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- DrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
-#endif
-}
-
-// Check and log OpenGL error codes
-void rlCheckErrors() {
-#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int check = 1;
- while (check) {
- const GLenum err = glGetError();
- switch (err) {
- case GL_NO_ERROR:
- check = 0;
- break;
- case 0x0500: // GL_INVALID_ENUM:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM");
- break;
- case 0x0501: //GL_INVALID_VALUE:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE");
- break;
- case 0x0502: //GL_INVALID_OPERATION:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION");
- break;
- case 0x0503: // GL_STACK_OVERFLOW:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW");
- break;
- case 0x0504: // GL_STACK_UNDERFLOW:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW");
- break;
- case 0x0505: // GL_OUT_OF_MEMORY:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY");
- break;
- case 0x0506: // GL_INVALID_FRAMEBUFFER_OPERATION:
- TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION");
- break;
- default:
- TRACELOG(LOG_WARNING, "GL: Error detected: unknown error code %x", err);
- break;
- }
- }
-#endif
-}
-
-// Returns current OpenGL version
-int rlGetVersion(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- return OPENGL_11;
-#elif defined(GRAPHICS_API_OPENGL_21)
- #if defined(__APPLE__)
- return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX
- #else
- return OPENGL_21;
- #endif
-#elif defined(GRAPHICS_API_OPENGL_33)
- return OPENGL_33;
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- return OPENGL_ES_20;
-#endif
-}
-
-// Check internal buffer overflow for a given number of vertex
-bool rlCheckBufferLimit(int vCount)
-{
- bool overflow = false;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) overflow = true;
-#endif
- return overflow;
-}
-
-// Set debug marker
-void rlSetDebugMarker(const char *text)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text);
-#endif
-}
-
-// Set blending mode factor and equation
-void rlSetBlendMode(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;
-#endif
-}
-
-// Load OpenGL extensions
-// NOTE: External loader function could be passed as a pointer
-void rlLoadExtensions(void *loader)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
- #if !defined(__APPLE__)
- if (!gladLoadGLLoader((GLADloadproc)loader)) TRACELOG(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- else TRACELOG(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
-
- #if defined(GRAPHICS_API_OPENGL_21)
- if (GLAD_GL_VERSION_2_1) TRACELOG(LOG_INFO, "GL: OpenGL 2.1 profile supported");
- #elif defined(GRAPHICS_API_OPENGL_33)
- if (GLAD_GL_VERSION_3_3) TRACELOG(LOG_INFO, "GL: OpenGL 3.3 Core profile supported");
- else TRACELOG(LOG_ERROR, "GL: OpenGL 3.3 Core profile not supported");
- #endif
- #endif
-
- // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
- //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
-#endif
-}
-
-// Convert image data to OpenGL texture (returns OpenGL valid Id)
-unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
-{
- glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
-
- unsigned int id = 0;
-
- // Check texture format support by OpenGL 1.1 (compressed textures not supported)
-#if defined(GRAPHICS_API_OPENGL_11)
- if (format >= COMPRESSED_DXT1_RGB)
- {
- TRACELOG(LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
- return id;
- }
-#else
- if ((!RLGL.ExtSupported.texCompDXT) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) ||
- (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: DXT compressed texture format not supported");
- return id;
- }
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if ((!RLGL.ExtSupported.texCompETC1) && (format == COMPRESSED_ETC1_RGB))
- {
- TRACELOG(LOG_WARNING, "GL: ETC1 compressed texture format not supported");
- return id;
- }
-
- if ((!RLGL.ExtSupported.texCompETC2) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: ETC2 compressed texture format not supported");
- return id;
- }
-
- if ((!RLGL.ExtSupported.texCompPVRT) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: PVRT compressed texture format not supported");
- return id;
- }
-
- if ((!RLGL.ExtSupported.texCompASTC) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA)))
- {
- TRACELOG(LOG_WARNING, "GL: ASTC compressed texture format not supported");
- return id;
- }
-#endif
-#endif // GRAPHICS_API_OPENGL_11
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- glGenTextures(1, &id); // Generate texture id
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture)
-#endif
-
- glBindTexture(GL_TEXTURE_2D, id);
-
- int mipWidth = width;
- int mipHeight = height;
- int mipOffset = 0; // Mipmap data offset
-
- // Load the different mipmap levels
- for (int i = 0; i < mipmapCount; i++)
- {
- unsigned int mipSize = GetPixelDataSize(mipWidth, mipHeight, format);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-
- TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
-
- if (glInternalFormat != -1)
- {
- if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, (unsigned char *)data + mipOffset);
- #if !defined(GRAPHICS_API_OPENGL_11)
- else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, (unsigned char *)data + mipOffset);
- #endif
-
- #if defined(GRAPHICS_API_OPENGL_33)
- if (format == UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == UNCOMPRESSED_GRAY_ALPHA)
- {
- #if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
- #elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
- #endif
- glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- #endif
- }
-
- mipWidth /= 2;
- mipHeight /= 2;
- mipOffset += mipSize;
-
- // Security check for NPOT textures
- if (mipWidth < 1) mipWidth = 1;
- if (mipHeight < 1) mipHeight = 1;
- }
-
- // Texture parameters configuration
- // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
- if (RLGL.ExtSupported.texNPOT)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
- }
- else
- {
- // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
- }
-#else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
-#endif
-
- // Magnification and minification filters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
-
-#if defined(GRAPHICS_API_OPENGL_33)
- if (mipmapCount > 1)
- {
- // Activate Trilinear filtering if mipmaps are available
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- }
-#endif
-
- // At this point we have the texture loaded in GPU and texture parameters configured
-
- // NOTE: If mipmaps were not in data, they are not generated automatically
-
- // Unbind current texture
- glBindTexture(GL_TEXTURE_2D, 0);
-
- if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Texture created successfully (%ix%i - %i mipmaps)", id, width, height, mipmapCount);
- else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load texture");
-
- return id;
-}
-
-// Load depth texture/renderbuffer (to be attached to fbo)
-// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions
-unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // In case depth textures not supported, we force renderbuffer usage
- if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
-
- // NOTE: We let the implementation to choose the best bit-depth
- // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
- unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- 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)
- {
- glGenTextures(1, &id);
- glBindTexture(GL_TEXTURE_2D, id);
- glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- TRACELOG(LOG_INFO, "TEXTURE: Depth texture loaded successfully");
- }
- else
- {
- // Create the renderbuffer that will serve as the depth attachment for the framebuffer
- // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
- glGenRenderbuffers(1, &id);
- glBindRenderbuffer(GL_RENDERBUFFER, id);
- glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
-
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
-
- TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
- }
-#endif
-
- return id;
-}
-
-// Load texture cubemap
-// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
-// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
-unsigned int rlLoadTextureCubemap(void *data, int size, int format)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int dataSize = GetPixelDataSize(size, size, format);
-
- glGenTextures(1, &id);
- glBindTexture(GL_TEXTURE_CUBE_MAP, id);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-
- if (glInternalFormat != -1)
- {
- // Load cubemap faces
- for (unsigned int i = 0; i < 6; i++)
- {
- if (data == NULL)
- {
- if (format < COMPRESSED_DXT1_RGB)
- {
- if (format == 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(LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
- }
- else if ((format == UNCOMPRESSED_R32) || (format == UNCOMPRESSED_R32G32B32A32)) TRACELOG(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(LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
- }
- else
- {
- if (format < COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
- else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
- }
-
-#if defined(GRAPHICS_API_OPENGL_33)
- if (format == UNCOMPRESSED_GRAYSCALE)
- {
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
- glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
- else if (format == UNCOMPRESSED_GRAY_ALPHA)
- {
-#if defined(GRAPHICS_API_OPENGL_21)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
-#elif defined(GRAPHICS_API_OPENGL_33)
- GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
-#endif
- glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
- }
-#endif
- }
- }
-
- // Set cubemap texture sampling parameters
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#if defined(GRAPHICS_API_OPENGL_33)
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
-#endif
-
- glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
-#endif
-
- if (id > 0) TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Cubemap texture created successfully (%ix%i)", id, size, size);
- else TRACELOG(LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
-
- return id;
-}
-
-// Update already loaded texture in GPU with new data
-// NOTE: We don't know safely if internal texture format is the expected one...
-void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
-{
- glBindTexture(GL_TEXTURE_2D, id);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
-
- if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
- {
- glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, (unsigned char *)data);
- }
- else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
-}
-
-// Get OpenGL internal formats and data type from raylib PixelFormat
-void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
-{
- *glInternalFormat = -1;
- *glFormat = -1;
- *glType = -1;
-
- switch (format)
- {
- #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
- // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
- case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- #if !defined(GRAPHICS_API_OPENGL_11)
- case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
- #endif
- #elif defined(GRAPHICS_API_OPENGL_33)
- case UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
- case UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
- case UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
- case UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
- case UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
- case UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
- #endif
- #if !defined(GRAPHICS_API_OPENGL_11)
- case COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
- case COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
- case COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
- case COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
- case COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
- case COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
- case COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- case COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
- #endif
- default: TRACELOG(LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
- }
-}
-
-// Unload texture from GPU memory
-void rlUnloadTexture(unsigned int id)
-{
- glDeleteTextures(1, &id);
-}
-
-// Load a framebuffer to be used for rendering
-// NOTE: No textures attached
-unsigned int rlLoadFramebuffer(int width, int height)
-{
- unsigned int fboId = 0;
-
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glGenFramebuffers(1, &fboId); // Create the framebuffer object
- glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
-#endif
-
- return fboId;
-}
-
-// Attach color buffer texture to an fbo (unloads previous attachment)
-// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
-void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType)
-{
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, fboId);
-
- switch (attachType)
- {
- case RL_ATTACHMENT_COLOR_CHANNEL0:
- case RL_ATTACHMENT_COLOR_CHANNEL1:
- case RL_ATTACHMENT_COLOR_CHANNEL2:
- case RL_ATTACHMENT_COLOR_CHANNEL3:
- case RL_ATTACHMENT_COLOR_CHANNEL4:
- case RL_ATTACHMENT_COLOR_CHANNEL5:
- case RL_ATTACHMENT_COLOR_CHANNEL6:
- case RL_ATTACHMENT_COLOR_CHANNEL7:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, 0);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
- else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, 0);
-
- } break;
- case RL_ATTACHMENT_DEPTH:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
-
- } break;
- case RL_ATTACHMENT_STENCIL:
- {
- if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, 0);
- else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
-
- } break;
- default: break;
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-#endif
-}
-
-// Verify render texture is complete
-bool rlFramebufferComplete(unsigned int id)
-{
- bool result = false;
-
-#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(SUPPORT_RENDER_TEXTURES_HINT)
- glBindFramebuffer(GL_FRAMEBUFFER, id);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- if (status != GL_FRAMEBUFFER_COMPLETE)
- {
- switch (status)
- {
- case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
- case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
-#if defined(GRAPHICS_API_OPENGL_ES2)
- case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
-#endif
- case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
- default: break;
- }
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- result = (status == GL_FRAMEBUFFER_COMPLETE);
-#endif
-
- return result;
-}
-
-// Generate mipmap data for selected texture
-void rlGenerateMipmaps(Texture2D *texture)
-{
- glBindTexture(GL_TEXTURE_2D, texture->id);
-
- // Check if texture is power-of-two (POT)
- bool texIsPOT = false;
-
- if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) &&
- ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true;
-
-#if defined(GRAPHICS_API_OPENGL_11)
- if (texIsPOT)
- {
- // WARNING: Manual mipmap generation only works for RGBA 32bit textures!
- if (texture->format == UNCOMPRESSED_R8G8B8A8)
- {
- // Retrieve texture data from VRAM
- void *data = rlReadTexturePixels(*texture);
-
- // NOTE: data size is reallocated to fit mipmaps data
- // NOTE: CPU mipmap generation only supports RGBA 32bit data
- int mipmapCount = GenerateMipmaps(data, texture->width, texture->height);
-
- int size = texture->width*texture->height*4;
- int offset = size;
-
- int mipWidth = texture->width/2;
- int mipHeight = texture->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 *)data + offset);
-
- size = mipWidth*mipHeight*4;
- offset += size;
-
- mipWidth /= 2;
- mipHeight /= 2;
- }
-
- texture->mipmaps = mipmapCount + 1;
- RL_FREE(data); // Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
-
- TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Mipmaps generated manually on CPU side, total: %i", texture->id, texture->mipmaps);
- }
- else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps for provided texture format", texture->id);
- }
-#elif 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 algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
- glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps
-
- #define MIN(a,b) (((a)<(b))?(a):(b))
- #define MAX(a,b) (((a)>(b))?(a):(b))
-
- texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2));
- TRACELOG(LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", texture->id, texture->mipmaps);
- }
-#endif
- else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", texture->id);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-// Upload vertex data into a VAO (if supported) and VBO
-void rlLoadMesh(Mesh *mesh, bool dynamic)
-{
- if (mesh->vaoId > 0)
- {
- // Check if mesh has already been loaded in GPU
- TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId);
- return;
- }
-
- mesh->vaoId = 0; // Vertex Array Object
- mesh->vboId[0] = 0; // Vertex positions VBO
- mesh->vboId[1] = 0; // Vertex texcoords VBO
- mesh->vboId[2] = 0; // Vertex normals VBO
- mesh->vboId[3] = 0; // Vertex colors VBO
- mesh->vboId[4] = 0; // Vertex tangents VBO
- mesh->vboId[5] = 0; // Vertex texcoords2 VBO
- mesh->vboId[6] = 0; // Vertex indices VBO
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int drawHint = GL_STATIC_DRAW;
- if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
- if (RLGL.ExtSupported.vao)
- {
- // Initialize Quads VAO (Buffer A)
- glGenVertexArrays(1, &mesh->vaoId);
- glBindVertexArray(mesh->vaoId);
- }
-
- // NOTE: Attributes must be uploaded considering default locations points
-
- // Enable vertex attributes: position (shader-location = 0)
- glGenBuffers(1, &mesh->vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*3*sizeof(float), mesh->vertices, drawHint);
- glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(0);
-
- // Enable vertex attributes: texcoords (shader-location = 1)
- glGenBuffers(1, &mesh->vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*2*sizeof(float), mesh->texcoords, drawHint);
- glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(1);
-
- // Enable vertex attributes: normals (shader-location = 2)
- if (mesh->normals != NULL)
- {
- glGenBuffers(1, &mesh->vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*3*sizeof(float), mesh->normals, drawHint);
- glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(2);
- }
- else
- {
- // Default color vertex attribute set to WHITE
- glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(2);
- }
-
- // Default color vertex attribute (shader-location = 3)
- if (mesh->colors != NULL)
- {
- glGenBuffers(1, &mesh->vboId[3]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]);
- glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*4*sizeof(unsigned char), mesh->colors, drawHint);
- glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(3);
- }
- else
- {
- // Default color vertex attribute set to WHITE
- glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(3);
- }
-
- // Default tangent vertex attribute (shader-location = 4)
- if (mesh->tangents != NULL)
- {
- glGenBuffers(1, &mesh->vboId[4]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]);
- glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*4*sizeof(float), mesh->tangents, drawHint);
- glVertexAttribPointer(4, 4, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(4);
- }
- else
- {
- // Default tangents vertex attribute
- glVertexAttrib4f(4, 0.0f, 0.0f, 0.0f, 0.0f);
- glDisableVertexAttribArray(4);
- }
-
- // Default texcoord2 vertex attribute (shader-location = 5)
- if (mesh->texcoords2 != NULL)
- {
- glGenBuffers(1, &mesh->vboId[5]);
- glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]);
- glBufferData(GL_ARRAY_BUFFER, mesh->vertexCount*2*sizeof(float), mesh->texcoords2, drawHint);
- glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(5);
- }
- else
- {
- // Default texcoord2 vertex attribute
- glVertexAttrib2f(5, 0.0f, 0.0f);
- glDisableVertexAttribArray(5);
- }
-
- if (mesh->indices != NULL)
- {
- glGenBuffers(1, &mesh->vboId[6]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->triangleCount*3*sizeof(unsigned short), mesh->indices, drawHint);
- }
-
- if (RLGL.ExtSupported.vao)
- {
- if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
- else TRACELOG(LOG_WARNING, "VAO: Failed to load mesh to VRAM (GPU)");
- }
- else
- {
- TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
- }
-#endif
-}
-
-// Load a new attributes buffer
-unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
-{
- unsigned int id = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- int drawHint = GL_STATIC_DRAW;
- if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(vaoId);
-
- glGenBuffers(1, &id);
- glBindBuffer(GL_ARRAY_BUFFER, id);
- glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint);
- glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(shaderLoc);
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
-#endif
-
- return id;
-}
-
-// Update vertex or index data on GPU (upload new data to one buffer)
-void rlUpdateMesh(Mesh mesh, int buffer, int count)
-{
- rlUpdateMeshAt(mesh, buffer, count, 0);
-}
-
-// Update vertex or index data on GPU, at index
-// WARNING: error checking is in place that will cause the data to not be
-// updated if offset + size exceeds what the buffer can hold
-void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Activate mesh VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId);
-
- switch (buffer)
- {
- case 0: // Update vertices (vertex position)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*3*sizeof(float), mesh.vertices, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, index*3*sizeof(float), count*3*sizeof(float), mesh.vertices);
-
- } break;
- case 1: // Update texcoords (vertex texture coordinates)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*2*sizeof(float), mesh.texcoords, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, index*2*sizeof(float), count*2*sizeof(float), mesh.texcoords);
-
- } break;
- case 2: // Update normals (vertex normals)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*3*sizeof(float), mesh.normals, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, index*3*sizeof(float), count*3*sizeof(float), mesh.normals);
-
- } break;
- case 3: // Update colors (vertex colors)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(unsigned char), mesh.colors, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(unsigned char), count*4*sizeof(unsigned char), mesh.colors);
-
- } break;
- case 4: // Update tangents (vertex tangents)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*4*sizeof(float), mesh.tangents, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, index*4*sizeof(float), count*4*sizeof(float), mesh.tangents);
-
- } break;
- case 5: // Update texcoords2 (vertex second texture coordinates)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- if (index == 0 && count >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, count*2*sizeof(float), mesh.texcoords2, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.vertexCount) break;
- else glBufferSubData(GL_ARRAY_BUFFER, index*2*sizeof(float), count*2*sizeof(float), mesh.texcoords2);
-
- } break;
- case 6: // Update indices (triangle index buffer)
- {
- // the * 3 is because each triangle has 3 indices
- unsigned short *indices = mesh.indices;
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
-
- if (index == 0 && count >= mesh.triangleCount) glBufferData(GL_ELEMENT_ARRAY_BUFFER, count*3*sizeof(*indices), indices, GL_DYNAMIC_DRAW);
- else if (index + count >= mesh.triangleCount) break;
- else glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, index*3*sizeof(*indices), count*3*sizeof(*indices), indices);
-
- } break;
- default: break;
- }
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
-
- // Another option would be using buffer mapping...
- //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // Now we can modify vertices
- //glUnmapBuffer(GL_ARRAY_BUFFER);
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id);
-
- // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
- glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
- if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array
- if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array
-
- glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
- if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
- if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
-
- rlPushMatrix();
- rlMultMatrixf(MatrixToFloat(transform));
- rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a);
-
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices);
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- rlPopMatrix();
-
- glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
- glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
- if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
- if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array
-
- glDisable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Bind shader program
- glUseProgram(material.shader.id);
-
- // Matrices and other values required by shader
- //-----------------------------------------------------
- // Calculate and send to shader model matrix (used by PBR shader)
- if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
-
- // Upload to shader material.colDiffuse
- if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
-
- // Upload to shader material.colSpecular (if available)
- if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
- (float)material.maps[MAP_SPECULAR].color.g/255.0f,
- (float)material.maps[MAP_SPECULAR].color.b/255.0f,
- (float)material.maps[MAP_SPECULAR].color.a/255.0f);
-
- if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], RLGL.State.modelview);
- if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], RLGL.State.projection);
-
- // At this point the modelview matrix just contains the view matrix (camera)
- // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
- Matrix matView = RLGL.State.modelview; // View matrix (camera)
- Matrix matProjection = RLGL.State.projection; // Projection matrix (perspective)
-
- // TODO: Consider possible transform matrices in the RLGL.State.stack
- // Is this the right order? or should we start with the first stored matrix instead of the last one?
- //Matrix matStackTransform = MatrixIdentity();
- //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = MatrixMultiply(RLGL.State.stack[i], matStackTransform);
-
- // Transform to camera-space coordinates
- Matrix matModelView = MatrixMultiply(transform, MatrixMultiply(RLGL.State.transform, matView));
- //-----------------------------------------------------
-
- // Bind active texture maps (if available)
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- if (material.maps[i].texture.id > 0)
- {
- glActiveTexture(GL_TEXTURE0 + i);
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
- else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
-
- glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
- }
- }
-
- // Bind vertex array objects (or VBOs)
- if (RLGL.ExtSupported.vao) glBindVertexArray(mesh.vaoId);
- else
- {
- // Bind mesh VBO data: vertex position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]);
-
- // Bind mesh VBO data: vertex texcoords (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]);
-
- // Bind mesh VBO data: vertex normals (shader-location = 2, if available)
- if (material.shader.locs[LOC_VERTEX_NORMAL] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]);
- }
-
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
- if (material.shader.locs[LOC_VERTEX_COLOR] != -1)
- {
- if (mesh.vboId[3] != 0)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
- }
- else
- {
- // Set default value for unused attribute
- // NOTE: Required when using default shader and no VAO support
- glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
- glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]);
- }
- }
-
- // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
- if (material.shader.locs[LOC_VERTEX_TANGENT] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 4, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]);
- }
-
- // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
- if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1)
- {
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
- glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]);
- }
-
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
- }
-
- int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
- if (RLGL.Vr.stereoRender) eyesCount = 2;
-#endif
-
- for (int eye = 0; eye < eyesCount; eye++)
- {
- if (eyesCount == 1) RLGL.State.modelview = matModelView;
- #if defined(SUPPORT_VR_SIMULATOR)
- else SetStereoView(eye, matProjection, matModelView);
- #endif
-
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-
- // Draw call!
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
- }
-
- // Unbind all binded texture maps
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
- }
-
- // Unind vertex array objects (or VBOs)
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- else
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- // Unbind shader program
- glUseProgram(0);
-
- // Restore RLGL.State.projection/RLGL.State.modelview matrices
- // NOTE: In stereo rendering matrices are being modified to fit every eye
- RLGL.State.projection = matProjection;
- RLGL.State.modelview = matView;
-#endif
-}
-
-// Draw a 3d mesh with material and transform
-void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
-{
-#if defined(GRAPHICS_API_OPENGL_33)
- // Bind shader program
- glUseProgram(material.shader.id);
-
- // Upload to shader material.colDiffuse
- if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.g/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.b/255.0f,
- (float)material.maps[MAP_DIFFUSE].color.a/255.0f);
-
- // Upload to shader material.colSpecular (if available)
- if (material.shader.locs[LOC_COLOR_SPECULAR] != -1)
- glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255.0f,
- (float)material.maps[MAP_SPECULAR].color.g/255.0f,
- (float)material.maps[MAP_SPECULAR].color.b/255.0f,
- (float)material.maps[MAP_SPECULAR].color.a/255.0f);
-
- // Bind active texture maps (if available)
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- if (material.maps[i].texture.id > 0)
- {
- glActiveTexture(GL_TEXTURE0 + i);
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP))
- glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id);
- else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id);
-
- glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i);
- }
- }
-
- // Bind vertex array objects (or VBOs)
- glBindVertexArray(mesh.vaoId);
-
- // At this point the modelview matrix just contains the view matrix (camera)
- // For instanced shaders "mvp" is not premultiplied by any instance transform, only RLGL.State.transform
- glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false,
- MatrixToFloat(MatrixMultiply(MatrixMultiply(RLGL.State.transform, RLGL.State.modelview), RLGL.State.projection)));
-
- float16* instances = RL_MALLOC(count*sizeof(float16));
-
- for (int i = 0; i < count; i++) instances[i] = MatrixToFloatV(transforms[i]);
-
- // This could alternatively use a static VBO and either glMapBuffer or glBufferSubData.
- // It isn't clear which would be reliably faster in all cases and on all platforms, and
- // anecdotally glMapBuffer seems very slow (syncs) while glBufferSubData seems no faster
- // since we're transferring all the transform matrices anyway.
- unsigned int instancesB = 0;
- glGenBuffers(1, &instancesB);
- glBindBuffer(GL_ARRAY_BUFFER, instancesB);
- glBufferData(GL_ARRAY_BUFFER, count*sizeof(float16), instances, GL_STATIC_DRAW);
-
- // Instances are put in LOC_MATRIX_MODEL attribute location with space for 4x Vector4, eg:
- // layout (location = 12) in mat4 instance;
- unsigned int instanceA = material.shader.locs[LOC_MATRIX_MODEL];
-
- for (unsigned int i = 0; i < 4; i++)
- {
- glEnableVertexAttribArray(instanceA+i);
- glVertexAttribPointer(instanceA + i, 4, GL_FLOAT, GL_FALSE, sizeof(Matrix), (void *)(i*sizeof(Vector4)));
- glVertexAttribDivisor(instanceA + i, 1);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- // Draw call!
- if (mesh.indices != NULL) glDrawElementsInstanced(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0, count);
- else glDrawArraysInstanced(GL_TRIANGLES, 0, mesh.vertexCount, count);
-
- glDeleteBuffers(1, &instancesB);
- RL_FREE(instances);
-
- // Unbind all binded texture maps
- for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
- {
- glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
- if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
- else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
- }
-
- // Unind vertex array objects (or VBOs)
- glBindVertexArray(0);
-
- // Unbind shader program
- glUseProgram(0);
-
-#else
- TRACELOG(LOG_ERROR, "VAO: Instanced rendering requires GRAPHICS_API_OPENGL_33");
-#endif
-}
-
-// Unload mesh data from CPU and GPU
-void rlUnloadMesh(Mesh mesh)
-{
- RL_FREE(mesh.vertices);
- RL_FREE(mesh.texcoords);
- RL_FREE(mesh.normals);
- RL_FREE(mesh.colors);
- RL_FREE(mesh.tangents);
- RL_FREE(mesh.texcoords2);
- RL_FREE(mesh.indices);
-
- RL_FREE(mesh.animVertices);
- RL_FREE(mesh.animNormals);
- RL_FREE(mesh.boneWeights);
- RL_FREE(mesh.boneIds);
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- for (int i = 0; i < 7; i++) glDeleteBuffers(1, &mesh.vboId[i]); // DEFAULT_MESH_VERTEX_BUFFERS (model.c)
- if (RLGL.ExtSupported.vao)
- {
- glBindVertexArray(0);
- glDeleteVertexArrays(1, &mesh.vaoId);
- TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", mesh.vaoId);
- }
- else TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
-#endif
-}
-
-// Read screen pixel data (color buffer)
-unsigned char *rlReadScreenPixels(int width, int height)
-{
- unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
-
- // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
- // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
- glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
-
- // Flip image vertically!
- unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
-
- for (int y = height - 1; y >= 0; y--)
- {
- for (int x = 0; x < (width*4); x++)
- {
- imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
-
- // Set alpha component value to 255 (no trasparent image retrieval)
- // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
- if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
- }
- }
-
- RL_FREE(screenData);
-
- return imgData; // NOTE: image data should be freed
-}
-
-// Read texture pixel data
-void *rlReadTexturePixels(Texture2D texture)
-{
- void *pixels = NULL;
-
-#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
- glBindTexture(GL_TEXTURE_2D, texture.id);
-
- // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0)
- // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
- //int width, height, format;
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
- //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
-
- // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
- // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
- // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
- // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
-
- unsigned int glInternalFormat, glFormat, glType;
- rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
- unsigned int size = GetPixelDataSize(texture.width, texture.height, texture.format);
-
- if ((glInternalFormat != -1) && (texture.format < COMPRESSED_DXT1_RGB))
- {
- pixels = RL_MALLOC(size);
- glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
- }
- else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", texture.id, texture.format);
-
- glBindTexture(GL_TEXTURE_2D, 0);
-#endif
-
-#if defined(GRAPHICS_API_OPENGL_ES2)
- // glGetTexImage() is not available on OpenGL ES 2.0
- // Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
- // Two possible Options:
- // 1 - Bind texture to color fbo attachment and glReadPixels()
- // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
- // We are using Option 1, just need to care for texture format on retrieval
- // NOTE: This behaviour could be conditioned by graphic driver...
- unsigned int fboId = rlLoadFramebuffer(texture.width, texture.height);
-
- // TODO: Create depth texture/renderbuffer for fbo?
-
- glBindFramebuffer(GL_FRAMEBUFFER, fboId);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Attach our texture to FBO
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
-
- // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
- pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8));
- glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- // Clean up temporal fbo
- rlUnloadFramebuffer(fboId);
-#endif
-
- return pixels;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Shaders Functions
-// NOTE: Those functions are exposed directly to the user in raylib.h
-//----------------------------------------------------------------------------------
-
-// Get default internal texture (white texture)
-Texture2D GetTextureDefault(void)
-{
- Texture2D texture = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- texture.id = RLGL.State.defaultTextureId;
- texture.width = 1;
- texture.height = 1;
- texture.mipmaps = 1;
- texture.format = UNCOMPRESSED_R8G8B8A8;
-#endif
- return texture;
-}
-
-// Get texture to draw shapes (RAII)
-Texture2D GetShapesTexture(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- Texture2D texture = { 0 };
- return texture;
-#else
- return RLGL.State.shapesTexture;
-#endif
-}
-
-// Get texture rectangle to draw shapes
-Rectangle GetShapesTextureRec(void)
-{
-#if defined(GRAPHICS_API_OPENGL_11)
- Rectangle rec = { 0 };
- return rec;
-#else
- return RLGL.State.shapesTextureRec;
-#endif
-}
-
-// Define default texture used to draw shapes
-void SetShapesTexture(Texture2D texture, Rectangle source)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.shapesTexture = texture;
- RLGL.State.shapesTextureRec = source;
-#endif
-}
-
-// Get default shader
-Shader GetShaderDefault(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return RLGL.State.defaultShader;
-#else
- Shader shader = { 0 };
- return shader;
-#endif
-}
-
-// Load shader from files and bind default locations
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShader(const char *vsFileName, const char *fsFileName)
-{
- Shader shader = { 0 };
-
- // NOTE: Shader.locs is allocated by LoadShaderCode()
-
- char *vShaderStr = NULL;
- char *fShaderStr = NULL;
-
- if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
- if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
-
- shader = LoadShaderCode(vShaderStr, fShaderStr);
-
- if (vShaderStr != NULL) RL_FREE(vShaderStr);
- if (fShaderStr != NULL) RL_FREE(fShaderStr);
-
- return shader;
-}
-
-// Load shader from code strings
-// NOTE: If shader string is NULL, using default vertex/fragment shaders
-Shader LoadShaderCode(const char *vsCode, const char *fsCode)
-{
- Shader shader = { 0 };
- shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
-
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
- unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
-
- if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
- if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
-
- if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader;
- else
- {
- shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
-
- if (vertexShaderId != RLGL.State.defaultVShaderId)
- {
- // Detach shader before deletion to make sure memory is freed
- glDetachShader(shader.id, vertexShaderId);
- glDeleteShader(vertexShaderId);
- }
- if (fragmentShaderId != RLGL.State.defaultFShaderId)
- {
- // Detach shader before deletion to make sure memory is freed
- glDetachShader(shader.id, fragmentShaderId);
- glDeleteShader(fragmentShaderId);
- }
-
- if (shader.id == 0)
- {
- TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
- shader = RLGL.State.defaultShader;
- }
-
- // After shader loading, we TRY to set default location names
- if (shader.id > 0) SetShaderDefaultLocations(&shader);
- }
-
- // Get available shader uniforms
- // NOTE: This information is useful for debug...
- int uniformCount = -1;
-
- glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
-
- for (int i = 0; i < uniformCount; i++)
- {
- int namelen = -1;
- int num = -1;
- char name[256]; // Assume no variable names longer than 256
- GLenum type = GL_ZERO;
-
- // Get the name of the uniforms
- glGetActiveUniform(shader.id, i, sizeof(name) - 1, &namelen, &num, &type, name);
-
- name[namelen] = 0;
-
- TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name));
- }
-#endif
-
- return shader;
-}
-
-// Unload shader from GPU memory (VRAM)
-void UnloadShader(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (shader.id != RLGL.State.defaultShader.id)
- {
- glDeleteProgram(shader.id);
- RL_FREE(shader.locs);
-
- TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
- }
-#endif
-}
-
-// Begin custom shader mode
-void BeginShaderMode(Shader shader)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.State.currentShader.id != shader.id)
- {
- DrawRenderBatch(RLGL.currentBatch);
- RLGL.State.currentShader = shader;
- }
-#endif
-}
-
-// End custom shader mode (returns to default shader)
-void EndShaderMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- BeginShaderMode(RLGL.State.defaultShader);
-#endif
-}
-
-// Get shader uniform location
-int GetShaderLocation(Shader shader, const char *uniformName)
-{
- int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetUniformLocation(shader.id, uniformName);
-
- if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName);
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location);
-#endif
- return location;
-}
-
-// Get shader attribute location
-int GetShaderLocationAttrib(Shader shader, const char *attribName)
-{
- int location = -1;
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- location = glGetAttribLocation(shader.id, attribName);
-
- if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
-#endif
- return location;
-}
-
-// Set shader uniform value
-void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType)
-{
- SetShaderValueV(shader, uniformLoc, value, uniformType, 1);
-}
-
-// Set shader uniform value vector
-void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- switch (uniformType)
- {
- case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break;
- case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break;
- case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
- default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id);
- }
-
- //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
-#endif
-}
-
-
-// Set shader uniform value (matrix 4x4)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat));
-
- //glUseProgram(0);
-#endif
-}
-
-// Set shader uniform value for texture
-void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- glUseProgram(shader.id);
-
- // Check if texture is already active
- for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return;
-
- // Register a new active texture for the internal batch system
- // NOTE: Default texture is always activated as GL_TEXTURE0
- for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
- {
- if (RLGL.State.activeTextureId[i] == 0)
- {
- glUniform1i(uniformLoc, 1 + i); // Activate new texture unit
- RLGL.State.activeTextureId[i] = texture.id; // Save texture id for binding on drawing
- break;
- }
- }
-
- //glUseProgram(0);
-#endif
-}
-
-// Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixProjection(Matrix projection)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.projection = projection;
-#endif
-}
-
-// Return internal projection matrix
-Matrix GetMatrixProjection(void) {
-#if defined(GRAPHICS_API_OPENGL_11)
- float mat[16];
- glGetFloatv(GL_PROJECTION_MATRIX,mat);
- Matrix m;
- m.m0 = mat[0]; m.m1 = mat[1]; m.m2 = mat[2]; m.m3 = mat[3];
- m.m4 = mat[4]; m.m5 = mat[5]; m.m6 = mat[6]; m.m7 = mat[7];
- m.m8 = mat[8]; m.m9 = mat[9]; m.m10 = mat[10]; m.m11 = mat[11];
- m.m12 = mat[12]; m.m13 = mat[13]; m.m14 = mat[14]; m.m15 = mat[15];
- return m;
-#else
- return RLGL.State.projection;
-#endif
-#
-}
-
-// Set a custom modelview matrix (replaces internal modelview matrix)
-void SetMatrixModelview(Matrix view)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.State.modelview = view;
-#endif
-}
-
-// Return internal modelview matrix
-Matrix GetMatrixModelview(void)
-{
- Matrix matrix = MatrixIdentity();
-#if defined(GRAPHICS_API_OPENGL_11)
- float mat[16];
- glGetFloatv(GL_MODELVIEW_MATRIX, mat);
- matrix.m0 = mat[0]; matrix.m1 = mat[1]; matrix.m2 = mat[2]; matrix.m3 = mat[3];
- matrix.m4 = mat[4]; matrix.m5 = mat[5]; matrix.m6 = mat[6]; matrix.m7 = mat[7];
- matrix.m8 = mat[8]; matrix.m9 = mat[9]; matrix.m10 = mat[10]; matrix.m11 = mat[11];
- matrix.m12 = mat[12]; matrix.m13 = mat[13]; matrix.m14 = mat[14]; matrix.m15 = mat[15];
-#else
- matrix = RLGL.State.modelview;
-#endif
- return matrix;
-}
-
-// Generate cubemap texture from HDR texture
-TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
-{
- TextureCubemap cubemap = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
-
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- cubemap.id = rlLoadTextureCubemap(NULL, size, format);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
-
- // Check if framebuffer is complete with attachments (valid)
- if (rlFramebufferComplete(fbo)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
- //------------------------------------------------------------------------------------------
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
-
- // Define projection matrix and send it to shader
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- rlEnableShader(shader.id);
-#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, panorama.id);
-#endif
-
- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
-
- for (int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
-
- rlEnableFramebuffer(fbo);
-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- rlEnableTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
-#endif
- rlClearScreenBuffers();
- GenDrawCube();
-
-#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
- // Using internal batch system instead of raw OpenGL cube creating+drawing
- // NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
- DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
- DrawRenderBatch(RLGL.currentBatch);
-#endif
- }
- //------------------------------------------------------------------------------------------
-
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
-
- // Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- //rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
-
- cubemap.width = size;
- cubemap.height = size;
- cubemap.mipmaps = 1;
- cubemap.format = UNCOMPRESSED_R32G32B32;
-#endif
- return cubemap;
-}
-
-// Generate irradiance texture using cubemap data
-TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
-{
- TextureCubemap irradiance = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
-
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- irradiance.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
- //------------------------------------------------------------------------------------------
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
-
- // Define projection matrix and send it to shader
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- rlEnableShader(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-
- rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
-
- for (int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
-
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- GenDrawCube();
- }
- //------------------------------------------------------------------------------------------
-
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
-
- // Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- //rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
-
- irradiance.width = size;
- irradiance.height = size;
- irradiance.mipmaps = 1;
- irradiance.format = UNCOMPRESSED_R32G32B32;
-#endif
- return irradiance;
-}
-
-// Generate prefilter texture using cubemap data
-TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
-{
- TextureCubemap prefilter = { 0 };
-
-#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2)
- rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
-
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- prefilter.id = rlLoadTextureCubemap(NULL, size, UNCOMPRESSED_R32G32B32);
- rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_FILTER_MIP_LINEAR);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X);
- //------------------------------------------------------------------------------------------
-
- // Generate mipmaps for the prefiltered HDR texture
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- //rlGenerateMipmaps(Texture2D *texture); // Only GL_TEXTURE_2D
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Shader is used to prefilter HDR and store data into mipmap levels
-
- // Define projection matrix and send it to shader
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection);
-
- // Define view matrix for every side of the cubemap
- Matrix fboViews[6] = {
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
- MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
- };
-
- rlEnableShader(shader.id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
-
- // TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = GetShaderLocation(shader, "roughness");
-
- rlEnableFramebuffer(fbo);
-
- #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
-
- for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
- {
- // Resize framebuffer according to mip-level size.
- unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
- unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
-
- rlViewport(0, 0, mipWidth, mipHeight);
-
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
-
- float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
- glUniform1f(roughnessLoc, roughness);
-
- for (int i = 0; i < 6; i++)
- {
- SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
- //rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?
-
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- GenDrawCube();
- }
- }
- //------------------------------------------------------------------------------------------
-
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
-
- // Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- //rlEnableBackfaceCulling();
- //------------------------------------------------------------------------------------------
-
- prefilter.width = size;
- prefilter.height = size;
- //prefilter.mipmaps = 1 + (int)floor(log(size)/log(2)); // MAX_MIPMAP_LEVELS
- //prefilter.format = UNCOMPRESSED_R32G32B32;
-#endif
- return prefilter;
-}
-
-// Generate BRDF texture using cubemap data
-// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
-Texture2D GenTextureBRDF(Shader shader, int size)
-{
- Texture2D brdf = { 0 };
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // STEP 1: Setup framebuffer
- //------------------------------------------------------------------------------------------
- unsigned int rbo = rlLoadTextureDepth(size, size, true);
- brdf.id = rlLoadTexture(NULL, size, size, UNCOMPRESSED_R32G32B32, 1);
-
- unsigned int fbo = rlLoadFramebuffer(size, size);
- rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
- rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
- //------------------------------------------------------------------------------------------
-
- // STEP 2: Draw to framebuffer
- //------------------------------------------------------------------------------------------
- // NOTE: Render BRDF LUT into a quad using FBO
-
- rlEnableShader(shader.id);
-
- rlViewport(0, 0, size, size);
-
- rlEnableFramebuffer(fbo);
- rlClearScreenBuffers();
- GenDrawQuad();
- //------------------------------------------------------------------------------------------
-
- // STEP 3: Unload framebuffer and reset state
- //------------------------------------------------------------------------------------------
- rlDisableShader(); // Unbind shader
- rlDisableTexture(); // Unbind texture
- rlDisableFramebuffer(); // Unbind framebuffer
- rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
-
- // Reset viewport dimensions to default
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- //------------------------------------------------------------------------------------------
-
- brdf.width = size;
- brdf.height = size;
- brdf.mipmaps = 1;
- brdf.format = UNCOMPRESSED_R32G32B32;
-#endif
- return brdf;
-}
-
-// Begin blending mode (alpha, additive, multiplied)
-// NOTE: Only 3 blending modes supported, default blend mode is alpha
-void BeginBlendMode(int mode)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.State.currentBlendMode != mode)
- {
- DrawRenderBatch(RLGL.currentBatch);
-
- switch (mode)
- {
- case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
- case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
- case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
- case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
- case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
- case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
- default: break;
- }
-
- RLGL.State.currentBlendMode = mode;
- }
-#endif
-}
-
-// End blending mode (reset to default: alpha blending)
-void EndBlendMode(void)
-{
- BeginBlendMode(BLEND_ALPHA);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Init VR simulator for selected device parameters
-// NOTE: It modifies the global variable: RLGL.Vr.stereoFboId
-void InitVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Initialize framebuffer and textures for stereo rendering
- // NOTE: Screen size should match HMD aspect ratio
- RLGL.Vr.stereoFboId = rlLoadFramebuffer(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
-
- // Load color/depth textures to attach to framebuffer
- RLGL.Vr.stereoTexId = rlLoadTexture(NULL, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, UNCOMPRESSED_R8G8B8A8, 1);
- unsigned int depthId = rlLoadTextureDepth(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, true);
-
- // Attach color texture and depth renderbuffer/texture to FBO
- rlFramebufferAttach(RLGL.Vr.stereoFboId, RLGL.Vr.stereoTexId, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
- rlFramebufferAttach(RLGL.Vr.stereoFboId, depthId, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
-
- RLGL.Vr.simulatorReady = true;
-#else
- TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
-#endif
-}
-
-// Update VR tracking (position and orientation) and camera
-// NOTE: Camera (position, target, up) gets update with head tracking information
-void UpdateVrTracking(Camera *camera)
-{
- // TODO: Simulate 1st person camera system
-}
-
-// Close VR simulator for current device
-void CloseVrSimulator(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.Vr.simulatorReady)
- {
- rlUnloadTexture(RLGL.Vr.stereoTexId); // Unload color texture
- rlUnloadFramebuffer(RLGL.Vr.stereoFboId); // Unload stereo framebuffer and depth texture/renderbuffer
- }
-#endif
-}
-
-// Set stereo rendering configuration parameters
-void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Reset RLGL.Vr.config for a new values assignment
- memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config));
-
- // Assign distortion shader
- RLGL.Vr.config.distortionShader = distortion;
-
- // Compute aspect ratio
- float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
-
- // Compute lens parameters
- float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
- float leftLensCenter[2] = { 0.25f + lensShift, 0.5f };
- float rightLensCenter[2] = { 0.75f - lensShift, 0.5f };
- float leftScreenCenter[2] = { 0.25f, 0.5f };
- float rightScreenCenter[2] = { 0.75f, 0.5f };
-
- // Compute distortion scale parameters
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
- float lensRadiusSq = lensRadius*lensRadius;
- float distortionScale = hmd.lensDistortionValues[0] +
- hmd.lensDistortionValues[1]*lensRadiusSq +
- hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
- hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
- TRACELOGD("RLGL: VR device configuration:");
- TRACELOGD(" > Distortion Scale: %f", distortionScale);
-
- float normScreenWidth = 0.5f;
- float normScreenHeight = 1.0f;
- float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
- float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
-
- TRACELOGD(" > Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
- TRACELOGD(" > Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
- TRACELOGD(" > Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
- TRACELOGD(" > Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
-
- // Fovy is normally computed with: 2*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
- //float fovy = 2.0f*atan2f(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
- float fovy = 2.0f*(float)atan2f(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
-
- // Compute camera projection matrices
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
- RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
-
- // Compute camera transformation matrices
- // NOTE: Camera movement might seem more natural if we model the head.
- // Our axis of rotation is the base of our head, so we might want to add
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
- RLGL.Vr.config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
- RLGL.Vr.config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
-
- // Compute eyes Viewports
- RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2;
- RLGL.Vr.config.eyeViewportRight[3] = hmd.vResolution;
-
- RLGL.Vr.config.eyeViewportLeft[0] = hmd.hResolution/2;
- RLGL.Vr.config.eyeViewportLeft[1] = 0;
- RLGL.Vr.config.eyeViewportLeft[2] = hmd.hResolution/2;
- RLGL.Vr.config.eyeViewportLeft[3] = hmd.vResolution;
-
- if (RLGL.Vr.config.distortionShader.id > 0)
- {
- // Update distortion shader with lens and distortion-scale parameters
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2);
-
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
- }
-#endif
-}
-
-// Detect if VR simulator is running
-bool IsVrSimulatorReady(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return RLGL.Vr.simulatorReady;
-#else
- return false;
-#endif
-}
-
-// Enable/Disable VR experience (device or simulator)
-void ToggleVrMode(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady;
-
- if (!RLGL.Vr.simulatorReady)
- {
- RLGL.Vr.stereoRender = false;
-
- // Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
- RLGL.State.modelview = MatrixIdentity();
- }
- else RLGL.Vr.stereoRender = true;
-#endif
-}
-
-// Begin VR drawing configuration
-void BeginVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.Vr.simulatorReady)
- {
- rlEnableFramebuffer(RLGL.Vr.stereoFboId); // Setup framebuffer for stereo rendering
- //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
-
- //rlViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
- rlClearScreenBuffers(); // Clear current framebuffer
-
- RLGL.Vr.stereoRender = true;
- }
-#endif
-}
-
-// End VR drawing process (and desktop mirror)
-void EndVrDrawing(void)
-{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- if (RLGL.Vr.simulatorReady)
- {
- RLGL.Vr.stereoRender = false; // Disable stereo render
-
- rlDisableFramebuffer(); // Unbind current framebuffer
-
- rlClearScreenBuffers(); // Clear current framebuffer
-
- // Set viewport to default framebuffer size (screen size)
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
-
- // Let rlgl reconfigure internal matrices
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
- rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal RLGL.State.projection matrix
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
- rlLoadIdentity(); // Reset internal modelview matrix
-
- // Draw stereo framebuffer texture using distortion shader if available
- if (RLGL.Vr.config.distortionShader.id > 0) RLGL.State.currentShader = RLGL.Vr.config.distortionShader;
- else RLGL.State.currentShader = GetShaderDefault();
-
- rlEnableTexture(RLGL.Vr.stereoTexId);
-
- rlPushMatrix();
- rlBegin(RL_QUADS);
- rlColor4ub(255, 255, 255, 255);
- rlNormal3f(0.0f, 0.0f, 1.0f);
-
- // Bottom-left corner for texture and quad
- rlTexCoord2f(0.0f, 1.0f);
- rlVertex2f(0.0f, 0.0f);
-
- // Bottom-right corner for texture and quad
- rlTexCoord2f(0.0f, 0.0f);
- rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight);
-
- // Top-right corner for texture and quad
- rlTexCoord2f(1.0f, 0.0f);
- rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight);
-
- // Top-left corner for texture and quad
- rlTexCoord2f(1.0f, 1.0f);
- rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f);
- rlEnd();
- rlPopMatrix();
-
- rlDisableTexture();
-
- // Update and draw render texture fbo with distortion to backbuffer
- DrawRenderBatch(RLGL.currentBatch);
-
- // Restore RLGL.State.defaultShader
- RLGL.State.currentShader = RLGL.State.defaultShader;
-
- // Reset viewport and default projection-modelview matrices
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
- RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
- RLGL.State.modelview = MatrixIdentity();
-
- rlDisableDepthTest();
- }
-#endif
-}
-#endif // SUPPORT_VR_SIMULATOR
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-// Compile custom shader and return shader id
-static unsigned int CompileShader(const char *shaderStr, int type)
-{
- unsigned int shader = glCreateShader(type);
- glShaderSource(shader, 1, &shaderStr, NULL);
-
- GLint success = 0;
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
-
- if (success != GL_TRUE)
- {
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader);
- int maxLength = 0;
- int length;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-
-#if defined(_MSC_VER)
- char *log = RL_MALLOC(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetShaderInfoLog(shader, maxLength, &length, log);
-
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
-
-#if defined(_MSC_VER)
- RL_FREE(log);
-#endif
- }
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Compiled successfully", shader);
-
- return shader;
-}
-
-// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
-{
- unsigned int program = 0;
-
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- GLint success = 0;
- program = glCreateProgram();
-
- glAttachShader(program, vShaderId);
- glAttachShader(program, fShaderId);
-
- // NOTE: Default attribute shader locations must be binded before linking
- glBindAttribLocation(program, 0, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
- glBindAttribLocation(program, 1, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
- glBindAttribLocation(program, 2, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
- glBindAttribLocation(program, 3, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
- glBindAttribLocation(program, 4, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
- glBindAttribLocation(program, 5, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
-
- // NOTE: If some attrib name is no found on the shader, it locations becomes -1
-
- glLinkProgram(program);
-
- // NOTE: All uniform variables are intitialised to 0 when a program links
-
- glGetProgramiv(program, GL_LINK_STATUS, &success);
-
- if (success == GL_FALSE)
- {
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
-
- int maxLength = 0;
- int length;
-
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
-
-#if defined(_MSC_VER)
- char *log = RL_MALLOC(maxLength);
-#else
- char log[maxLength];
-#endif
- glGetProgramInfoLog(program, maxLength, &length, log);
-
- TRACELOG(LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
-
-#if defined(_MSC_VER)
- RL_FREE(log);
-#endif
- glDeleteProgram(program);
-
- program = 0;
- }
- else TRACELOG(LOG_INFO, "SHADER: [ID %i] Program loaded successfully", program);
-#endif
- return program;
-}
-
-
-// Load default shader (just vertex positioning and texture coloring)
-// NOTE: This shader program is used for internal buffers
-static Shader LoadShaderDefault(void)
-{
- Shader shader = { 0 };
- shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
-
- // NOTE: All locations must be reseted to -1 (no location)
- for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
-
- // Vertex shader directly defined, no external file required
- const char *defaultVShaderStr =
-#if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec4 vertexColor; \n"
- "out vec2 fragTexCoord; \n"
- "out vec4 fragColor; \n"
-#endif
- "uniform mat4 mvp; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " fragColor = vertexColor; \n"
- " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
- "} \n";
-
- // Fragment shader directly defined, no external file required
- const char *defaultFShaderStr =
-#if defined(GRAPHICS_API_OPENGL_21)
- "#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- "#version 100 \n"
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- "#version 330 \n"
- "in vec2 fragTexCoord; \n"
- "in vec4 fragColor; \n"
- "out vec4 finalColor; \n"
-#endif
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
- " vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*colDiffuse*fragColor; \n"
-#endif
- "} \n";
-
- // NOTE: Compiled vertex/fragment shaders are kept for re-use
- RLGL.State.defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader
- RLGL.State.defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader
-
- shader.id = LoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
-
- if (shader.id > 0)
- {
- TRACELOG(LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", shader.id);
-
- // Set default shader locations: attributes locations
- shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition");
- shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord");
- shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
-
- // Set default shader locations: uniform locations
- shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
- shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
- shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
-
- // NOTE: We could also use below function but in case DEFAULT_ATTRIB_* points are
- // changed for external custom shaders, we just use direct bindings above
- //SetShaderDefaultLocations(&shader);
- }
- else TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", shader.id);
-
- return shader;
-}
-
-// Get location handlers to for shader attributes and uniforms
-// NOTE: If any location is not found, loc point becomes -1
-static void SetShaderDefaultLocations(Shader *shader)
-{
- // NOTE: Default shader attrib locations have been fixed before linking:
- // vertex position location = 0
- // vertex texcoord location = 1
- // vertex normal location = 2
- // vertex color location = 3
- // vertex tangent location = 4
- // vertex texcoord2 location = 5
-
- // Get handles to GLSL input attibute locations
- shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
- shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
- shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
- shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
- shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
- shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
-
- // Get handles to GLSL uniform locations (vertex shader)
- shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
- shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
- shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
-
- // Get handles to GLSL uniform locations (fragment shader)
- shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
- shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
- shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
- shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
-}
-
-// Unload default shader
-static void UnloadShaderDefault(void)
-{
- glUseProgram(0);
-
- glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultVShaderId);
- glDetachShader(RLGL.State.defaultShader.id, RLGL.State.defaultFShaderId);
- glDeleteShader(RLGL.State.defaultVShaderId);
- glDeleteShader(RLGL.State.defaultFShaderId);
-
- glDeleteProgram(RLGL.State.defaultShader.id);
-
- RL_FREE(RLGL.State.defaultShader.locs);
-}
-
-// Load render batch
-static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
-{
- RenderBatch batch = { 0 };
-
- // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
- //--------------------------------------------------------------------------------------------
- batch.vertexBuffer = (VertexBuffer *)RL_MALLOC(sizeof(VertexBuffer)*numBuffers);
-
- for (int i = 0; i < numBuffers; i++)
- {
- batch.vertexBuffer[i].elementsCount = bufferElements;
-
- batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
- batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
- batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
-#if defined(GRAPHICS_API_OPENGL_33)
- batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
-#endif
-
- for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
- for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
- for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
-
- int k = 0;
-
- // Indices can be initialized right now
- for (int j = 0; j < (6*bufferElements); j += 6)
- {
- batch.vertexBuffer[i].indices[j] = 4*k;
- batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
- batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
- batch.vertexBuffer[i].indices[j + 3] = 4*k;
- batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
- batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
-
- k++;
- }
-
- batch.vertexBuffer[i].vCounter = 0;
- batch.vertexBuffer[i].tcCounter = 0;
- batch.vertexBuffer[i].cCounter = 0;
- }
-
- TRACELOG(LOG_INFO, "RLGL: Internal vertex buffers initialized successfully in RAM (CPU)");
- //--------------------------------------------------------------------------------------------
-
- // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
- //--------------------------------------------------------------------------------------------
- for (int i = 0; i < numBuffers; i++)
- {
- if (RLGL.ExtSupported.vao)
- {
- // Initialize Quads VAO
- glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
- glBindVertexArray(batch.vertexBuffer[i].vaoId);
- }
-
- // Quads - Vertex buffers binding and attributes enable
- // Vertex position buffer (shader-location = 0)
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
- glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
- glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
-
- // Vertex texcoord buffer (shader-location = 1)
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
- glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
- glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
-
- // Vertex color buffer (shader-location = 3)
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
- glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
- glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
-
- // Fill index buffer
- glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
-#if defined(GRAPHICS_API_OPENGL_33)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
-#endif
- }
-
- TRACELOG(LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully");
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- //--------------------------------------------------------------------------------------------
-
- // Init draw calls tracking system
- //--------------------------------------------------------------------------------------------
- batch.draws = (DrawCall *)RL_MALLOC(DEFAULT_BATCH_DRAWCALLS*sizeof(DrawCall));
-
- for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
- {
- batch.draws[i].mode = RL_QUADS;
- batch.draws[i].vertexCount = 0;
- batch.draws[i].vertexAlignment = 0;
- //batch.draws[i].vaoId = 0;
- //batch.draws[i].shaderId = 0;
- batch.draws[i].textureId = RLGL.State.defaultTextureId;
- //batch.draws[i].RLGL.State.projection = MatrixIdentity();
- //batch.draws[i].RLGL.State.modelview = MatrixIdentity();
- }
-
- batch.buffersCount = numBuffers; // Record buffer count
- batch.drawsCounter = 1; // Reset draws counter
- batch.currentDepth = -1.0f; // Reset depth value
- //--------------------------------------------------------------------------------------------
-
- return batch;
-}
-
-// Draw render batch
-// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
-static void DrawRenderBatch(RenderBatch *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)
- if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
- {
- // Activate elements VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
-
- // Vertex positions buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
-
- // Texture coordinates buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
-
- // Colors buffer
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
- glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
- //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
-
- // NOTE: glMapBuffer() causes sync issue.
- // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
- // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
- // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
- // allocated pointer immediately even if GPU is still working with the previous data.
-
- // Another option: map the buffer object into client's memory
- // Probably this code could be moved somewhere else...
- // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
- // if (batch->vertexBuffer[batch->currentBuffer].vertices)
- // {
- // Update vertex data
- // }
- // glUnmapBuffer(GL_ARRAY_BUFFER);
-
- // Unbind the current VAO
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- }
- //------------------------------------------------------------------------------------------------------------
-
- // Draw batch vertex buffers (considering VR stereo if required)
- //------------------------------------------------------------------------------------------------------------
- Matrix matProjection = RLGL.State.projection;
- Matrix matModelView = RLGL.State.modelview;
-
- int eyesCount = 1;
-#if defined(SUPPORT_VR_SIMULATOR)
- if (RLGL.Vr.stereoRender) eyesCount = 2;
-#endif
-
- for (int eye = 0; eye < eyesCount; eye++)
- {
-#if defined(SUPPORT_VR_SIMULATOR)
- if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
-#endif
- // Draw buffers
- if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
- {
- // Set current shader and upload current MVP matrix
- glUseProgram(RLGL.State.currentShader.id);
-
- // Create modelview-projection matrix and upload to shader
- Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
- glUniformMatrix4fv(RLGL.State.currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
- else
- {
- // Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_POSITION]);
-
- // Bind vertex attrib: texcoord (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_TEXCOORD01]);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
- glVertexAttribPointer(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(RLGL.State.currentShader.locs[LOC_VERTEX_COLOR]);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
- }
-
- // Setup some default shader values
- glUniform4f(RLGL.State.currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(RLGL.State.currentShader.locs[LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
-
- // Activate additional sampler textures
- // Those additional textures will be common for all draw calls of the batch
- for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++)
- {
- if (RLGL.State.activeTextureId[i] > 0)
- {
- glActiveTexture(GL_TEXTURE0 + 1 + i);
- glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
- }
- }
-
- // Activate default sampler2D texture0 (one texture is always active for default batch shader)
- // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
- glActiveTexture(GL_TEXTURE0);
-
- for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
- {
- // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
- glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
-
- if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
- else
- {
-#if defined(GRAPHICS_API_OPENGL_33)
- // We need to define the number of indices to be processed: quadsCount*6
- // NOTE: The final parameter tells the GPU the offset in bytes from the
- // start of the index buffer to the location of the first index to process
- glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
-#endif
- }
-
- vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
- }
-
- if (!RLGL.ExtSupported.vao)
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
- }
-
- if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
-
- glUseProgram(0); // Unbind shader program
- }
- //------------------------------------------------------------------------------------------------------------
-
- // Reset batch buffers
- //------------------------------------------------------------------------------------------------------------
- // Reset vertex counters for next frame
- batch->vertexBuffer[batch->currentBuffer].vCounter = 0;
- batch->vertexBuffer[batch->currentBuffer].tcCounter = 0;
- batch->vertexBuffer[batch->currentBuffer].cCounter = 0;
-
- // Reset depth for next draw
- batch->currentDepth = -1.0f;
-
- // Restore projection/modelview matrices
- RLGL.State.projection = matProjection;
- RLGL.State.modelview = matModelView;
-
- // Reset RLGL.currentBatch->draws array
- for (int i = 0; i < DEFAULT_BATCH_DRAWCALLS; i++)
- {
- batch->draws[i].mode = RL_QUADS;
- batch->draws[i].vertexCount = 0;
- batch->draws[i].textureId = RLGL.State.defaultTextureId;
- }
-
- // Reset active texture units for next batch
- for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) RLGL.State.activeTextureId[i] = 0;
-
- // Reset draws counter to one draw for the batch
- batch->drawsCounter = 1;
- //------------------------------------------------------------------------------------------------------------
-
- // Change to next buffer in the list (in case of multi-buffering)
- batch->currentBuffer++;
- if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0;
-}
-
-// Unload default internal buffers vertex data from CPU and GPU
-static void UnloadRenderBatch(RenderBatch batch)
-{
- // Unbind everything
- if (RLGL.ExtSupported.vao) glBindVertexArray(0);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- // Unload all vertex buffers data
- for (int i = 0; i < batch.buffersCount; i++)
- {
- // Delete VBOs from GPU (VRAM)
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
- glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
-
- // Delete VAOs from GPU (VRAM)
- if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
-
- // Free vertex arrays memory from CPU (RAM)
- RL_FREE(batch.vertexBuffer[i].vertices);
- RL_FREE(batch.vertexBuffer[i].texcoords);
- RL_FREE(batch.vertexBuffer[i].colors);
- RL_FREE(batch.vertexBuffer[i].indices);
- }
-
- // Unload arrays
- RL_FREE(batch.vertexBuffer);
- RL_FREE(batch.draws);
-}
-
-// Set the active render batch for rlgl
-static void SetRenderBatchActive(RenderBatch *batch)
-{
- DrawRenderBatch(RLGL.currentBatch);
- RLGL.currentBatch = batch;
-}
-
-// Set default render batch for rlgl
-static void SetRenderBatchDefault(void)
-{
- DrawRenderBatch(RLGL.currentBatch);
- RLGL.currentBatch = &RLGL.defaultBatch;
-}
-
-// Renders a 1x1 XY quad in NDC
-static void GenDrawQuad(void)
-{
- unsigned int quadVAO = 0;
- unsigned int quadVBO = 0;
-
- float vertices[] = {
- // Positions Texcoords
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- };
-
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &quadVAO);
- glBindVertexArray(quadVAO);
-
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &quadVBO);
- glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
-
- // Bind vertex attributes (position, texcoords)
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
-
- // Draw quad
- glBindVertexArray(quadVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
-
- // Delete buffers (VBO and VAO)
- glDeleteBuffers(1, &quadVBO);
- glDeleteVertexArrays(1, &quadVAO);
-}
-
-// Renders a 1x1 3D cube in NDC
-static void GenDrawCube(void)
-{
- unsigned int cubeVAO = 0;
- unsigned int cubeVBO = 0;
-
- float vertices[] = {
- // Positions Normals Texcoords
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
- };
-
- // Gen VAO to contain VBO
- glGenVertexArrays(1, &cubeVAO);
- glBindVertexArray(cubeVAO);
-
- // Gen and fill vertex buffer (VBO)
- glGenBuffers(1, &cubeVBO);
- glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- // Bind vertex attributes (position, normals, texcoords)
- glBindVertexArray(cubeVAO);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-
- // Draw cube
- glBindVertexArray(cubeVAO);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
-
- // Delete VBO and VAO
- glDeleteBuffers(1, &cubeVBO);
- glDeleteVertexArrays(1, &cubeVAO);
-}
-
-#if defined(SUPPORT_VR_SIMULATOR)
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
- Matrix eyeProjection = matProjection;
- Matrix eyeModelView = matModelView;
-
- // Setup viewport and projection/modelview matrices using tracking data
- rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
-
- // Apply view offset to modelview matrix
- eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]);
-
- // Set current eye projection matrix
- eyeProjection = RLGL.Vr.config.eyesProjection[eye];
-
- SetMatrixModelview(eyeModelView);
- SetMatrixProjection(eyeProjection);
-}
-#endif // SUPPORT_VR_SIMULATOR
-
-#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 GenerateMipmaps(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))
- {
- if (width != 1) width /= 2;
- if (height != 1) 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(LOG_WARNING, "TEXTURE: Failed to allocate required mipmaps memory");
-
- width = baseWidth;
- height = baseHeight;
- size = (width*height*4);
-
- // Generate mipmaps
- // NOTE: Every mipmap data is stored after data
- Color *image = (Color *)RL_MALLOC(width*height*sizeof(Color));
- Color *mipmap = NULL;
- int offset = 0;
- int j = 0;
-
- for (int i = 0; i < size; i += 4)
- {
- image[j].r = data[i];
- image[j].g = data[i + 1];
- image[j].b = data[i + 2];
- image[j].a = data[i + 3];
- j++;
- }
-
- TRACELOGD("TEXTURE: Mipmap base size (%ix%i)", width, height);
-
- for (int mip = 1; mip < mipmapCount; mip++)
- {
- mipmap = GenNextMipmap(image, width, height);
-
- offset += (width*height*4); // Size of last mipmap
- j = 0;
-
- 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[j].r;
- data[offset + i + 1] = mipmap[j].g;
- data[offset + i + 2] = mipmap[j].b;
- data[offset + i + 3] = mipmap[j].a;
- j++;
- }
-
- RL_FREE(image);
-
- image = mipmap;
- mipmap = NULL;
- }
-
- RL_FREE(mipmap); // free mipmap data
-
- return mipmapCount;
-}
-
-// Manual mipmap generation (basic scaling algorithm)
-static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
-{
- int x2, y2;
- Color prow, pcol;
-
- int width = srcWidth/2;
- int height = srcHeight/2;
-
- Color *mipmap = (Color *)RL_MALLOC(width*height*sizeof(Color));
-
- // 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.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2;
- prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2;
- prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2;
- prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2;
-
- pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2;
- pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2;
- pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2;
- pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2;
-
- mipmap[y*width + x].r = (prow.r + pcol.r)/2;
- mipmap[y*width + x].g = (prow.g + pcol.g)/2;
- mipmap[y*width + x].b = (prow.b + pcol.b)/2;
- mipmap[y*width + x].a = (prow.a + pcol.a)/2;
- }
- }
-
- TRACELOGD("TEXTURE: Mipmap generated successfully (%ix%i)", width, height);
-
- return mipmap;
-}
-#endif
-
-#if defined(RLGL_STANDALONE)
-// Load text data from file, returns a '\0' terminated string
-// NOTE: text chars array should be freed manually
-char *LoadFileText(const char *fileName)
-{
- char *text = NULL;
-
- if (fileName != NULL)
- {
- FILE *textFile = fopen(fileName, "rt");
-
- if (textFile != NULL)
- {
- // WARNING: When reading a file as 'text' file,
- // text mode causes carriage return-linefeed translation...
- // ...but using fseek() should return correct byte-offset
- fseek(textFile, 0, SEEK_END);
- int size = ftell(textFile);
- fseek(textFile, 0, SEEK_SET);
-
- if (size > 0)
- {
- text = (char *)RL_MALLOC((size + 1)*sizeof(char));
- int count = fread(text, sizeof(char), size, textFile);
-
- // WARNING: \r\n is converted to \n on reading, so,
- // read bytes count gets reduced by the number of lines
- if (count < size) text = RL_REALLOC(text, count + 1);
-
- // Zero-terminate the string
- text[count] = '\0';
-
- TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully", fileName);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file", fileName);
-
- fclose(textFile);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file", fileName);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
-
- return text;
-}
-
-// Get pixel data size in bytes (image or texture)
-// NOTE: Size depends on pixel format
-int GetPixelDataSize(int width, int height, int format)
-{
- int dataSize = 0; // Size in bytes
- int bpp = 0; // Bits per pixel
-
- switch (format)
- {
- case UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
- case UNCOMPRESSED_GRAY_ALPHA:
- case UNCOMPRESSED_R5G6B5:
- case UNCOMPRESSED_R5G5B5A1:
- case UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
- case UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
- case UNCOMPRESSED_R8G8B8: bpp = 24; break;
- case UNCOMPRESSED_R32: bpp = 32; break;
- case UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
- case UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
- case COMPRESSED_DXT1_RGB:
- case COMPRESSED_DXT1_RGBA:
- case COMPRESSED_ETC1_RGB:
- case COMPRESSED_ETC2_RGB:
- case COMPRESSED_PVRT_RGB:
- case COMPRESSED_PVRT_RGBA: bpp = 4; break;
- case COMPRESSED_DXT3_RGBA:
- case COMPRESSED_DXT5_RGBA:
- case COMPRESSED_ETC2_EAC_RGBA:
- case COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
- case COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
- default: break;
- }
-
- dataSize = width*height*bpp/8; // Total data size in bytes
-
- // Most compressed formats works on 4x4 blocks,
- // if texture is smaller, minimum dataSize is 8 or 16
- if ((width < 4) && (height < 4))
- {
- if ((format >= COMPRESSED_DXT1_RGB) && (format < COMPRESSED_DXT3_RGBA)) dataSize = 8;
- else if ((format >= COMPRESSED_DXT3_RGBA) && (format < COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
- }
-
- return dataSize;
-}
-#endif // RLGL_STANDALONE
-
-#endif // RLGL_IMPLEMENTATION
diff --git a/examples/web/shaders/raymath.h b/examples/web/shaders/raymath.h
deleted file mode 100644
index 7f05ea4..0000000
--- a/examples/web/shaders/raymath.h
+++ /dev/null
@@ -1,1516 +0,0 @@
-/**********************************************************************************************
-*
-* raymath v1.2 - Math functions to work with Vector3, Matrix and Quaternions
-*
-* CONFIGURATION:
-*
-* #define RAYMATH_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 RAYMATH_HEADER_ONLY
-* Define static inline functions code, so #include header suffices for use.
-* This may use up lots of memory.
-*
-* #define RAYMATH_STANDALONE
-* Avoid raylib.h header inclusion in this file.
-* Vector3 and Matrix data types are defined internally in raymath module.
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2015-2020 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#ifndef RAYMATH_H
-#define RAYMATH_H
-
-//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
-//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
-
-#ifndef RAYMATH_STANDALONE
- #include "raylib.h" // Required for structs: Vector3, Matrix
-#endif
-
-#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
- #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory"
-#endif
-
-#if defined(RAYMATH_IMPLEMENTATION)
- #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
- #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
- #else
- #define RMDEF extern inline // Provide external definition
- #endif
-#elif defined(RAYMATH_HEADER_ONLY)
- #define RMDEF static inline // Functions may be inlined, no external out-of-line definition
-#else
- #if defined(__TINYC__)
- #define RMDEF static inline // plain inline not supported by tinycc (See issue #435)
- #else
- #define RMDEF inline // Functions may be inlined or external definition used
- #endif
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#ifndef PI
- #define PI 3.14159265358979323846
-#endif
-
-#ifndef DEG2RAD
- #define DEG2RAD (PI/180.0f)
-#endif
-
-#ifndef RAD2DEG
- #define RAD2DEG (180.0f/PI)
-#endif
-
-// Return float vector for Matrix
-#ifndef MatrixToFloat
- #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
-#endif
-
-// Return float vector for Vector3
-#ifndef Vector3ToFloat
- #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
-#endif
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-#if defined(RAYMATH_STANDALONE)
- // Vector2 type
- typedef struct Vector2 {
- float x;
- float y;
- } Vector2;
-
- // Vector3 type
- typedef struct Vector3 {
- float x;
- float y;
- float z;
- } Vector3;
-
- // Vector4 type
- typedef struct Vector4 {
- float x;
- float y;
- float z;
- float w;
- } Vector4;
-
- // Quaternion type
- typedef Vector4 Quaternion;
-
- // Matrix type (OpenGL style 4x4 - right handed, column major)
- typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
- } Matrix;
-#endif
-
-// NOTE: Helper types to be used instead of array return types for *ToFloat functions
-typedef struct float3 { float v[3]; } float3;
-typedef struct float16 { float v[16]; } float16;
-
-#include <math.h> // Required for: sinf(), cosf(), sqrtf(), tan(), fabs()
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Utils math
-//----------------------------------------------------------------------------------
-
-// Clamp float value
-RMDEF float Clamp(float value, float min, float max)
-{
- const float res = value < min ? min : value;
- return res > max ? max : res;
-}
-
-// Calculate linear interpolation between two floats
-RMDEF float Lerp(float start, float end, float amount)
-{
- return start + amount*(end - start);
-}
-
-// Normalize input value within input range
-RMDEF float Normalize(float value, float start, float end)
-{
- return (value - start) / (end - start);
-}
-
-// Remap input value within input range to output range
-RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
-{
- return (value - inputStart) / (inputEnd - inputStart) * (outputEnd - outputStart) + outputStart;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector2 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMDEF Vector2 Vector2Zero(void)
-{
- Vector2 result = { 0.0f, 0.0f };
- return result;
-}
-
-// Vector with components value 1.0f
-RMDEF Vector2 Vector2One(void)
-{
- Vector2 result = { 1.0f, 1.0f };
- return result;
-}
-
-// Add two vectors (v1 + v2)
-RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x + v2.x, v1.y + v2.y };
- return result;
-}
-
-// Add vector and float value
-RMDEF Vector2 Vector2AddValue(Vector2 v, float add)
-{
- Vector2 result = { v.x + add, v.y + add };
- return result;
-}
-
-// Subtract two vectors (v1 - v2)
-RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x - v2.x, v1.y - v2.y };
- return result;
-}
-
-// Subtract vector by float value
-RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub)
-{
- Vector2 result = { v.x - sub, v.y - sub };
- return result;
-}
-
-// Calculate vector length
-RMDEF float Vector2Length(Vector2 v)
-{
- float result = sqrtf((v.x*v.x) + (v.y*v.y));
- return result;
-}
-
-// Calculate vector square length
-RMDEF float Vector2LengthSqr(Vector2 v)
-{
- float result = (v.x*v.x) + (v.y*v.y);
- return result;
-}
-
-// Calculate two vectors dot product
-RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y);
- return result;
-}
-
-// Calculate distance between two vectors
-RMDEF float Vector2Distance(Vector2 v1, Vector2 v2)
-{
- float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
- return result;
-}
-
-// Calculate angle from two vectors in X-axis
-RMDEF float Vector2Angle(Vector2 v1, Vector2 v2)
-{
- float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
- if (result < 0) result += 360.0f;
- return result;
-}
-
-// Scale vector (multiply by value)
-RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
-{
- Vector2 result = { v.x*scale, v.y*scale };
- return result;
-}
-
-// Multiply vector by vector
-RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x*v2.x, v1.y*v2.y };
- return result;
-}
-
-// Negate vector
-RMDEF Vector2 Vector2Negate(Vector2 v)
-{
- Vector2 result = { -v.x, -v.y };
- return result;
-}
-
-// Divide vector by vector
-RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
-{
- Vector2 result = { v1.x/v2.x, v1.y/v2.y };
- return result;
-}
-
-// Normalize provided vector
-RMDEF Vector2 Vector2Normalize(Vector2 v)
-{
- Vector2 result = Vector2Scale(v, 1/Vector2Length(v));
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
-{
- Vector2 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
-{
- Vector2 result = { 0 };
-
- float dotProduct = Vector2DotProduct(v, normal);
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
-
- return result;
-}
-
-// Rotate Vector by float in Degrees.
-RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
-{
- float rads = degs*DEG2RAD;
- Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) };
- return result;
-}
-
-// Move Vector towards target
-RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
-{
- Vector2 result = { 0 };
- float dx = target.x - v.x;
- float dy = target.y - v.y;
- float value = (dx*dx) + (dy*dy);
-
- if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) result = target;
-
- float dist = sqrtf(value);
-
- result.x = v.x + dx/dist*maxDistance;
- result.y = v.y + dy/dist*maxDistance;
-
- return result;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Vector3 math
-//----------------------------------------------------------------------------------
-
-// Vector with components value 0.0f
-RMDEF Vector3 Vector3Zero(void)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
- return result;
-}
-
-// Vector with components value 1.0f
-RMDEF Vector3 Vector3One(void)
-{
- Vector3 result = { 1.0f, 1.0f, 1.0f };
- return result;
-}
-
-// Add two vectors
-RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
- return result;
-}
-
-// Add vector and float value
-RMDEF Vector3 Vector3AddValue(Vector3 v, float add)
-{
- Vector3 result = { v.x + add, v.y + add, v.z + add };
- return result;
-}
-
-// Subtract two vectors
-RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
- return result;
-}
-
-// Subtract vector by float value
-RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub)
-{
- Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
- return result;
-}
-
-// Multiply vector by scalar
-RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
-{
- Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
- return result;
-}
-
-// Multiply vector by vector
-RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
- return result;
-}
-
-// Calculate two vectors cross product
-RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
- return result;
-}
-
-// Calculate one vector perpendicular vector
-RMDEF Vector3 Vector3Perpendicular(Vector3 v)
-{
- Vector3 result = { 0 };
-
- float min = (float) fabs(v.x);
- Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
-
- if (fabs(v.y) < min)
- {
- min = (float) fabs(v.y);
- Vector3 tmp = {0.0f, 1.0f, 0.0f};
- cardinalAxis = tmp;
- }
-
- if (fabs(v.z) < min)
- {
- Vector3 tmp = {0.0f, 0.0f, 1.0f};
- cardinalAxis = tmp;
- }
-
- result = Vector3CrossProduct(v, cardinalAxis);
-
- return result;
-}
-
-// Calculate vector length
-RMDEF float Vector3Length(const Vector3 v)
-{
- float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
- return result;
-}
-
-// Calculate vector square length
-RMDEF float Vector3LengthSqr(const Vector3 v)
-{
- float result = v.x*v.x + v.y*v.y + v.z*v.z;
- return result;
-}
-
-// Calculate two vectors dot product
-RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2)
-{
- float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
- return result;
-}
-
-// Calculate distance between two vectors
-RMDEF float Vector3Distance(Vector3 v1, Vector3 v2)
-{
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
- float result = sqrtf(dx*dx + dy*dy + dz*dz);
- return result;
-}
-
-// Negate provided vector (invert direction)
-RMDEF Vector3 Vector3Negate(Vector3 v)
-{
- Vector3 result = { -v.x, -v.y, -v.z };
- return result;
-}
-
-// Divide vector by vector
-RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
- return result;
-}
-
-// Normalize provided vector
-RMDEF Vector3 Vector3Normalize(Vector3 v)
-{
- Vector3 result = v;
-
- float length, ilength;
- length = Vector3Length(v);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
-
- result.x *= ilength;
- result.y *= ilength;
- result.z *= ilength;
-
- return result;
-}
-
-// Orthonormalize provided vectors
-// Makes vectors normalized and orthogonal to each other
-// Gram-Schmidt function implementation
-RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
-{
- *v1 = Vector3Normalize(*v1);
- Vector3 vn = Vector3CrossProduct(*v1, *v2);
- vn = Vector3Normalize(vn);
- *v2 = Vector3CrossProduct(vn, *v1);
-}
-
-// Transforms a Vector3 by a given Matrix
-RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat)
-{
- Vector3 result = { 0 };
- float x = v.x;
- float y = v.y;
- float z = v.z;
-
- result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
- result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-
- return result;
-}
-
-// Transform a vector by quaternion rotation
-RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
-{
- Vector3 result = { 0 };
-
- result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
- result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
- result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
-
- return result;
-}
-
-// Calculate linear interpolation between two vectors
-RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
-{
- Vector3 result = { 0 };
-
- result.x = v1.x + amount*(v2.x - v1.x);
- result.y = v1.y + amount*(v2.y - v1.y);
- result.z = v1.z + amount*(v2.z - v1.z);
-
- return result;
-}
-
-// Calculate reflected vector to normal
-RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
-{
- // I is the original vector
- // N is the normal of the incident plane
- // R = I - (2*N*( DotProduct[ I,N] ))
-
- Vector3 result = { 0 };
-
- float dotProduct = Vector3DotProduct(v, normal);
-
- result.x = v.x - (2.0f*normal.x)*dotProduct;
- result.y = v.y - (2.0f*normal.y)*dotProduct;
- result.z = v.z - (2.0f*normal.z)*dotProduct;
-
- return result;
-}
-
-// Return min value for each pair of components
-RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fminf(v1.x, v2.x);
- result.y = fminf(v1.y, v2.y);
- result.z = fminf(v1.z, v2.z);
-
- return result;
-}
-
-// Return max value for each pair of components
-RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
-{
- Vector3 result = { 0 };
-
- result.x = fmaxf(v1.x, v2.x);
- result.y = fmaxf(v1.y, v2.y);
- result.z = fmaxf(v1.z, v2.z);
-
- return result;
-}
-
-// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
-// NOTE: Assumes P is on the plane of the triangle
-RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
-{
- //Vector v0 = b - a, v1 = c - a, v2 = p - a;
-
- Vector3 v0 = Vector3Subtract(b, a);
- Vector3 v1 = Vector3Subtract(c, a);
- Vector3 v2 = Vector3Subtract(p, a);
- float d00 = Vector3DotProduct(v0, v0);
- float d01 = Vector3DotProduct(v0, v1);
- float d11 = Vector3DotProduct(v1, v1);
- float d20 = Vector3DotProduct(v2, v0);
- float d21 = Vector3DotProduct(v2, v1);
-
- float denom = d00*d11 - d01*d01;
-
- Vector3 result = { 0 };
-
- result.y = (d11*d20 - d01*d21)/denom;
- result.z = (d00*d21 - d01*d20)/denom;
- result.x = 1.0f - (result.z + result.y);
-
- return result;
-}
-
-// Returns Vector3 as float array
-RMDEF float3 Vector3ToFloatV(Vector3 v)
-{
- float3 buffer = { 0 };
-
- buffer.v[0] = v.x;
- buffer.v[1] = v.y;
- buffer.v[2] = v.z;
-
- return buffer;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Matrix math
-//----------------------------------------------------------------------------------
-
-// Compute matrix determinant
-RMDEF float MatrixDeterminant(Matrix mat)
-{
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- float result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
- a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
- a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
- a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
- a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
- a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
-
- return result;
-}
-
-// Returns the trace of the matrix (sum of the values along the diagonal)
-RMDEF float MatrixTrace(Matrix mat)
-{
- float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
- return result;
-}
-
-// Transposes provided matrix
-RMDEF Matrix MatrixTranspose(Matrix mat)
-{
- Matrix result = { 0 };
-
- result.m0 = mat.m0;
- result.m1 = mat.m4;
- result.m2 = mat.m8;
- result.m3 = mat.m12;
- result.m4 = mat.m1;
- result.m5 = mat.m5;
- result.m6 = mat.m9;
- result.m7 = mat.m13;
- result.m8 = mat.m2;
- result.m9 = mat.m6;
- result.m10 = mat.m10;
- result.m11 = mat.m14;
- result.m12 = mat.m3;
- result.m13 = mat.m7;
- result.m14 = mat.m11;
- result.m15 = mat.m15;
-
- return result;
-}
-
-// Invert provided matrix
-RMDEF Matrix MatrixInvert(Matrix mat)
-{
- Matrix result = { 0 };
-
- // Cache the matrix values (speed optimization)
- float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
- float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
- float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
- float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
-
- float b00 = a00*a11 - a01*a10;
- float b01 = a00*a12 - a02*a10;
- float b02 = a00*a13 - a03*a10;
- float b03 = a01*a12 - a02*a11;
- float b04 = a01*a13 - a03*a11;
- float b05 = a02*a13 - a03*a12;
- float b06 = a20*a31 - a21*a30;
- float b07 = a20*a32 - a22*a30;
- float b08 = a20*a33 - a23*a30;
- float b09 = a21*a32 - a22*a31;
- float b10 = a21*a33 - a23*a31;
- float b11 = a22*a33 - a23*a32;
-
- // Calculate the invert determinant (inlined to avoid double-caching)
- float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
-
- result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
- result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
- result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
- result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
- result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
- result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
- result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
- result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
- result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
- result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
- result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
- result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
- result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
- result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
- result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
- result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
-
- return result;
-}
-
-// Normalize provided matrix
-RMDEF Matrix MatrixNormalize(Matrix mat)
-{
- Matrix result = { 0 };
-
- float det = MatrixDeterminant(mat);
-
- result.m0 = mat.m0/det;
- result.m1 = mat.m1/det;
- result.m2 = mat.m2/det;
- result.m3 = mat.m3/det;
- result.m4 = mat.m4/det;
- result.m5 = mat.m5/det;
- result.m6 = mat.m6/det;
- result.m7 = mat.m7/det;
- result.m8 = mat.m8/det;
- result.m9 = mat.m9/det;
- result.m10 = mat.m10/det;
- result.m11 = mat.m11/det;
- result.m12 = mat.m12/det;
- result.m13 = mat.m13/det;
- result.m14 = mat.m14/det;
- result.m15 = mat.m15/det;
-
- return result;
-}
-
-// Returns identity matrix
-RMDEF Matrix MatrixIdentity(void)
-{
- Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Add two matrices
-RMDEF Matrix MatrixAdd(Matrix left, Matrix right)
-{
- Matrix result = MatrixIdentity();
-
- result.m0 = left.m0 + right.m0;
- result.m1 = left.m1 + right.m1;
- result.m2 = left.m2 + right.m2;
- result.m3 = left.m3 + right.m3;
- result.m4 = left.m4 + right.m4;
- result.m5 = left.m5 + right.m5;
- result.m6 = left.m6 + right.m6;
- result.m7 = left.m7 + right.m7;
- result.m8 = left.m8 + right.m8;
- result.m9 = left.m9 + right.m9;
- result.m10 = left.m10 + right.m10;
- result.m11 = left.m11 + right.m11;
- result.m12 = left.m12 + right.m12;
- result.m13 = left.m13 + right.m13;
- result.m14 = left.m14 + right.m14;
- result.m15 = left.m15 + right.m15;
-
- return result;
-}
-
-// Subtract two matrices (left - right)
-RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
-{
- Matrix result = MatrixIdentity();
-
- result.m0 = left.m0 - right.m0;
- result.m1 = left.m1 - right.m1;
- result.m2 = left.m2 - right.m2;
- result.m3 = left.m3 - right.m3;
- result.m4 = left.m4 - right.m4;
- result.m5 = left.m5 - right.m5;
- result.m6 = left.m6 - right.m6;
- result.m7 = left.m7 - right.m7;
- result.m8 = left.m8 - right.m8;
- result.m9 = left.m9 - right.m9;
- result.m10 = left.m10 - right.m10;
- result.m11 = left.m11 - right.m11;
- result.m12 = left.m12 - right.m12;
- result.m13 = left.m13 - right.m13;
- result.m14 = left.m14 - right.m14;
- result.m15 = left.m15 - right.m15;
-
- return result;
-}
-
-// Returns two matrix multiplication
-// NOTE: When multiplying matrices... the order matters!
-RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
-{
- Matrix result = { 0 };
-
- result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
- result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
- result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
- result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
- result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
- result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
- result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
- result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
- result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
- result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
- result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
- result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
- result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
- result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
- result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
- result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
-
- return result;
-}
-
-// Returns translation matrix
-RMDEF Matrix MatrixTranslate(float x, float y, float z)
-{
- Matrix result = { 1.0f, 0.0f, 0.0f, x,
- 0.0f, 1.0f, 0.0f, y,
- 0.0f, 0.0f, 1.0f, z,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Create rotation matrix from axis and angle
-// NOTE: Angle should be provided in radians
-RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
-{
- Matrix result = { 0 };
-
- float x = axis.x, y = axis.y, z = axis.z;
-
- float length = sqrtf(x*x + y*y + z*z);
-
- if ((length != 1.0f) && (length != 0.0f))
- {
- length = 1.0f/length;
- x *= length;
- y *= length;
- z *= length;
- }
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
- float t = 1.0f - cosres;
-
- result.m0 = x*x*t + cosres;
- result.m1 = y*x*t + z*sinres;
- result.m2 = z*x*t - y*sinres;
- result.m3 = 0.0f;
-
- result.m4 = x*y*t - z*sinres;
- result.m5 = y*y*t + cosres;
- result.m6 = z*y*t + x*sinres;
- result.m7 = 0.0f;
-
- result.m8 = x*z*t + y*sinres;
- result.m9 = y*z*t - x*sinres;
- result.m10 = z*z*t + cosres;
- result.m11 = 0.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = 0.0f;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Returns x-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateX(float angle)
-{
- Matrix result = MatrixIdentity();
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m5 = cosres;
- result.m6 = -sinres;
- result.m9 = sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Returns y-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateY(float angle)
-{
- Matrix result = MatrixIdentity();
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m2 = sinres;
- result.m8 = -sinres;
- result.m10 = cosres;
-
- return result;
-}
-
-// Returns z-rotation matrix (angle in radians)
-RMDEF Matrix MatrixRotateZ(float angle)
-{
- Matrix result = MatrixIdentity();
-
- float cosres = cosf(angle);
- float sinres = sinf(angle);
-
- result.m0 = cosres;
- result.m1 = -sinres;
- result.m4 = sinres;
- result.m5 = cosres;
-
- return result;
-}
-
-
-// Returns xyz-rotation matrix (angles in radians)
-RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
-{
- Matrix result = MatrixIdentity();
-
- float cosz = cosf(-ang.z);
- float sinz = sinf(-ang.z);
- float cosy = cosf(-ang.y);
- float siny = sinf(-ang.y);
- float cosx = cosf(-ang.x);
- float sinx = sinf(-ang.x);
-
- result.m0 = cosz * cosy;
- result.m4 = (cosz * siny * sinx) - (sinz * cosx);
- result.m8 = (cosz * siny * cosx) + (sinz * sinx);
-
- result.m1 = sinz * cosy;
- result.m5 = (sinz * siny * sinx) + (cosz * cosx);
- result.m9 = (sinz * siny * cosx) - (cosz * sinx);
-
- result.m2 = -siny;
- result.m6 = cosy * sinx;
- result.m10= cosy * cosx;
-
- return result;
-}
-
-// Returns zyx-rotation matrix (angles in radians)
-// TODO: This solution is suboptimal, it should be possible to create this matrix in one go
-// instead of using a 3 matrix multiplication
-RMDEF Matrix MatrixRotateZYX(Vector3 ang)
-{
- Matrix result = MatrixRotateZ(ang.z);
- result = MatrixMultiply(result, MatrixRotateY(ang.y));
- result = MatrixMultiply(result, MatrixRotateX(ang.x));
-
- return result;
-}
-
-// Returns scaling matrix
-RMDEF Matrix MatrixScale(float x, float y, float z)
-{
- Matrix result = { x, 0.0f, 0.0f, 0.0f,
- 0.0f, y, 0.0f, 0.0f,
- 0.0f, 0.0f, z, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f };
-
- return result;
-}
-
-// Returns perspective projection matrix
-RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(far - near);
-
- result.m0 = ((float) near*2.0f)/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
-
- result.m4 = 0.0f;
- result.m5 = ((float) near*2.0f)/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
-
- result.m8 = ((float)right + (float)left)/rl;
- result.m9 = ((float)top + (float)bottom)/tb;
- result.m10 = -((float)far + (float)near)/fn;
- result.m11 = -1.0f;
-
- result.m12 = 0.0f;
- result.m13 = 0.0f;
- result.m14 = -((float)far*(float)near*2.0f)/fn;
- result.m15 = 0.0f;
-
- return result;
-}
-
-// Returns perspective projection matrix
-// NOTE: Angle should be provided in radians
-RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
-{
- double top = near*tan(fovy*0.5);
- double right = top*aspect;
- Matrix result = MatrixFrustum(-right, right, -top, top, near, far);
-
- return result;
-}
-
-// Returns orthographic projection matrix
-RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
-{
- Matrix result = { 0 };
-
- float rl = (float)(right - left);
- float tb = (float)(top - bottom);
- float fn = (float)(far - near);
-
- result.m0 = 2.0f/rl;
- result.m1 = 0.0f;
- result.m2 = 0.0f;
- result.m3 = 0.0f;
- result.m4 = 0.0f;
- result.m5 = 2.0f/tb;
- result.m6 = 0.0f;
- result.m7 = 0.0f;
- result.m8 = 0.0f;
- result.m9 = 0.0f;
- result.m10 = -2.0f/fn;
- result.m11 = 0.0f;
- result.m12 = -((float)left + (float)right)/rl;
- result.m13 = -((float)top + (float)bottom)/tb;
- result.m14 = -((float)far + (float)near)/fn;
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Returns camera look-at matrix (view matrix)
-RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
-{
- Matrix result = { 0 };
-
- Vector3 z = Vector3Subtract(eye, target);
- z = Vector3Normalize(z);
- Vector3 x = Vector3CrossProduct(up, z);
- x = Vector3Normalize(x);
- Vector3 y = Vector3CrossProduct(z, x);
-
- result.m0 = x.x;
- result.m1 = y.x;
- result.m2 = z.x;
- result.m3 = 0.0f;
- result.m4 = x.y;
- result.m5 = y.y;
- result.m6 = z.y;
- result.m7 = 0.0f;
- result.m8 = x.z;
- result.m9 = y.z;
- result.m10 = z.z;
- result.m11 = 0.0f;
- result.m12 = -Vector3DotProduct(x, eye);
- result.m13 = -Vector3DotProduct(y, eye);
- result.m14 = -Vector3DotProduct(z, eye);
- result.m15 = 1.0f;
-
- return result;
-}
-
-// Returns float array of matrix data
-RMDEF float16 MatrixToFloatV(Matrix mat)
-{
- float16 buffer = { 0 };
-
- buffer.v[0] = mat.m0;
- buffer.v[1] = mat.m1;
- buffer.v[2] = mat.m2;
- buffer.v[3] = mat.m3;
- buffer.v[4] = mat.m4;
- buffer.v[5] = mat.m5;
- buffer.v[6] = mat.m6;
- buffer.v[7] = mat.m7;
- buffer.v[8] = mat.m8;
- buffer.v[9] = mat.m9;
- buffer.v[10] = mat.m10;
- buffer.v[11] = mat.m11;
- buffer.v[12] = mat.m12;
- buffer.v[13] = mat.m13;
- buffer.v[14] = mat.m14;
- buffer.v[15] = mat.m15;
-
- return buffer;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Quaternion math
-//----------------------------------------------------------------------------------
-
-// Add two quaternions
-RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
- return result;
-}
-
-// Add quaternion and float value
-RMDEF Quaternion QuaternionAddValue(Quaternion q, float add)
-{
- Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
- return result;
-}
-
-// Subtract two quaternions
-RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
- return result;
-}
-
-// Subtract quaternion and float value
-RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
-{
- Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
- return result;
-}
-
-// Returns identity quaternion
-RMDEF Quaternion QuaternionIdentity(void)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
- return result;
-}
-
-// Computes the length of a quaternion
-RMDEF float QuaternionLength(Quaternion q)
-{
- float result = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
- return result;
-}
-
-// Normalize provided quaternion
-RMDEF Quaternion QuaternionNormalize(Quaternion q)
-{
- Quaternion result = { 0 };
-
- float length, ilength;
- length = QuaternionLength(q);
- if (length == 0.0f) length = 1.0f;
- ilength = 1.0f/length;
-
- result.x = q.x*ilength;
- result.y = q.y*ilength;
- result.z = q.z*ilength;
- result.w = q.w*ilength;
-
- return result;
-}
-
-// Invert provided quaternion
-RMDEF Quaternion QuaternionInvert(Quaternion q)
-{
- Quaternion result = q;
- float length = QuaternionLength(q);
- float lengthSq = length*length;
-
- if (lengthSq != 0.0)
- {
- float i = 1.0f/lengthSq;
-
- result.x *= -i;
- result.y *= -i;
- result.z *= -i;
- result.w *= i;
- }
-
- return result;
-}
-
-// Calculate two quaternion multiplication
-RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
-{
- Quaternion result = { 0 };
-
- float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
- float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
-
- result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
- result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
- result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
- result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
-
- return result;
-}
-
-// Scale quaternion by float value
-RMDEF Quaternion QuaternionScale(Quaternion q, float mul)
-{
- Quaternion result = { 0 };
-
- float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w;
-
- result.x = qax * mul + qaw * mul + qay * mul - qaz * mul;
- result.y = qay * mul + qaw * mul + qaz * mul - qax * mul;
- result.z = qaz * mul + qaw * mul + qax * mul - qay * mul;
- result.w = qaw * mul - qax * mul - qay * mul - qaz * mul;
-
- return result;
-}
-
-// Divide two quaternions
-RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
-{
- Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w};
- return result;
-}
-
-// Calculate linear interpolation between two quaternions
-RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- result.x = q1.x + amount*(q2.x - q1.x);
- result.y = q1.y + amount*(q2.y - q1.y);
- result.z = q1.z + amount*(q2.z - q1.z);
- result.w = q1.w + amount*(q2.w - q1.w);
-
- return result;
-}
-
-// Calculate slerp-optimized interpolation between two quaternions
-RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = QuaternionLerp(q1, q2, amount);
- result = QuaternionNormalize(result);
-
- return result;
-}
-
-// Calculates spherical linear interpolation between two quaternions
-RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
-{
- Quaternion result = { 0 };
-
- float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
-
- if (fabs(cosHalfTheta) >= 1.0f) result = q1;
- else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
- else
- {
- float halfTheta = acosf(cosHalfTheta);
- float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
-
- if (fabs(sinHalfTheta) < 0.001f)
- {
- result.x = (q1.x*0.5f + q2.x*0.5f);
- result.y = (q1.y*0.5f + q2.y*0.5f);
- result.z = (q1.z*0.5f + q2.z*0.5f);
- result.w = (q1.w*0.5f + q2.w*0.5f);
- }
- else
- {
- float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
- float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
-
- result.x = (q1.x*ratioA + q2.x*ratioB);
- result.y = (q1.y*ratioA + q2.y*ratioB);
- result.z = (q1.z*ratioA + q2.z*ratioB);
- result.w = (q1.w*ratioA + q2.w*ratioB);
- }
- }
-
- return result;
-}
-
-// Calculate quaternion based on the rotation from one vector to another
-RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
-{
- Quaternion result = { 0 };
-
- float cos2Theta = Vector3DotProduct(from, to);
- Vector3 cross = Vector3CrossProduct(from, to);
-
- result.x = cross.x;
- result.y = cross.y;
- result.z = cross.z;
- result.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity()
-
- // Normalize to essentially nlerp the original and identity to 0.5
- result = QuaternionNormalize(result);
-
- // Above lines are equivalent to:
- //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f);
-
- return result;
-}
-
-// Returns a quaternion for a given rotation matrix
-RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
-{
- Quaternion result = { 0 };
-
- if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
- {
- float s = sqrtf(1.0f + mat.m0 - mat.m5 - mat.m10)*2;
-
- result.x = 0.25f*s;
- result.y = (mat.m4 + mat.m1)/s;
- result.z = (mat.m2 + mat.m8)/s;
- result.w = (mat.m9 - mat.m6)/s;
- }
- else if (mat.m5 > mat.m10)
- {
- float s = sqrtf(1.0f + mat.m5 - mat.m0 - mat.m10)*2;
- result.x = (mat.m4 + mat.m1)/s;
- result.y = 0.25f*s;
- result.z = (mat.m9 + mat.m6)/s;
- result.w = (mat.m2 - mat.m8)/s;
- }
- else
- {
- float s = sqrtf(1.0f + mat.m10 - mat.m0 - mat.m5)*2;
- result.x = (mat.m2 + mat.m8)/s;
- result.y = (mat.m9 + mat.m6)/s;
- result.z = 0.25f*s;
- result.w = (mat.m4 - mat.m1)/s;
- }
-
- return result;
-}
-
-// Returns a matrix for a given quaternion
-RMDEF Matrix QuaternionToMatrix(Quaternion q)
-{
- Matrix result = MatrixIdentity();
-
- float a2 = 2*(q.x*q.x), b2=2*(q.y*q.y), c2=2*(q.z*q.z); //, d2=2*(q.w*q.w);
-
- float ab = 2*(q.x*q.y), ac=2*(q.x*q.z), bc=2*(q.y*q.z);
- float ad = 2*(q.x*q.w), bd=2*(q.y*q.w), cd=2*(q.z*q.w);
-
- result.m0 = 1 - b2 - c2;
- result.m1 = ab - cd;
- result.m2 = ac + bd;
-
- result.m4 = ab + cd;
- result.m5 = 1 - a2 - c2;
- result.m6 = bc - ad;
-
- result.m8 = ac - bd;
- result.m9 = bc + ad;
- result.m10 = 1 - a2 - b2;
-
- return result;
-}
-
-// Returns rotation quaternion for an angle and axis
-// NOTE: angle must be provided in radians
-RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
-{
- Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- if (Vector3Length(axis) != 0.0f)
-
- angle *= 0.5f;
-
- axis = Vector3Normalize(axis);
-
- float sinres = sinf(angle);
- float cosres = cosf(angle);
-
- result.x = axis.x*sinres;
- result.y = axis.y*sinres;
- result.z = axis.z*sinres;
- result.w = cosres;
-
- result = QuaternionNormalize(result);
-
- return result;
-}
-
-// Returns the rotation angle and axis for a given quaternion
-RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
-{
- if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
-
- Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
- float resAngle = 2.0f*acosf(q.w);
- float den = sqrtf(1.0f - q.w*q.w);
-
- if (den > 0.0001f)
- {
- resAxis.x = q.x/den;
- resAxis.y = q.y/den;
- resAxis.z = q.z/den;
- }
- else
- {
- // This occurs when the angle is zero.
- // Not a problem: just set an arbitrary normalized axis.
- resAxis.x = 1.0f;
- }
-
- *outAxis = resAxis;
- *outAngle = resAngle;
-}
-
-// Returns he quaternion equivalent to Euler angles
-RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw)
-{
- Quaternion q = { 0 };
-
- float x0 = cosf(roll*0.5f);
- float x1 = sinf(roll*0.5f);
- float y0 = cosf(pitch*0.5f);
- float y1 = sinf(pitch*0.5f);
- float z0 = cosf(yaw*0.5f);
- float z1 = sinf(yaw*0.5f);
-
- q.x = x1*y0*z0 - x0*y1*z1;
- q.y = x0*y1*z0 + x1*y0*z1;
- q.z = x0*y0*z1 - x1*y1*z0;
- q.w = x0*y0*z0 + x1*y1*z1;
-
- return q;
-}
-
-// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
-// NOTE: Angles are returned in a Vector3 struct in degrees
-RMDEF Vector3 QuaternionToEuler(Quaternion q)
-{
- Vector3 result = { 0 };
-
- // roll (x-axis rotation)
- float x0 = 2.0f*(q.w*q.x + q.y*q.z);
- float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
- result.x = atan2f(x0, x1)*RAD2DEG;
-
- // pitch (y-axis rotation)
- float y0 = 2.0f*(q.w*q.y - q.z*q.x);
- y0 = y0 > 1.0f ? 1.0f : y0;
- y0 = y0 < -1.0f ? -1.0f : y0;
- result.y = asinf(y0)*RAD2DEG;
-
- // yaw (z-axis rotation)
- float z0 = 2.0f*(q.w*q.z + q.x*q.y);
- float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
- result.z = atan2f(z0, z1)*RAD2DEG;
-
- return result;
-}
-
-// Transform a quaternion given a transformation matrix
-RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat)
-{
- Quaternion result = { 0 };
-
- result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
- result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
- result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
- result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
-
- return result;
-}
-
-// Projects a Vector3 from screen space into object space
-RMDEF Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
-{
- Vector3 result = { 0.0f, 0.0f, 0.0f };
-
- // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it
- Matrix matViewProj = MatrixMultiply(view, projection);
- matViewProj = MatrixInvert(matViewProj);
-
- // Create quaternion from source point
- Quaternion quat = { source.x, source.y, source.z, 1.0f };
-
- // Multiply quat point by unproject matrix
- quat = QuaternionTransform(quat, matViewProj);
-
- // Normalized world points in vectors
- result.x = quat.x/quat.w;
- result.y = quat.y/quat.w;
- result.z = quat.z/quat.w;
-
- return result;
-}
-
-#endif // RAYMATH_H