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authortalha <->2024-08-12 19:39:04 +0500
committertalha <->2024-08-12 19:39:04 +0500
commit0cb9fa1c023033c250fd0bf33c2cee49fc85f178 (patch)
tree73a5e945c55998b9dc7acb0eba5a5f40c8252ee6
Added files to git tracking
-rw-r--r--.gitignore3
-rw-r--r--.project.gf4
-rw-r--r--assets/dungeon/altars/altar_ashenzari.pngbin0 -> 521 bytes
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-rw-r--r--assets/dungeon/floor/acidic_floor_0.pngbin0 -> 575 bytes
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diff --git a/.gitignore b/.gitignore
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+path=./build/desktop/game.out
+arguments=
+ask_directory=1
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diff --git a/build_browser.sh b/build_browser.sh
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--- /dev/null
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@@ -0,0 +1,14 @@
+#!/bin/sh
+
+iraylib="thirdparty/raylib_browser/include"
+include_opts="-I. -I $iraylib"
+
+lraylib="-L. -L thirdparty/raylib_browser/lib"
+minishell="--shell-file $HOME/Documents/Personal/programming/raylib/src/minshell.html"
+lib_opts="$lraylib -s USE_GLFW=3 $minishell -DPLATFORM_WEB --preload-file assets"
+
+src_dir="src"
+src_files="$src_dir/game.c"
+build_dir="build/web"
+build_path="$build_dir/game.html"
+emcc -Os -Wall ./thirdparty/raylib_browser/lib/libraylib.a $include_opts $src_files $lib_opts -o $build_path
diff --git a/build_desktop.sh b/build_desktop.sh
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index 0000000..d74c086
--- /dev/null
+++ b/build_desktop.sh
@@ -0,0 +1,13 @@
+#!/bin/sh
+
+iraylib="thirdparty/raylib_desktop/include"
+include_opts="-I $iraylib"
+
+lraylib="-L thirdparty/raylib_desktop/lib -lraylib"
+lib_opts="$lraylib -lGL -lm -lpthread -ldl -lrt -lX11"
+
+src_dir="src"
+src_files="$src_dir/game.c"
+build_dir="build/desktop"
+build_path="$build_dir/game.out"
+cc -g -O0 $include_opts $src_files $lib_opts -o $build_path
diff --git a/src/game.c b/src/game.c
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index 0000000..2e85043
--- /dev/null
+++ b/src/game.c
@@ -0,0 +1,1566 @@
+#include "raylib.h"
+#include "raymath.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+typedef enum {
+ O = 0, // nothing
+ //P = 1, // player
+ t = 2, // tree
+ T = 3, // troll area
+ B = 4, // bandit area
+ T_B = 5, // troll base
+ B_B = 6, // bandit base
+ //G = 7, // gate (exit)
+} MapSymbol;
+
+typedef enum {
+ AA_IDLE = 0,
+ AA_CHARGE = 1,
+ AA_ATTACK = 2,
+} AttackAnimState;
+
+typedef enum {
+ P_IDLE = 0,
+ P_MOVE = 1,
+ P_HIT = 2,
+} PlayerState;
+
+typedef enum {
+ C_IDLE = 0,
+ C_OBSERVE = 1,
+ C_PATROL = 2,
+ C_FOLLOW = 3,
+ C_AGGRO = 4,
+ C_HIT = 5,
+ C_DEAD = 6
+} CharState;
+
+typedef enum {
+ AI_NONE = 0,
+ AI_IDLE = 1,
+ AI_PATROL = 2,
+ AI_DETECT = 3,
+ AI_ATTACK = 4,
+} AIState;
+
+typedef enum {
+ HA_IDLE = 0,
+ HA_PLAY = 1,
+} HitAnimState;
+
+typedef enum {
+ NONE = 0,
+ PLAYER = 1,
+ TROLL = 2,
+ BANDIT = 3,
+} CharacterType;
+
+typedef enum {
+ PT_NONE = 0,
+ PT_ALLY = 1,
+ PT_ATTACK = 2,
+} PotionType;
+
+typedef enum {
+ PS_NONE = 0,
+ PS_HELD = 1,
+ PS_THROWN = 2,
+ PS_SPREAD = 3,
+} PotionState;
+
+typedef enum {
+ GS_GAME = 0,
+ GS_UI = 1,
+ GS_SUCCESS = 2,
+ GS_OVER = 3,
+} GameplayState;
+
+typedef enum {
+ PATROL_TOP = 0,
+ PATROL_LEFT = 1,
+ PATROL_DOWN = 2,
+ PATROL_RIGHT = 3,
+ PATROL_END = 4,
+} PatrolDir;
+
+typedef struct ScuffString {
+ char *buffer;
+ int len;
+ int capacity;
+} String;
+
+struct Entity {
+ int type; // EntityType
+ int id; // Entity ID
+};
+
+typedef struct Entity AttackedEntity;
+typedef struct Entity AggroEntity;
+typedef struct Entity FriendEntity;
+
+struct Potion {
+ int state;
+ int type;
+ float radius; // radius during which potion effects last
+ int damage; // how much damage potion does
+ int healing; // how much healing potion does
+ float speed_multiplier; // how much enemy speed is effected inside potion radius
+ float t_potion_throw_start;
+ float t_potion_spread_start;
+ float t_potion_spread_duration; // how long does the potion spread last
+ Vector2 throw_dir;
+ Vector2 position_start;
+ Vector2 position_curr;
+ Vector2 position_target;
+ Color tint_color_spread;
+ Color tint_color_effect;
+ Texture2D *sprite;
+} Potion;
+
+typedef struct Potion FirePotion;
+typedef struct Potion FriendPotion;
+
+typedef struct Player {
+ int entity_id;
+ int state; // PlayerState
+ int tile_id; // MapSymbol
+ int health;
+ float move_speed;
+ Vector2 position;
+ Vector2 target_position;
+ Vector2 move_dir;
+ Color tint_color;
+ Rectangle render_rect;
+ Texture2D *sprite;
+ // attack state
+ bool is_attack;
+ float throw_dist;
+ Vector2 attack_dir;
+ float potion_throw_speed;
+ float potion_throw_dist;
+ struct Potion *active_potion;
+ FirePotion fire_potion;
+ FriendPotion friend_potion;
+ //
+ // Animation
+ //
+ int anim_hit_state;
+ float anim_hit_speed;
+ double t_anim_hit_start;
+ float t_anim_hit_duration;
+} Player;
+
+struct Character {
+ bool isburning;
+ int entity_type; // TROLL / BANDIT
+ int entity_id;
+ int state; // CharState
+ int tile_id; // MapSymbol
+ int home_tile_id; // MapSymbol
+ int ai_state;
+ int health;
+ float speed_multiplier;
+ float move_speed;
+ float detection_threshold;
+ float attack_threshold;
+ // improved idle behavior
+ PatrolDir patrol_dir;
+ bool to_core_pos;
+ Vector2 core_position; // this is the main position characters will stick to
+ double t_idle_start; // time spent at core position, useful to rotate them out of positions
+ float t_idle_duration; // max allowed duration they should be idle
+
+ Vector2 position;
+ Vector2 last_enemy_position;
+ Vector2 move_dir;
+ Vector2 target_position;
+ Rectangle target_rect;
+ Rectangle render_rect;
+ Color tint_color_base;
+ Color tint_color_active;
+ Color tint_color;
+ Texture2D* sprite;
+ AggroEntity attackers[2];
+ FriendEntity friends[2];
+ //
+ // Animation
+ //
+ // getting hit
+ int anim_hit_state;
+ float anim_hit_speed;
+ double t_anim_hit_start;
+ float t_anim_hit_duration;
+ // getting burned
+ double t_anim_burn_start;
+
+ // attacking
+ int anim_attack_state;
+ float anim_attack_speed;
+ float t_anim_charge_duration;
+ float t_anim_attack_duration;
+ double t_anim_charge_start;
+ double t_anim_attack_start;
+};
+
+typedef struct Character Troll;
+typedef struct Character Bandit;
+
+typedef struct State {
+ int gameplay_state;
+ // how much scaling to apply from original asset resolution
+ float render_scale;
+ Vector2 pixels_per_gridbox;
+ Vector2 mouse_position;
+ // @note: normally when we place a texture, the coordinates
+ // are the top left coordinates. This will cause a disconnect
+ // when moving the player with a point and click motion.
+ // To fix that we calculate a new position so the player_coordinates
+ // are in the center. This will make it so when the player clicks on the
+ // ground somewhere, the character sprite will be properly centered on that point.
+
+ Player player;
+ Troll _troll;
+ Troll trolls[5];
+ int troll_arr_sz;
+ Bandit _bandit;
+ Bandit bandits[5];
+ int bandit_arr_sz;
+ Vector2 bandit_position;
+ // player movement
+ // @todo
+ // direction player is being hit from, incorporate that into the gameplay code
+ // For now, just update the player_move_dir to the player_hit_dir
+ // Vector2 player_hit_dir;
+ // float player_move_delta; // amount player will move
+ // target position player will move to
+ // 1. the player can move intentionally, in which case carry forward from player position target
+ // 2. the player can move from feedback of being hit, NOT IMPLEMENTED YET
+
+ // game sprites
+ Texture2D *grass_sprite;
+
+ Texture2D *troll_weapon_sprite;
+ Texture2D *bandit_sprite;
+ Texture2D *bandit_weapon_sprite;
+
+ Texture2D *troll_area_floor_sprite;
+ Texture2D *bandit_area_floor_sprite;
+
+ Texture2D *troll_base_sprite;
+ Texture2D *bandit_base_sprite;
+
+ // key sprites and stuff
+ int key_picked_count;
+ bool key_should_render[2];
+ Texture2D *key_sprite;
+ Vector2 key_positions[2];
+ Rectangle key_render_rects[2];
+ // gate stuff
+ bool is_gate_open;
+ Vector2 gate_position;
+ Rectangle gate_render_rect;
+ Texture2D *active_gate_sprite;
+ Texture2D *gate_closed_sprite;
+ Texture2D *gate_open_sprite;
+
+ String *action_log;
+} State;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+const int screenWidth = 1280;
+const int screenHeight = 1024;
+State mega_state = {};
+// layer ground
+int floor_grid_map[8][8] = {{O, O, O, O, O, O, O, O},
+ {O, O, O, O, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T}};
+// vegetation grid
+int floor_cover_grid_map[8][8] = {{O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, T_B},
+ {O, B_B, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O}};
+Vector2 grid_dims = {8, 8};
+//----------------------------------------------------------------------------------
+// Module functions declaration
+//----------------------------------------------------------------------------------
+void CenterRectAroundTL(Rectangle *to_center, Vector2 position);
+void UpdateDrawFrame(); // Update and Draw one frame
+void CenterRectAroundTL(Rectangle *to_center, Vector2 position)
+{
+ to_center->x = position.x - ((float)to_center->width)/2.0f;
+ to_center->y = position.y - ((float)to_center->height)/2.0f;
+}
+
+
+int main(void)
+{
+ InitWindow(screenWidth, screenHeight, "blaidville prototype");
+ SetTargetFPS(60);
+ SetExitKey(0);
+ Texture2D grass_sprite = LoadTexture("./assets/dungeon/floor/grass/grass_flowers_blue_1_new.png");
+ Texture2D player_sprite = LoadTexture("./assets/player/base/human_male.png");
+ Texture2D troll_sprite = LoadTexture("./assets/monster/hill_giant_old.png");
+ Texture2D bandit_sprite = LoadTexture("./assets/monster/unique/maurice_new.png");
+ Texture2D troll_area_floor_sprite = LoadTexture("./assets/dungeon/floor/dirt_northeast_new.png");
+ Texture2D bandit_area_floor_sprite = LoadTexture("./assets/dungeon/floor/dirt_east_new.png");
+ Texture2D bandit_base_sprite = LoadTexture("./assets/dungeon/floor/hive_3.png");
+ Texture2D troll_base_sprite = LoadTexture("./assets/dungeon/floor/dirt_2_old.png");
+ Texture2D troll_weapon_sprite = LoadTexture("./assets/item/weapon/club_old.png");
+ Texture2D fire_potion_sprite = LoadTexture("./assets/item/potion/ruby_old.png");
+ Texture2D friend_potion_sprite = LoadTexture("./assets/item/potion/emerald.png");
+ Texture2D key_sprite = LoadTexture("./assets/item/misc/key.png");
+ Texture2D gate_closed_sprite = LoadTexture("./assets/dungeon/gateways/bazaar_gone.png");
+ Texture2D gate_open_sprite = LoadTexture("./assets/dungeon/gateways/bazaar_portal.png");
+
+ mega_state.render_scale = 2.0f;
+
+ mega_state.key_sprite = &key_sprite;
+ mega_state.key_positions[0] = (Vector2){200, 700};
+ mega_state.key_positions[1] = (Vector2){1200, 600};
+ mega_state.key_render_rects[0] = (Rectangle){.width=key_sprite.width, .height=key_sprite.height};
+ mega_state.key_render_rects[1] = (Rectangle){.width=key_sprite.width, .height=key_sprite.height};
+ CenterRectAroundTL(&mega_state.key_render_rects[0], mega_state.key_positions[0]);
+ CenterRectAroundTL(&mega_state.key_render_rects[1], mega_state.key_positions[1]);
+ mega_state.key_should_render[0] = 1;
+ mega_state.key_should_render[1] = 1;
+
+ mega_state.grass_sprite = &grass_sprite;
+ mega_state.bandit_sprite = &bandit_sprite;
+ mega_state.gate_open_sprite = &gate_open_sprite;
+ mega_state.gate_closed_sprite = &gate_closed_sprite;
+ mega_state.active_gate_sprite = &gate_closed_sprite;
+ mega_state.troll_area_floor_sprite = &troll_area_floor_sprite;
+ mega_state.bandit_area_floor_sprite = &bandit_area_floor_sprite;
+ mega_state.bandit_base_sprite = &bandit_base_sprite;
+ mega_state.troll_base_sprite = &troll_base_sprite;
+ mega_state.troll_weapon_sprite = &troll_weapon_sprite;
+ mega_state.pixels_per_gridbox = (Vector2){screenWidth/grid_dims.x, screenHeight/grid_dims.y};
+
+ // characters
+ // player
+ mega_state.player = (Player){
+ .health = 45.0f,
+ .position = (Vector2){50.0f, 50.0f},
+ .move_speed = 2.0f,
+ .sprite = &player_sprite,
+ .tint_color = WHITE,
+ .render_rect = (Rectangle){
+ .x=0,.y=0,
+ .width=0.5*player_sprite.width*mega_state.render_scale,
+ .height=player_sprite.height*mega_state.render_scale
+ },
+ .throw_dist = 100.0f,
+ .fire_potion = (FirePotion){
+ .state=PS_NONE,.type=PT_ATTACK,.radius=40.0f,.damage=5,
+ .speed_multiplier=0.5f, .sprite=&fire_potion_sprite,
+ .t_potion_spread_duration = 5.0f,
+ .tint_color_spread=(Color){200, 50, 50, 100}, .tint_color_effect=(Color){200, 50, 50, 255}
+ },
+ .friend_potion = (FriendPotion){
+ .state=PS_HELD,.type=PT_ALLY,.radius=40.0f,
+ .speed_multiplier=1.0f, .sprite=&friend_potion_sprite,
+ .t_potion_spread_duration = 5.0f,
+ .tint_color_spread=(Color){50, 200, 50, 100}, .tint_color_effect=(Color){50, 200, 50, 255}
+ },
+ .potion_throw_speed = 250.0f,
+ .potion_throw_dist = 200.0f,
+ .anim_hit_speed = 50.0f,
+ .t_anim_hit_duration = 0.2f,
+ };
+ // troll
+ Troll troll = {
+ .state = C_IDLE,
+ .entity_type = TROLL,
+ .home_tile_id = T,
+ .health = 50,
+ .move_speed = 2.0f,
+ .speed_multiplier = 1.0f,
+ .tint_color_base = WHITE,
+ .tint_color_active = WHITE,
+ .tint_color = WHITE,
+ .render_rect = (Rectangle){.x=0,.y=0,.width=troll_sprite.width*mega_state.render_scale,.height=troll_sprite.height*mega_state.render_scale},
+ .sprite = &troll_sprite,
+ .t_anim_charge_duration = 1.0f,
+ .t_anim_attack_duration = 0.4,
+ .anim_attack_speed = 100.0f,
+ .anim_hit_speed = 20.0f,
+ .t_anim_hit_duration = 0.2f,
+ .t_idle_duration = 2.0f,
+ .to_core_pos = true,
+ };
+ mega_state.troll_arr_sz = 5;
+
+ mega_state.trolls[0] = troll;
+ mega_state.trolls[0].entity_id = 0;
+ mega_state.trolls[0].t_idle_duration = 4.0f;
+ mega_state.trolls[0].position = (Vector2){750, 340};
+ mega_state.trolls[0].core_position = mega_state.trolls[0].position;
+
+ mega_state.trolls[1] = troll;
+ mega_state.trolls[1].entity_id = 1;
+ mega_state.trolls[1].position = (Vector2){1200, 300};
+ mega_state.trolls[1].core_position = mega_state.trolls[1].position;
+
+ mega_state.trolls[2] = troll;
+ mega_state.trolls[2].entity_id = 2;
+ mega_state.trolls[2].t_idle_duration = 3.5f;
+ mega_state.trolls[2].position = (Vector2){800, 800};
+ mega_state.trolls[2].core_position = mega_state.trolls[2].position;
+
+ mega_state.trolls[3] = troll;
+ mega_state.trolls[3].entity_id = 3;
+ mega_state.trolls[3].t_idle_duration = 3.0f;
+ mega_state.trolls[3].position = (Vector2){1130, 640};
+ mega_state.trolls[3].core_position = mega_state.trolls[0].position;
+
+ mega_state.trolls[4] = troll;
+ mega_state.trolls[4].entity_id = 4;
+ mega_state.trolls[4].t_idle_duration = 1.5f;
+ mega_state.trolls[4].position = (Vector2){1000, 900};
+ mega_state.trolls[4].core_position = mega_state.trolls[4].position;
+
+ // bandit
+ Bandit bandit = (Bandit){
+ .state = C_IDLE,
+ .ai_state = AI_NONE,
+ .entity_type = BANDIT,
+ .home_tile_id = B,
+ .health = 40,
+ .move_speed = 4.0f,
+ .speed_multiplier = 1.0f,
+ .tint_color_base = WHITE,
+ .tint_color_active = WHITE,
+ .tint_color = WHITE,
+ .render_rect = (Rectangle){.x=0,.y=0,.width=bandit_sprite.width*mega_state.render_scale,.height=bandit_sprite.height*mega_state.render_scale},
+ .sprite = &bandit_sprite,
+ .t_anim_charge_duration = 0.5f,
+ .t_anim_attack_duration = 0.2f,
+ .anim_attack_speed = 50.0f,
+ .anim_hit_speed = 50.0f,
+ .t_anim_hit_duration = 0.2f,
+ .t_idle_duration = 2.0f,
+ .to_core_pos = true
+ };
+ mega_state.bandit_arr_sz = 5;
+
+ mega_state.bandits[0] = bandit;
+ mega_state.bandits[0].entity_id = 0;
+ mega_state.bandits[0].position = (Vector2){264.0f, 900.0f};
+ mega_state.bandits[0].core_position = mega_state.bandits[0].position;
+
+ mega_state.bandits[1] = bandit;
+ mega_state.bandits[1].entity_id = 1;
+ mega_state.bandits[1].t_idle_duration = 4.0f;
+ mega_state.bandits[1].position = (Vector2){164.0f, 600.0f};
+ mega_state.bandits[1].core_position = mega_state.bandits[1].position;
+
+ mega_state.bandits[2] = bandit;
+ mega_state.bandits[2].entity_id = 2;
+ mega_state.bandits[2].t_idle_duration = 3.0f;
+ mega_state.bandits[2].position = (Vector2){264.0f, 400.0f};
+ mega_state.bandits[2].core_position = mega_state.bandits[2].position;
+
+ mega_state.bandits[3] = bandit;
+ mega_state.bandits[3].entity_id = 3;
+ mega_state.bandits[3].t_idle_duration = 2.5f;
+ mega_state.bandits[3].position = (Vector2){400.0f, 800.0f};
+ mega_state.bandits[3].core_position = mega_state.bandits[3].position;
+
+ mega_state.bandits[4] = bandit;
+ mega_state.bandits[4].entity_id = 4;
+ mega_state.bandits[4].t_idle_duration = 1.0f;
+ mega_state.bandits[4].position = (Vector2){400.0f, 600.0f};
+ mega_state.bandits[4].core_position = mega_state.bandits[4].position;
+
+ // @todo: action log to describe and dictate all the major events happen
+ char *str_buffer = (char*)MemAlloc(512*sizeof(char));
+ mega_state.player.active_potion = &mega_state.player.friend_potion;
+ CenterRectAroundTL(&mega_state.trolls[0].render_rect, mega_state.trolls[0].position);
+ CenterRectAroundTL(&mega_state.trolls[1].render_rect, mega_state.trolls[1].position);
+
+ CenterRectAroundTL(&mega_state.bandits[0].render_rect, mega_state.bandits[0].position);
+ CenterRectAroundTL(&mega_state.bandits[0].render_rect, mega_state.bandits[0].position);
+ // no action log right now
+ // mega_state.action_log = &(String){.buffer=str_buffer, .capacity=512, .len=0};
+ mega_state.gameplay_state = GS_UI;
+
+ mega_state.gate_position = (Vector2){.x=500.0f, .y=16.0f};
+ mega_state.gate_render_rect = (Rectangle){.width=mega_state.gate_closed_sprite->width*1.5, .height=mega_state.gate_closed_sprite->height*1.5};
+ CenterRectAroundTL(&mega_state.gate_render_rect, mega_state.gate_position);
+
+ #if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+ #else
+ SetTargetFPS(60);
+
+ while(!WindowShouldClose())
+ {
+ UpdateDrawFrame();
+ }
+ #endif
+
+ CloseWindow();
+
+ return 0;
+}
+
+void DrawMapFloorTiles()
+{
+ Color BlackTint = {128,128,128,255};
+ Texture2D grass = *mega_state.grass_sprite;
+ float winc = (float)grass.width * mega_state.render_scale;
+ float hinc = (float)grass.height * mega_state.render_scale;
+ Vector2 grid_pos = {0, 0};
+ for (int ypos=0; ypos<screenHeight; ypos+=hinc)
+ {
+ grid_pos.y = ((float)ypos) / ((float)mega_state.pixels_per_gridbox.y);
+ for (int xpos=0; xpos<screenWidth; xpos+=winc)
+ {
+ grid_pos.x = ((float)xpos) / ((float)mega_state.pixels_per_gridbox.x);
+ Vector2 pixel_pos = {xpos, ypos};
+ int grid_ele = floor_grid_map[(int)grid_pos.y][(int)grid_pos.x];
+ Texture2D render_tex;
+ switch (grid_ele) {
+ case (O):
+ {
+ render_tex = *mega_state.grass_sprite;
+ } break;
+ case (B):
+ {
+ render_tex = *mega_state.bandit_area_floor_sprite;
+ } break;
+ case (T):
+ {
+ render_tex = *mega_state.troll_area_floor_sprite;
+ } break;
+ default:
+ {
+ } break;
+ }
+ DrawTextureEx(render_tex, pixel_pos, 0, mega_state.render_scale, BlackTint);
+ }
+ }
+}
+
+void DrawFloorCoverTiles()
+{
+ Color BlackTint = {128,128,128,255};
+ Texture2D null_tex = *mega_state.player.sprite;
+ float winc = (float)null_tex.width * mega_state.render_scale;
+ float hinc = (float)null_tex.height * mega_state.render_scale;
+
+ Vector2 grid_pos = {0, 0};
+ for (int ypos=0; ypos<screenHeight; ypos+=hinc)
+ {
+ grid_pos.y = ((float)ypos) / ((float)mega_state.pixels_per_gridbox.y);
+ for (int xpos=0; xpos<screenWidth; xpos+=winc)
+ {
+ grid_pos.x = ((float)xpos) / ((float)mega_state.pixels_per_gridbox.x);
+ Vector2 pixel_pos = {xpos, ypos};
+ int grid_ele = floor_cover_grid_map[(int)grid_pos.y][(int)grid_pos.x];
+ Texture2D render_tex;
+ switch (grid_ele) {
+ case (B_B):
+ {
+ render_tex = *mega_state.bandit_base_sprite;
+ } break;
+ case (T_B):
+ {
+ render_tex = *mega_state.troll_base_sprite;
+ } break;
+ default:
+ {
+ render_tex = null_tex;
+ } continue;
+ }
+ DrawTextureEx(render_tex, pixel_pos, 0, mega_state.render_scale, BlackTint);
+ }
+ }
+}
+
+Vector2 GetSpriteCenterPosition(Texture2D sprite, Vector2 position, float render_scale)
+{
+ float centered_x = position.x - ((float)sprite.width)*render_scale/2.0f;
+ float centered_y = position.y - ((float)sprite.height)*render_scale/2.0f;
+
+ return (Vector2){.x = centered_x, .y = centered_y};
+}
+
+void DrawCharacters()
+{
+ DrawTextureEx(*mega_state.active_gate_sprite,
+ (Vector2){mega_state.gate_render_rect.x, mega_state.gate_render_rect.y},
+ 0, mega_state.render_scale*1.5, WHITE);
+ // draw potion
+ if (mega_state.player.active_potion->state == PS_THROWN)
+ {
+ DrawTextureEx(*mega_state.player.active_potion->sprite,
+ mega_state.player.active_potion->position_curr,
+ 0, 0.4*mega_state.render_scale, WHITE);
+ }
+ else if (mega_state.player.active_potion->state == PS_SPREAD)
+ {
+ Vector2 pos = mega_state.player.active_potion->position_curr;
+ DrawCircle(pos.x, pos.y, mega_state.player.active_potion->radius, mega_state.player.active_potion->tint_color_spread);
+ }
+ if (mega_state.key_should_render[0] == 1)
+ {
+ DrawTextureEx(*mega_state.key_sprite,
+ (Vector2){mega_state.key_positions[0].x, mega_state.key_positions[0].y}, 0,
+ mega_state.render_scale/2.0f, WHITE);
+ }
+ if (mega_state.key_should_render[1] == 1)
+ {
+ DrawTextureEx(*mega_state.key_sprite,
+ (Vector2){mega_state.key_positions[1].x, mega_state.key_positions[1].y}, 0,
+ mega_state.render_scale/2.0f, WHITE);
+ }
+
+ Rectangle src_rect, dest_rect;
+ // draw Troll
+ // - troll weapon
+ for (int i=0;i<mega_state.troll_arr_sz;i++)
+ {
+ Vector2 troll_weapon_centered = GetSpriteCenterPosition(*mega_state.troll_weapon_sprite, mega_state.trolls[i].position, 1.0f);
+ // move to left hand
+ troll_weapon_centered.x -= mega_state.trolls[i].sprite->width;
+ src_rect = (Rectangle){.x=0, .y=0, .width=-mega_state.troll_weapon_sprite->width, .height=mega_state.troll_weapon_sprite->height};
+ dest_rect = (Rectangle){.x=troll_weapon_centered.x, .y=troll_weapon_centered.y,
+ .width=0.5f*mega_state.render_scale*mega_state.troll_weapon_sprite->width,
+ .height=0.5f*mega_state.render_scale*mega_state.troll_weapon_sprite->height};
+ DrawTexturePro(*mega_state.troll_weapon_sprite, src_rect, dest_rect,
+ (Vector2){0,0}, 0, RAYWHITE);
+ // - troll sprite
+ DrawTextureEx(*mega_state.trolls[i].sprite,
+ (Vector2){mega_state.trolls[i].render_rect.x, mega_state.trolls[i].render_rect.y},
+ 0, mega_state.render_scale, mega_state.trolls[i].tint_color);
+ // draw collision box
+ //DrawRectangleLines(mega_state.troll.render_rect.x, mega_state.troll.render_rect.y,
+ // mega_state.troll.render_rect.width, mega_state.troll.render_rect.height, RED);
+ }
+
+ // draw Bandit
+ for (int i=0;i<mega_state.bandit_arr_sz;i++)
+ {
+ DrawTextureEx(*mega_state.bandits[i].sprite,
+ (Vector2){mega_state.bandits[i].render_rect.x, mega_state.bandits[i].render_rect.y},
+ 0, mega_state.render_scale, mega_state.bandits[i].tint_color);
+ }
+ // draw player
+ float p_render_scale = 1.0f;
+ Vector2 player_weapon_centered = GetSpriteCenterPosition(*mega_state.player.sprite, mega_state.player.position, p_render_scale);
+ // move to left hand
+ player_weapon_centered.x -= (mega_state.player.sprite->width*p_render_scale/2.0f) - 2.0f;
+ player_weapon_centered.y += (12.0f);
+ src_rect = (Rectangle){
+ .x=0, .y=0,
+ .width = mega_state.player.active_potion->sprite->width,
+ .height = mega_state.player.active_potion->sprite->height
+ };
+
+ dest_rect = (Rectangle){.x=player_weapon_centered.x, .y=player_weapon_centered.y,
+ .width=0.4f*mega_state.render_scale*mega_state.player.active_potion->sprite->width,
+ .height=0.4f*mega_state.render_scale*mega_state.player.active_potion->sprite->height};
+
+ DrawTexturePro(*mega_state.player.active_potion->sprite, src_rect, dest_rect,
+ (Vector2){0,0}, 0, RAYWHITE);
+ Vector2 player_center = GetSpriteCenterPosition(*mega_state.player.sprite, mega_state.player.position, mega_state.render_scale);
+ DrawTextureEx(*mega_state.player.sprite, player_center, 0, mega_state.render_scale, mega_state.player.tint_color);
+
+}
+
+int GetTileIDFromWorld(Vector2 world_position)
+{
+ Vector2 grid_pos = Vector2Divide(Vector2Multiply(world_position, grid_dims), (Vector2){screenWidth, screenHeight});
+ int tile = floor_grid_map[(int)grid_pos.y][(int)grid_pos.x];
+ return tile;
+}
+
+bool MoveCharacter(struct Character *to_move, Vector2 position)
+{
+ Vector2 new_pos = Vector2Add(to_move->position, position);
+ int tile_at_new_pos = GetTileIDFromWorld(new_pos);
+ int tile_at_curr_pos = GetTileIDFromWorld(to_move->position);
+ bool char_at_home = to_move->home_tile_id == tile_at_curr_pos ? true: false;
+ // move only if next position in home tile
+ if (tile_at_new_pos == to_move->home_tile_id || to_move->state == C_FOLLOW || char_at_home == false)
+ {
+ to_move->position = Vector2Add(to_move->position, position);
+ return true;
+ }
+ else
+ {
+ to_move->target_position = to_move->position;
+ return false;
+ }
+}
+
+AttackedEntity GetEntityToAttack(struct Character attacker)
+{
+ AttackedEntity attackee = {};
+ // check if player can be attacked
+ bool attacker_at_home_tile = GetTileIDFromWorld(attacker.position) == attacker.home_tile_id ? true: false;
+ Vector2 char_position = mega_state.player.position;
+ int char_tile_id = GetTileIDFromWorld(char_position);
+ Rectangle char_rect = mega_state.player.render_rect;
+ float min_dist = screenWidth;
+
+ if ((attacker.attackers[0].type == PLAYER || char_tile_id == attacker.home_tile_id || attacker_at_home_tile == false)
+ && attacker.friends[0].type != PLAYER)
+ {
+ float char_dist = Vector2Distance(char_position, attacker.position);
+ if (char_dist < 200)
+ {
+ attackee.type = PLAYER;
+ if (attacker.attackers[0].type == PLAYER) return attackee;
+ }
+ }
+
+ // check if bandit can instead be attacked
+ for (int i=0; i<mega_state.bandit_arr_sz;i++)
+ {
+ Bandit bandit = mega_state.bandits[i];
+ char_tile_id = GetTileIDFromWorld(char_position);
+ char_position = bandit.position;
+ char_rect = bandit.render_rect;
+ if (bandit.state == C_DEAD) continue;
+ if ((char_tile_id == attacker.home_tile_id || attacker_at_home_tile == false) &&
+ ((attacker.attackers[0].type == BANDIT && attacker.attackers[0].id == i) ||
+ attacker.entity_type != BANDIT))
+ {
+ float char_dist = Vector2Distance(char_position, attacker.position);
+ if (char_dist < 200 && (char_dist < min_dist || attacker.attackers[0].type == BANDIT))
+ {
+ min_dist = char_dist;
+ attackee.type = BANDIT;
+ attackee.id = bandit.entity_id;
+ if (attacker.attackers[0].type == BANDIT) return attackee;
+ }
+ }
+ }
+
+ // check if troll can instead be attacked
+ for (int i=0; i<mega_state.troll_arr_sz;i++) {
+ char_position = mega_state.trolls[i].position;
+ char_tile_id = GetTileIDFromWorld(char_position);
+ char_rect = mega_state.trolls[i].render_rect;
+ if (mega_state.trolls[i].state == C_DEAD) continue;
+ if ((char_tile_id == attacker.home_tile_id || attacker_at_home_tile == false) &&
+ ((attacker.attackers[0].type == TROLL && attacker.attackers[0].id == i) ||
+ attacker.entity_type != TROLL))
+ {
+ float char_dist = Vector2Distance(char_position, attacker.position);
+ if (char_dist < 200 && (char_dist < min_dist || attacker.attackers[0].type == TROLL))
+ {
+ min_dist = char_dist;
+ attackee.type = TROLL;
+ attackee.id = mega_state.trolls[i].entity_id;
+ if (attacker.attackers[0].type == TROLL) return attackee;
+ }
+ }
+ }
+
+ return attackee;
+}
+
+bool TrollAttackTarget(Troll *troll, AttackedEntity to_attack)
+{
+ float dist_to_target = 0;
+
+ troll->state = C_IDLE;
+ troll->ai_state = AI_NONE;
+ switch (to_attack.type)
+ {
+ case (PLAYER):
+ {
+ troll->last_enemy_position = mega_state.player.position;
+ troll->target_position = mega_state.player.position;
+ troll->target_rect = mega_state.player.render_rect;
+
+ dist_to_target = Vector2Distance(troll->target_position, troll->position);
+ troll->ai_state = AI_DETECT;
+ troll->state = C_FOLLOW;
+ } break;
+ case (BANDIT):
+ {
+ troll->last_enemy_position = mega_state.bandits[to_attack.id].position;
+ troll->target_position = mega_state.bandits[to_attack.id].position;
+ troll->target_rect = mega_state.bandits[to_attack.id].render_rect;
+
+ dist_to_target = Vector2Distance(troll->target_position, troll->position);
+ troll->ai_state = AI_DETECT;
+ troll->state = C_FOLLOW;
+ } break;
+ default:
+ break;
+ }
+ if (troll->ai_state == AI_DETECT && dist_to_target < 80)
+ {
+ troll->ai_state = AI_ATTACK;
+ }
+ if (troll->ai_state >= AI_DETECT && troll->anim_attack_state != AA_ATTACK)
+ {
+ troll->move_dir = Vector2Normalize(Vector2Subtract(troll->target_position, troll->position));
+ if (dist_to_target > 10.0f)
+ {
+ // @note: this actually might not even be needed
+ // move only if both are more than 10pixels apart.
+ // it becomes jarring other wise
+ MoveCharacter(troll, Vector2Scale(troll->move_dir, troll->speed_multiplier*troll->move_speed));
+ }
+ }
+ CenterRectAroundTL(&troll->render_rect, troll->position);
+ if (troll->anim_attack_state == AA_IDLE && troll->ai_state == AI_ATTACK)
+ {
+ // start attack animation
+ troll->t_anim_charge_start = GetTime();
+ troll->anim_attack_state = AA_CHARGE;
+ }
+ float charge_time = 0.0f;
+ float charge_color_delta = 0.0f;
+ if (troll->anim_attack_state == AA_CHARGE)
+ {
+ // get color based on time
+ float charge_progress = (GetTime() - troll->t_anim_charge_start) / troll->t_anim_charge_duration;
+ troll->tint_color.r = Clamp(troll->tint_color_active.r - (charge_progress*troll->tint_color_active.r), 0, 255);
+ if (charge_progress >= 1.0f)
+ {
+ troll->anim_attack_state = AA_ATTACK;
+ troll->t_anim_attack_start = GetTime();
+ }
+ }
+ else if (troll->anim_attack_state == AA_ATTACK)
+ {
+ // maximum distance to attack jump in
+ float anim_length = GetTime() - troll->t_anim_attack_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*troll->anim_attack_speed/troll->t_anim_attack_duration;
+ troll->position = Vector2Add(troll->position, Vector2Scale(troll->move_dir, pixel_per_second_per_ft));
+ troll->tint_color = (Color){255, 128, 255, 255};
+ // get troll center position and check for collision with player
+ // now check if colliding with player
+ bool is_colliding = CheckCollisionRecs(troll->target_rect, troll->render_rect);
+ if (anim_length >= troll->t_anim_attack_duration || is_colliding)
+ {
+ troll->state = C_IDLE;
+ troll->ai_state = AI_NONE;
+ troll->anim_attack_state = AA_IDLE;
+ troll->tint_color = troll->tint_color_active;
+ if (is_colliding == true)
+ {
+ return true; // is colliding with target
+ }
+ }
+ }
+ // once troll is done moving, clear state.
+ troll->state = C_IDLE;
+ troll->ai_state = AI_NONE;
+ return false;
+}
+
+bool BanditAttackTarget(Bandit *bandit, AttackedEntity to_attack)
+{
+ float dist_to_target = 0;
+
+ bandit->state = C_IDLE;
+ bandit->ai_state = AI_NONE;
+ switch (to_attack.type)
+ {
+ case (PLAYER):
+ {
+ bandit->last_enemy_position = mega_state.player.position;
+ bandit->target_position = mega_state.player.position;
+ bandit->target_rect = mega_state.player.render_rect;
+
+ dist_to_target = Vector2Distance(bandit->target_position, bandit->position);
+ bandit->ai_state = AI_DETECT;
+ bandit->state = C_FOLLOW;
+ } break;
+ case (TROLL):
+ {
+ bandit->last_enemy_position = mega_state.trolls[to_attack.id].position;
+ bandit->target_position = mega_state.trolls[to_attack.id].position;
+ bandit->target_rect = mega_state.trolls[to_attack.id].render_rect;
+
+ dist_to_target = Vector2Distance(bandit->target_position, bandit->position);
+ bandit->ai_state = AI_DETECT;
+ bandit->state = C_FOLLOW;
+ } break;
+ default:
+ break;
+ }
+ if (bandit->ai_state == AI_DETECT && dist_to_target < 80)
+ {
+ bandit->ai_state = AI_ATTACK;
+ }
+ if (bandit->ai_state >= AI_DETECT && bandit->anim_attack_state != AA_ATTACK)
+ {
+ bandit->move_dir = Vector2Normalize(Vector2Subtract(bandit->target_position, bandit->position));
+ if (dist_to_target > 10.0f)
+ {
+ // @note: this actually might not even be needed
+ // move only if both are more than 10pixels apart.
+ // it becomes jarring other wise
+ bool can_move = MoveCharacter(bandit, Vector2Scale(bandit->move_dir, bandit->speed_multiplier*bandit->move_speed));
+ }
+ }
+ CenterRectAroundTL(&bandit->render_rect, bandit->position);
+ if (bandit->anim_attack_state == AA_IDLE && bandit->ai_state == AI_ATTACK)
+ {
+ // start attack animation
+ bandit->t_anim_charge_start = GetTime();
+ bandit->anim_attack_state = AA_CHARGE;
+ }
+ float charge_time = 0.0f;
+ float charge_color_delta = 0.0f;
+ if (bandit->anim_attack_state == AA_CHARGE)
+ {
+ // get color based on time
+ float charge_progress = (GetTime() - bandit->t_anim_charge_start) / bandit->t_anim_charge_duration;
+ bandit->tint_color.r = Clamp(bandit->tint_color_active.r - (charge_progress*bandit->tint_color_active.r), 0, 255);
+ if (charge_progress >= 1.0f)
+ {
+ bandit->anim_attack_state = AA_ATTACK;
+ bandit->t_anim_attack_start = GetTime();
+ }
+ }
+ else if (bandit->anim_attack_state == AA_ATTACK)
+ {
+ // maximum distance to attack jump in
+ float anim_length = GetTime() - bandit->t_anim_attack_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*bandit->anim_attack_speed/bandit->t_anim_attack_duration;
+ bandit->position = Vector2Add(bandit->position, Vector2Scale(bandit->move_dir, pixel_per_second_per_ft));
+ bandit->tint_color = (Color){255, 128, 255, 255};
+ // get bandit center position and check for collision with player
+ // now check if colliding with player
+ bool is_colliding = CheckCollisionRecs(bandit->target_rect, bandit->render_rect);
+ if (anim_length >= bandit->t_anim_attack_duration || is_colliding)
+ {
+ bandit->state = C_IDLE;
+ bandit->ai_state = AI_NONE;
+ bandit->anim_attack_state = AA_IDLE;
+ bandit->tint_color = bandit->tint_color_active;
+ if (is_colliding == true)
+ {
+ return true; // is colliding with target
+ }
+ }
+ }
+ bandit->state = C_IDLE;
+ bandit->ai_state = AI_NONE;
+ return false;
+}
+void UpdateDrawFrame(void)
+{
+ // INPUT
+ if (IsKeyPressed(KEY_ESCAPE))
+ {
+ mega_state.gameplay_state = mega_state.gameplay_state == GS_UI ? GS_GAME : GS_UI;
+ }
+ if (mega_state.gameplay_state == GS_GAME)
+ {
+ mega_state.mouse_position = GetMousePosition();
+ if (IsKeyPressed(KEY_ONE))
+ {
+ mega_state.player.active_potion = &mega_state.player.fire_potion;
+ mega_state.player.active_potion->t_potion_throw_start = 0;
+ mega_state.player.active_potion->t_potion_spread_start = 0;
+ mega_state.player.active_potion->state = PS_HELD;
+ }
+ else if (IsKeyPressed(KEY_TWO))
+ {
+ mega_state.player.active_potion = &mega_state.player.friend_potion;
+ mega_state.player.active_potion->t_potion_throw_start = 0;
+ mega_state.player.active_potion->t_potion_spread_start = 0;
+ mega_state.player.active_potion->state = PS_HELD;
+ }
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && mega_state.player.state <= P_MOVE)
+ {
+ mega_state.player.state = P_MOVE;
+ mega_state.player.target_position = mega_state.mouse_position;
+ mega_state.player.move_dir = Vector2Normalize(Vector2Subtract(mega_state.player.target_position, mega_state.player.position));
+ }
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
+ {
+ // @todo: abilities
+ mega_state.player.active_potion->throw_dir = Vector2Normalize(Vector2Subtract(mega_state.mouse_position, mega_state.player.position));
+ mega_state.player.active_potion->position_start = mega_state.player.position;
+ mega_state.player.active_potion->position_curr = mega_state.player.position;
+ mega_state.player.active_potion->position_target = mega_state.mouse_position;
+ mega_state.player.active_potion->state = PS_THROWN;
+ mega_state.player.active_potion->t_potion_throw_start = GetTime();
+ }
+
+ // PROCESSING
+ // initialize values
+ for (int i = 0; i < mega_state.troll_arr_sz; i++)
+ {
+ if (mega_state.trolls[i].health <= 0)
+ {
+ mega_state.trolls[i].state = C_DEAD;
+ mega_state.trolls[i].tint_color = (Color){128, 128, 128, 128};
+ }
+ mega_state.trolls[i].speed_multiplier = 1.0f;
+ }
+ for (int i = 0; i < mega_state.bandit_arr_sz; i++)
+ {
+ if (mega_state.bandits[i].health <= 0)
+ {
+ mega_state.bandits[i].state = C_DEAD;
+ mega_state.bandits[i].tint_color = (Color){128, 128, 128, 128};
+ }
+ mega_state.bandits[i].speed_multiplier = 1.0f;
+ }
+ if (mega_state.player.health <= 0)
+ {
+ mega_state.gameplay_state = GS_OVER;
+ }
+
+ switch (mega_state.player.state)
+ {
+ case (P_MOVE):
+ {
+ // MOVE PLAYER
+ Vector2 next_position = Vector2Add(mega_state.player.position,
+ Vector2Scale(mega_state.player.move_dir, mega_state.player.move_speed));
+ // checke player collisions
+ bool is_colliding_gate = CheckCollisionRecs(mega_state.player.render_rect, mega_state.gate_render_rect);
+ if (is_colliding_gate)
+ {
+ if (mega_state.key_picked_count == 2)
+ {
+ mega_state.is_gate_open = true;
+ mega_state.active_gate_sprite = mega_state.gate_open_sprite;
+ mega_state.gameplay_state = GS_SUCCESS;
+ }
+ }
+ mega_state.player.position = next_position;
+
+ if (Vector2Distance(mega_state.player.position, mega_state.player.target_position) <= 5.0f)
+ {
+ mega_state.player.state = P_IDLE;
+ }
+ // calculate center positions
+ CenterRectAroundTL(&mega_state.player.render_rect, mega_state.player.position);
+ mega_state.player.tile_id = GetTileIDFromWorld(mega_state.player.position);
+ // check if a key can be picked up
+ for (int i=0;i<2;i++)
+ {
+ bool is_colliding = CheckCollisionRecs(mega_state.player.render_rect, mega_state.key_render_rects[i]);
+ if (is_colliding && mega_state.key_should_render[i] == 1)
+ {
+ mega_state.key_picked_count += 1;
+ mega_state.key_should_render[i] = 0;
+ }
+ }
+ } break;
+ case (P_HIT):
+ {
+ float anim_length = GetTime() - mega_state.player.t_anim_hit_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*mega_state.player.anim_hit_speed/mega_state.player.t_anim_hit_duration;
+ mega_state.player.position = Vector2Add(mega_state.player.position, Vector2Scale(mega_state.player.move_dir, pixel_per_second_per_ft));
+ mega_state.player.tint_color = (Color){255, 128, 128, 255};
+ if (anim_length >= mega_state.player.t_anim_hit_duration)
+ {
+ mega_state.player.state = P_IDLE;
+ mega_state.player.anim_hit_state = HA_IDLE;
+ mega_state.player.tint_color = (Color){255, 255, 255, 255};
+ }
+ // calculate center positions
+ CenterRectAroundTL(&mega_state.player.render_rect, mega_state.player.position);
+ mega_state.player.tile_id = GetTileIDFromWorld(mega_state.player.position);
+ } break;
+ default:
+ {}break;
+ }
+ switch (mega_state.player.active_potion->state)
+ {
+ case (PS_THROWN):
+ {
+ // play potion throw animation
+ float throw_speed = GetFrameTime() * mega_state.player.potion_throw_speed;
+ float dist_thrown = Vector2Distance(mega_state.player.active_potion->position_curr, mega_state.player.active_potion->position_start);
+ mega_state.player.active_potion->position_curr = Vector2Add(mega_state.player.active_potion->position_curr,
+ Vector2Scale(mega_state.player.active_potion->throw_dir, throw_speed));
+ float dist_to_target = Vector2Distance(mega_state.player.active_potion->position_curr, mega_state.player.active_potion->position_target);
+ if (dist_thrown > mega_state.player.potion_throw_dist || dist_to_target <= 5.0f)
+ {
+ // change potion state to potion explode
+ mega_state.player.active_potion->state = PS_SPREAD;
+ mega_state.player.active_potion->t_potion_spread_start = GetTime();
+ }
+ } break;
+ case (PS_SPREAD):
+ {
+ float spread_duration = GetTime() - mega_state.player.active_potion->t_potion_spread_start;
+ if (spread_duration >= mega_state.player.active_potion->t_potion_spread_duration)
+ {
+ mega_state.player.active_potion->state = PS_HELD;
+ }
+ // loop through enemies to check if any are being burned
+ // check troll
+ for (int i=0;i<mega_state.troll_arr_sz;i++)
+ {
+ Troll *troll = &mega_state.trolls[i];
+ if (troll->state == C_DEAD) continue;
+ float dist_to_enemy = Vector2Distance(troll->position, mega_state.player.active_potion->position_curr);
+ if (dist_to_enemy <= mega_state.player.active_potion->radius)
+ {
+ if (mega_state.player.active_potion->type == PT_ATTACK)
+ {
+ // mark troll state as being burned
+ if (troll->isburning == false)
+ {
+ troll->isburning = true;
+ troll->t_anim_burn_start = GetTime();
+ troll->attackers[0].type = PLAYER;
+ troll->attackers[0].id = 0;
+ }
+ }
+ else if (mega_state.player.active_potion->type == PT_ALLY)
+ {
+ troll->friends[0] = (FriendEntity){.type=PLAYER, .id=0};
+ }
+ troll->tint_color_active = mega_state.player.active_potion->tint_color_effect;
+ troll->tint_color = troll->tint_color_active;
+ troll->speed_multiplier = mega_state.player.active_potion->speed_multiplier;
+ }
+ else
+ {
+ troll->speed_multiplier = 1.0f;
+ }
+ if (mega_state.player.active_potion->state != PS_SPREAD)
+ {
+ troll->tint_color_active = troll->tint_color_base;
+ troll->tint_color = troll->tint_color_active;
+ troll->isburning = false;
+ // remove player/entity as friend
+ troll->friends[0].type = 0;
+ troll->friends[0].id = 0;
+ }
+ }
+ // check bandit
+ for (int i=0;i<mega_state.bandit_arr_sz;i++)
+ {
+ Bandit *bandit = &mega_state.bandits[i];
+ if (bandit->state == C_DEAD) continue;
+ float dist_to_enemy = Vector2Distance(bandit->position, mega_state.player.active_potion->position_curr);
+ if (dist_to_enemy <= mega_state.player.active_potion->radius)
+ {
+ if (mega_state.player.active_potion->type == PT_ATTACK)
+ {
+ // mark bandit state as being burned
+ if (bandit->isburning == false)
+ {
+ bandit->isburning = true;
+ bandit->t_anim_burn_start = GetTime();
+ bandit->attackers[0].type = PLAYER;
+ bandit->attackers[0].id = 0;
+ }
+ }
+ else if (mega_state.player.active_potion->type == PT_ALLY)
+ {
+ bandit->friends[0] = (FriendEntity){.type=PLAYER, .id=0};
+ }
+ bandit->tint_color_active = mega_state.player.active_potion->tint_color_effect;
+ bandit->tint_color = bandit->tint_color_active;
+ bandit->speed_multiplier = mega_state.player.active_potion->speed_multiplier;
+ }
+ else
+ {
+ bandit->speed_multiplier = 1.0f;
+ }
+ if (mega_state.player.active_potion->state != PS_SPREAD)
+ {
+ bandit->tint_color_active = bandit->tint_color_base;
+ bandit->tint_color = bandit->tint_color_active;
+ bandit->isburning = false;
+ // remove player/entity as friend
+ bandit->friends[0].type = 0;
+ bandit->friends[0].id = 0;
+ }
+ }
+ } break;
+ default:
+ break;
+ }
+
+ // ================= TROLL DETECTION LOOP AND STUFF =======================
+ for (int i=0;i<mega_state.troll_arr_sz;i++)
+ {
+ Troll *troll = &mega_state.trolls[i];
+ if (troll->state == C_HIT)
+ {
+ float anim_length = GetTime() - troll->t_anim_hit_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*troll->anim_hit_speed/troll->t_anim_hit_duration;
+ troll->position = Vector2Add(troll->position, Vector2Scale(troll->move_dir, pixel_per_second_per_ft));
+ troll->tint_color = (Color){255, 128, 128, 255};
+ if (anim_length >= troll->t_anim_hit_duration)
+ {
+ troll->state = C_IDLE;
+ troll->anim_hit_state = HA_IDLE;
+ troll->tint_color = (Color){255, 255, 255, 255};
+ }
+ // calculate center positions
+ CenterRectAroundTL(&troll->render_rect, troll->position);
+ troll->tile_id = GetTileIDFromWorld(troll->position);
+ }
+ else if (troll->state != C_DEAD)
+ {
+ if (troll->isburning == true)
+ {
+ int anim_length_ms = 1000*(int)(GetTime() - troll->t_anim_burn_start);
+ if (anim_length_ms%500 == 0 && anim_length_ms > 0)
+ {
+ // decrement health every 500ms
+ troll->health -= 8;
+ troll->t_anim_burn_start = GetTime();
+ }
+ }
+ troll->speed_multiplier *= troll->anim_attack_state == AA_CHARGE ? 0.2f : 1.0f;
+ AttackedEntity tentity = GetEntityToAttack(*troll);
+ if (tentity.type > NONE || troll->anim_attack_state >= AA_CHARGE)
+ {
+ bool entity_hit = TrollAttackTarget(troll, tentity);
+ if (entity_hit)
+ {
+ switch (tentity.type)
+ {
+ case (PLAYER):
+ {
+ mega_state.player.anim_hit_state = HA_PLAY;
+ mega_state.player.t_anim_hit_start = GetTime();
+ mega_state.player.move_dir = troll->move_dir;
+ mega_state.player.state = P_HIT; // disable walk check, stuff been thrown off
+ mega_state.player.health -= 8;
+ } break;
+ case (TROLL):
+ {
+ // trigger troll get hit animation
+ } break;
+ case (BANDIT):
+ {
+ // trigger bandit get hit animation
+ AggroEntity attacker = {.type=TROLL, .id=0};
+ mega_state.bandits[tentity.id].attackers[0] = attacker;
+ mega_state.bandits[tentity.id].anim_hit_state = HA_PLAY;
+ mega_state.bandits[tentity.id].t_anim_hit_start = GetTime();
+ mega_state.bandits[tentity.id].move_dir = troll->move_dir;
+ mega_state.bandits[tentity.id].state = C_HIT;
+ mega_state.bandits[tentity.id].health -= 10;
+ } break;
+ default:
+ // do nothing
+ }
+ }
+ }
+ else
+ {
+ // get entity to follow
+ FriendEntity follow = {};
+ if (troll->friends[0].type == PLAYER)
+ {
+ float char_dist = Vector2Distance(mega_state.player.position, troll->position);
+ if (char_dist < 200)
+ {
+ follow.type = PLAYER;
+ }
+ }
+ if (troll->state == C_IDLE && troll->ai_state == AI_NONE)
+ {
+ troll->t_idle_start = GetTime();
+ troll->move_dir = Vector2Zero();
+ troll->ai_state = AI_IDLE;
+ troll->to_core_pos = troll->to_core_pos == true ? false: true;
+ }
+ double idle_time = GetTime() - troll->t_idle_start;
+ if (idle_time >= troll->t_idle_duration && troll->ai_state == AI_IDLE)
+ {
+ if (troll->to_core_pos == false)
+ {
+ // calculate target position from patrol direction
+ float max_dist = 200.0f;
+ Vector2 move_dir;
+ switch(troll->patrol_dir)
+ {
+ case (PATROL_TOP):
+ {
+ move_dir = (Vector2){.x=0.0f, .y=-1.0f};
+ } break;
+ case (PATROL_LEFT):
+ {
+ move_dir = (Vector2){.x=-1.0f, .y=0.0f};
+ } break;
+ case (PATROL_DOWN):
+ {
+ move_dir = (Vector2){.x=0.0f, .y=1.0f};
+ } break;
+ case (PATROL_RIGHT):
+ {
+ move_dir = (Vector2){.x=1.0f, .y=0.0f};
+ } break;
+ };
+ troll->move_dir = move_dir;
+ troll->target_position = Vector2Add(troll->position, Vector2Scale(troll->move_dir, max_dist));
+ }
+ else
+ {
+ troll->target_position = troll->core_position;
+ troll->move_dir = Vector2Normalize(Vector2Subtract(troll->target_position, troll->position));
+ }
+ troll->state = C_PATROL;
+ troll->ai_state = AI_PATROL;
+ }
+ // follow player / friend
+ if (follow.type == PLAYER)
+ {
+ troll->state = C_FOLLOW;
+ troll->ai_state = AI_NONE;
+ troll->target_position = mega_state.player.position;
+ troll->move_dir = Vector2Normalize(Vector2Subtract(troll->target_position, troll->position));
+ }
+ float dist_to_target = Vector2Distance(troll->target_position, troll->position);
+ if (dist_to_target > 50.0f)
+ {
+ MoveCharacter(troll, Vector2Scale(troll->move_dir, troll->move_speed));
+ }
+ else if (troll->state == C_PATROL && troll->ai_state == AI_PATROL)
+ {
+ // we have reached target position
+ // in case we were patrolling, increment the direction to move to
+ // @note: maybe do this when first changing state from idle after character has been idle for hours
+ if (troll->to_core_pos == false)
+ {
+ troll->patrol_dir = (troll->patrol_dir + 1)%PATROL_END;
+ }
+ troll->state = C_IDLE;
+ troll->ai_state = AI_NONE;
+ }
+ CenterRectAroundTL(&troll->render_rect, troll->position);
+ }
+ }
+ }
+ // ========== BANDIT DETECTION AND STUFF
+ for (int i=0;i<mega_state.bandit_arr_sz;i++)
+ {
+ Bandit *bandit = &mega_state.bandits[i];
+ if (bandit->state == C_HIT)
+ {
+ float anim_length = GetTime() - bandit->t_anim_hit_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*bandit->anim_hit_speed/bandit->t_anim_hit_duration;
+ bandit->position = Vector2Add(bandit->position, Vector2Scale(bandit->move_dir, pixel_per_second_per_ft));
+ bandit->tint_color = (Color){255, 128, 128, 255};
+ if (anim_length >= bandit->t_anim_hit_duration)
+ {
+ bandit->state = P_IDLE;
+ bandit->anim_hit_state = HA_IDLE;
+ bandit->tint_color = (Color){255, 255, 255, 255};
+ }
+ // calculate center positions
+ CenterRectAroundTL(&bandit->render_rect, bandit->position);
+ bandit->tile_id = GetTileIDFromWorld(bandit->position);
+ }
+ else if (bandit->state != C_DEAD)
+ {
+ if (bandit->isburning == true)
+ {
+ int anim_length_ms = 1000*(int)(GetTime() - bandit->t_anim_burn_start);
+ if (anim_length_ms%500 == 0 && anim_length_ms > 0)
+ {
+ // decrement health every 500ms
+ bandit->health -= 8;
+ bandit->t_anim_burn_start = GetTime();
+ }
+ }
+ bandit->speed_multiplier *= bandit->anim_attack_state == AA_CHARGE ? 0.2f : 1.0f;
+ AttackedEntity tentity = GetEntityToAttack(*bandit);
+ if (tentity.type > NONE || bandit->anim_attack_state >= AA_CHARGE)
+ {
+ bool entity_hit = BanditAttackTarget(bandit, tentity);
+ if (tentity.type > NONE)
+ {
+ if (entity_hit)
+ {
+ switch (tentity.type)
+ {
+ case (PLAYER):
+ {
+ mega_state.player.anim_hit_state = HA_PLAY;
+ mega_state.player.t_anim_hit_start = GetTime();
+ mega_state.player.move_dir = bandit->move_dir;
+ mega_state.player.state = P_HIT; // disable walk check, stuff been thrown off
+ mega_state.player.health -= 5;
+ } break;
+ case (TROLL):
+ {
+ // trigger troll get hit animation
+ AggroEntity attacker = {.type=BANDIT, .id=0};
+ mega_state.trolls[tentity.id].attackers[0] = attacker;
+ mega_state.trolls[tentity.id].anim_hit_state = HA_PLAY;
+ mega_state.trolls[tentity.id].t_anim_hit_start = GetTime();
+ mega_state.trolls[tentity.id].move_dir = bandit->move_dir;
+ mega_state.trolls[tentity.id].state = C_HIT;
+ mega_state.trolls[tentity.id].health -= 5;
+ } break;
+ case (BANDIT):
+ {
+ // trigger bandit get hit animation
+ } break;
+ default:
+ // do nothing
+ }
+ }
+ }
+ }
+ else
+ {
+ if (bandit->state == C_IDLE && bandit->ai_state == AI_NONE)
+ {
+ bandit->t_idle_start = GetTime();
+ bandit->move_dir = Vector2Zero();
+ bandit->ai_state = AI_IDLE;
+ bandit->to_core_pos = bandit->to_core_pos == true ? false: true;
+ }
+ double idle_time = GetTime() - bandit->t_idle_start;
+ if (idle_time >= bandit->t_idle_duration && bandit->ai_state == AI_IDLE)
+ {
+ if (bandit->to_core_pos == false)
+ {
+ // calculate target position from patrol direction
+ float max_dist = 200.0f;
+ Vector2 move_dir;
+ switch(bandit->patrol_dir)
+ {
+ case (PATROL_TOP):
+ {
+ move_dir = (Vector2){.x=0.0f, .y=-1.0f};
+ } break;
+ case (PATROL_LEFT):
+ {
+ move_dir = (Vector2){.x=-1.0f, .y=0.0f};
+ } break;
+ case (PATROL_DOWN):
+ {
+ move_dir = (Vector2){.x=0.0f, .y=1.0f};
+ } break;
+ case (PATROL_RIGHT):
+ {
+ move_dir = (Vector2){.x=1.0f, .y=0.0f};
+ } break;
+ };
+ bandit->move_dir = move_dir;
+ bandit->target_position = Vector2Add(bandit->position, Vector2Scale(bandit->move_dir, max_dist));
+ }
+ else
+ {
+ bandit->target_position = bandit->core_position;
+ bandit->move_dir = Vector2Normalize(Vector2Subtract(bandit->target_position, bandit->position));
+ }
+ bandit->state = C_PATROL;
+ bandit->ai_state = AI_PATROL;
+ }
+ // get entity to follow
+ FriendEntity follow = {};
+ if (bandit->friends[0].type == PLAYER)
+ {
+ float char_dist = Vector2Distance(mega_state.player.position, bandit->position);
+ if (char_dist < 200)
+ {
+ follow.type = PLAYER;
+ }
+ }
+ // follow player / friend
+ if (follow.type == PLAYER)
+ {
+ bandit->target_position = mega_state.player.position;
+ bandit->state = C_FOLLOW;
+ bandit->ai_state = AI_NONE;
+ bandit->move_dir = Vector2Normalize(Vector2Subtract(bandit->target_position, bandit->position));
+ }
+ float dist_to_target = Vector2Distance(bandit->target_position, bandit->position);
+ if (dist_to_target > 50.0f)
+ {
+ MoveCharacter(bandit, Vector2Scale(bandit->move_dir, bandit->move_speed));
+ }
+ else if (bandit->state == C_PATROL && bandit->ai_state == AI_PATROL)
+ {
+ if (bandit->to_core_pos == false)
+ {
+ bandit->patrol_dir = (bandit->patrol_dir + 1)%PATROL_END;
+ }
+ bandit->state = C_IDLE;
+ bandit->ai_state = AI_NONE;
+ }
+ CenterRectAroundTL(&bandit->render_rect, bandit->position);
+
+ }
+ }
+ }
+
+ // RENDERING
+ BeginDrawing();
+ ClearBackground(RAYWHITE);
+ DrawMapFloorTiles();
+ DrawFloorCoverTiles();
+ DrawCharacters();
+
+ // do text rendering at the end
+ // draw mouse position for debugging
+ if (mega_state.player.state == P_HIT)
+ {
+ DrawText("player hit", 500, 20, 20, GREEN);
+ }
+ DrawText(TextFormat("Keys: %d/2", mega_state.key_picked_count), 1100, 20, 20, GREEN);
+ EndDrawing();
+ }
+ else if (mega_state.gameplay_state == GS_UI)
+ {
+ BeginDrawing();
+ ClearBackground(BLACK);
+ DrawText("Blaidville", screenWidth/2 - 100, 40, 28, WHITE);
+ DrawText("Instructions", screenWidth/2 - 140, 100, 22, WHITE);
+ DrawText("Find keys to unlock the gate", screenWidth/2 - 140, 140, 18, WHITE);
+ DrawText("Unlock the gate to escape", screenWidth/2 - 140, 160, 18, WHITE);
+ DrawText("Controls", screenWidth/2 - 140, 220, 22, WHITE);
+ DrawText("1 -> Potion 1", screenWidth/2 - 140, 260, 18, WHITE);
+ DrawText("2 -> Potion 2", screenWidth/2 - 140, 280, 18, WHITE);
+ DrawText("right mouse click -> throw potion", screenWidth/2 - 140, 300, 18, WHITE);
+ DrawText("left mouse click -> move", screenWidth/2 - 140, 320, 18, WHITE);
+ DrawText("Escape to play or pause the game", screenWidth/2 - 140, 340, 18, WHITE);
+ DrawText("Restart the game to reset state", screenWidth/2 - 140, 360, 18, WHITE);
+ EndDrawing();
+ }
+ else if (mega_state.gameplay_state == GS_SUCCESS)
+ {
+ BeginDrawing();
+ ClearBackground(BLACK);
+ DrawText("Objective Complete", screenWidth/2 - 100, 40, 28, GREEN);
+ EndDrawing();
+ }
+ else if (mega_state.gameplay_state == GS_OVER)
+ {
+ BeginDrawing();
+ ClearBackground(BLACK);
+ DrawText("You Died", screenWidth/2 - 100, 40, 28, RED);
+ EndDrawing();
+ }
+}
+
diff --git a/src/game_v0.c b/src/game_v0.c
new file mode 100644
index 0000000..62141f6
--- /dev/null
+++ b/src/game_v0.c
@@ -0,0 +1,512 @@
+#include "raylib.h"
+#include "raymath.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+typedef enum {
+ O = 0, // nothing
+ //P = 1, // player
+ t = 2, // tree
+ T = 3, // troll area
+ B = 4, // bandit area
+ T_B = 5, // troll base
+ B_B = 6, // bandit base
+ //G = 7, // gate (exit)
+} MapSymbol;
+
+typedef enum {
+ AA_IDLE = 0,
+ AA_CHARGE = 1,
+ AA_ATTACK = 2,
+} AttackAnimState;
+
+typedef enum {
+ T_IDLE = 0,
+ T_FOLLOW = 1,
+ T_AGGRO = 2,
+} TrollState;
+
+typedef enum {
+ HA_IDLE = 0,
+ HA_PLAY = 1,
+} HitAnimState;
+
+typedef struct ScuffString {
+ char *buffer;
+ int len;
+ int capacity;
+} String;
+
+typedef struct State {
+ // how much scaling to apply from original asset resolution
+ float render_scale;
+ // game positions
+ bool is_player_hit;
+ Vector2 pixels_per_gridbox;
+ Vector2 mouse_position;
+ Vector2 player_position;
+ Color player_tint;
+ // @note: normally when we place a texture, the coordinates
+ // are the top left coordinates. This will cause a disconnect
+ // when moving the player with a point and click motion.
+ // To fix that we calculate a new position so the player_coordinates
+ // are in the center. This will make it so when the player clicks on the
+ // ground somewhere, the character sprite will be properly centered on that point.
+ Rectangle player_render_rect;
+ Vector2 player_position_target;
+
+ Vector2 bandit_position;
+ // troll state
+ int troll_state;
+ float troll_move_delta;
+ Vector2 troll_position;
+ Vector2 troll_last_player_position;
+ Vector2 troll_move_dir;
+ Vector2 troll_position_target;
+ Rectangle troll_render_rect;
+ Color troll_tint_base;
+ Color troll_tint;
+ // - troll attack
+ bool troll_anim_attack_play;
+ int troll_attack_anime_state;
+ double t_troll_charge_anim_start;
+ float t_troll_charge_anim_duration;
+ float t_troll_anim_freq;
+ float troll_attack_offset_max;
+ float t_troll_attack_anim_start;
+ float t_troll_attack_anim_duration;
+
+ // player movement
+ bool is_player_move;
+ Vector2 player_move_dir;
+ // @todo
+ // direction player is being hit from, incorporate that into the gameplay code
+ // For now, just update the player_move_dir to the player_hit_dir
+ // Vector2 player_hit_dir;
+ float player_move_delta; // amount player will move
+ // target position player will move to
+ // 1. the player can move intentionally, in which case carry forward from player position target
+ // 2. the player can move from feedback of being hit, NOT IMPLEMENTED YET
+ int player_hit_anim_state;
+ float player_hit_anim_speed;
+ float t_player_hit_anim_duration;
+ float t_player_hit_anim_start;
+ Vector2 player_move_target;
+
+ // game sprites
+ Texture2D *grass_sprite;
+ Texture2D *player_sprite;
+
+ Texture2D *troll_sprite;
+ Texture2D *troll_weapon_sprite;
+ Texture2D *bandit_sprite;
+ Texture2D *bandit_weapon_sprite;
+
+ Texture2D *troll_area_floor_sprite;
+ Texture2D *bandit_area_floor_sprite;
+
+ Texture2D *troll_base_sprite;
+ Texture2D *bandit_base_sprite;
+
+ String *action_log;
+} State;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+const int screenWidth = 1280;
+const int screenHeight = 1024;
+State mega_state = {};
+// layer ground
+int floor_grid_map[8][8] = {{O, O, O, O, O, O, O, O},
+ {O, O, O, O, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T},
+ {B, B, B, B, T, T, T, T}};
+// vegetation grid
+int floor_cover_grid_map[8][8] = {{O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, T_B},
+ {O, B_B, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O},
+ {O, O, O, O, O, O, O, O}};
+Vector2 grid_dims = {8, 8};
+//----------------------------------------------------------------------------------
+// Module functions declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(); // Update and Draw one frame
+
+int main(void)
+{
+ InitWindow(screenWidth, screenHeight, "raylib browser example");
+ SetTargetFPS(60);
+ Texture2D grass_sprite = LoadTexture("./assets/dungeon/floor/grass/grass_flowers_blue_1_new.png");
+ Texture2D player_sprite = LoadTexture("./assets/player/base/human_male.png");
+ Texture2D troll_sprite = LoadTexture("./assets/monster/hill_giant_old.png");
+ Texture2D bandit_sprite = LoadTexture("./assets/monster/unique/maurice_new.png");
+ Texture2D troll_area_floor_sprite = LoadTexture("./assets/dungeon/floor/dirt_northeast_new.png");
+ Texture2D bandit_area_floor_sprite = LoadTexture("./assets/dungeon/floor/dirt_east_new.png");
+ Texture2D bandit_base_sprite = LoadTexture("./assets/dungeon/floor/hive_3.png");
+ Texture2D troll_base_sprite = LoadTexture("./assets/dungeon/floor/dirt_2_old.png");
+ Texture2D troll_weapon_sprite = LoadTexture("./assets/item/weapon/club_old.png");
+
+ mega_state.render_scale = 2.0f;
+ mega_state.grass_sprite = &grass_sprite;
+ mega_state.player_sprite = &player_sprite;
+ mega_state.troll_sprite = &troll_sprite;
+ mega_state.bandit_sprite = &bandit_sprite;
+ mega_state.troll_area_floor_sprite = &troll_area_floor_sprite;
+ mega_state.bandit_area_floor_sprite = &bandit_area_floor_sprite;
+ mega_state.bandit_base_sprite = &bandit_base_sprite;
+ mega_state.troll_base_sprite = &troll_base_sprite;
+ mega_state.troll_weapon_sprite = &troll_weapon_sprite;
+ mega_state.player_position = (Vector2){50.0f, 50.0f};
+ mega_state.player_hit_anim_speed = 50.0f; // pixels per second;
+ mega_state.t_player_hit_anim_duration = 0.2f;
+ mega_state.player_render_rect = (Rectangle){.x=0,.y=0,.width=player_sprite.width,.height=player_sprite.height*mega_state.render_scale};
+ mega_state.player_move_delta = 5.0f;
+ mega_state.pixels_per_gridbox = (Vector2){screenWidth/grid_dims.x, screenHeight/grid_dims.y};
+ mega_state.player_tint = (Color){255, 255, 255, 255};
+ mega_state.troll_state = T_IDLE;
+
+ mega_state.bandit_position = (Vector2){64.0f, 800.0f};
+ mega_state.troll_position = (Vector2){1024.0f, 600.0f};
+ mega_state.troll_move_delta = 2.0f;
+ mega_state.t_troll_charge_anim_duration = 1.0f;
+ mega_state.troll_tint_base = (Color){255, 255, 255, 255};
+ mega_state.troll_tint = mega_state.troll_tint_base;
+ mega_state.t_troll_attack_anim_duration = 0.4f;
+ mega_state.troll_attack_offset_max = 100.0f;
+ mega_state.troll_render_rect = (Rectangle){.x=0,.y=0,.width=troll_sprite.width*mega_state.render_scale,.height=troll_sprite.height*mega_state.render_scale};
+
+ char *str_buffer = (char*)MemAlloc(512*sizeof(char));
+ mega_state.action_log = &(String){.buffer=str_buffer, .capacity=512, .len=0};
+
+ #if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+ #else
+ SetTargetFPS(60);
+
+ while(!WindowShouldClose())
+ {
+ UpdateDrawFrame();
+ }
+ #endif
+
+ CloseWindow();
+
+ return 0;
+}
+
+void DrawMapFloorTiles(float scale)
+{
+ // @note: testing this, might need lighting
+ Color BlackTint = {128,128,128,255};
+ Texture2D grass = *mega_state.grass_sprite;
+ float winc = (float)grass.width * scale;
+ float hinc = (float)grass.height * scale;
+ Vector2 grid_pos = {0, 0};
+ for (int ypos=0; ypos<screenHeight; ypos+=hinc)
+ {
+ grid_pos.y = ((float)ypos) / ((float)mega_state.pixels_per_gridbox.y);
+ for (int xpos=0; xpos<screenWidth; xpos+=winc)
+ {
+ grid_pos.x = ((float)xpos) / ((float)mega_state.pixels_per_gridbox.x);
+ Vector2 pixel_pos = {xpos, ypos};
+ int grid_ele = floor_grid_map[(int)grid_pos.y][(int)grid_pos.x];
+ Texture2D render_tex;
+ switch (grid_ele) {
+ case (O):
+ {
+ render_tex = *mega_state.grass_sprite;
+ } break;
+ case (B):
+ {
+ render_tex = *mega_state.bandit_area_floor_sprite;
+ } break;
+ case (T):
+ {
+ render_tex = *mega_state.troll_area_floor_sprite;
+ } break;
+ default:
+ {
+ } break;
+ }
+ DrawTextureEx(render_tex, pixel_pos, 0, scale, BlackTint);
+ }
+ }
+}
+
+void DrawFloorCoverTiles(float scale)
+{
+ // @note: testing this, might need lighting
+ Color BlackTint = {128,128,128,255};
+ Texture2D null_tex = *mega_state.player_sprite;
+ float winc = (float)null_tex.width * scale;
+ float hinc = (float)null_tex.height * scale;
+
+ Vector2 grid_pos = {0, 0};
+ for (int ypos=0; ypos<screenHeight; ypos+=hinc)
+ {
+ grid_pos.y = ((float)ypos) / ((float)mega_state.pixels_per_gridbox.y);
+ for (int xpos=0; xpos<screenWidth; xpos+=winc)
+ {
+ grid_pos.x = ((float)xpos) / ((float)mega_state.pixels_per_gridbox.x);
+ Vector2 pixel_pos = {xpos, ypos};
+ int grid_ele = floor_cover_grid_map[(int)grid_pos.y][(int)grid_pos.x];
+ Texture2D render_tex;
+ switch (grid_ele) {
+ case (B_B):
+ {
+ render_tex = *mega_state.bandit_base_sprite;
+ } break;
+ case (T_B):
+ {
+ render_tex = *mega_state.troll_base_sprite;
+ } break;
+ default:
+ {
+ render_tex = null_tex;
+ } continue;
+ }
+ DrawTextureEx(render_tex, pixel_pos, 0, scale, BlackTint);
+ }
+ }
+}
+
+Vector2 GetSpriteCenterPosition(Texture2D sprite, Vector2 position, float render_scale)
+{
+ float centered_x = position.x - ((float)sprite.width)*render_scale/2.0f;
+ float centered_y = position.y - ((float)sprite.height)*render_scale/2.0f;
+
+ return (Vector2){.x = centered_x, .y = centered_y};
+}
+
+Vector2 GetRenderCenterFromTL(Rectangle render_rect, Vector2 position)
+{
+ float centered_x = position.x - ((float)render_rect.width)/2.0f;
+ float centered_y = position.y - ((float)render_rect.height)/2.0f;
+
+ return (Vector2){.x = centered_x, .y = centered_y};
+}
+
+void DrawCharacters(float scale)
+{
+ Rectangle src_rect, dest_rect;
+ // draw Troll
+ // - troll weapon
+ Vector2 troll_weapon_centered = GetSpriteCenterPosition(*mega_state.troll_weapon_sprite, mega_state.troll_position, 1.0f);
+ // move to left hand
+ troll_weapon_centered.x -= mega_state.troll_sprite->width;
+ src_rect = (Rectangle){.x=0, .y=0, .width=-mega_state.troll_weapon_sprite->width, .height=mega_state.troll_weapon_sprite->height};
+ dest_rect = (Rectangle){.x=troll_weapon_centered.x, .y=troll_weapon_centered.y,
+ .width=0.5f*scale*mega_state.troll_weapon_sprite->width,
+ .height=0.5f*scale*mega_state.troll_weapon_sprite->height};
+ DrawTexturePro(*mega_state.troll_weapon_sprite, src_rect, dest_rect,
+ (Vector2){0,0}, 0, RAYWHITE);
+ // - troll sprite
+ DrawTextureEx(*mega_state.troll_sprite, (Vector2){mega_state.troll_render_rect.x, mega_state.troll_render_rect.y}, 0, scale, mega_state.troll_tint);
+ // draw collision box
+ DrawRectangleLines(mega_state.troll_render_rect.x, mega_state.troll_render_rect.y, mega_state.troll_render_rect.width, mega_state.troll_render_rect.height, RED);
+
+ // draw Bandit
+ Vector2 bandit_center = GetSpriteCenterPosition(*mega_state.bandit_sprite, mega_state.bandit_position, scale);
+ src_rect = (Rectangle){.x=0, .y=0, .width=-mega_state.bandit_sprite->width, .height=mega_state.bandit_sprite->height};
+ dest_rect = (Rectangle){.x=bandit_center.x, .y=bandit_center.y,
+ .width=scale*mega_state.bandit_sprite->width,
+ .height=scale*mega_state.bandit_sprite->height};
+ DrawTexturePro(*mega_state.bandit_sprite, src_rect, dest_rect,
+ (Vector2){0,0}, 0, (Color){255, 128, 128, 255});
+ // draw player
+ Vector2 player_center = GetSpriteCenterPosition(*mega_state.player_sprite, mega_state.player_position, scale);
+ DrawTextureEx(*mega_state.player_sprite, player_center, 0, scale, mega_state.player_tint);
+ //DrawTextureEx(*mega_state.player_sprite, (Vector2){mega_state.player_render_rect.x, mega_state.player_render_rect.y}, 0, scale, RAYWHITE);
+ DrawRectangleLines(mega_state.player_render_rect.x, mega_state.player_render_rect.y, mega_state.player_render_rect.width, mega_state.player_render_rect.height, RED);
+}
+
+void UpdateDrawFrame(void)
+{
+ BeginDrawing();
+ {
+ // INPUT
+ mega_state.mouse_position = GetMousePosition();
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && mega_state.player_hit_anim_state != HA_PLAY)
+ {
+ mega_state.is_player_move = true;
+ mega_state.player_position_target = mega_state.mouse_position;
+ mega_state.player_move_dir = Vector2Normalize(Vector2Subtract(mega_state.player_position_target, mega_state.player_position));
+ }
+ if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
+ {
+ // @debug: cleaning up troll collision state
+ mega_state.troll_attack_anime_state = AA_IDLE;
+ mega_state.troll_tint = WHITE;
+ mega_state.is_player_hit = false;
+ }
+
+ // PROCESSING
+ if (mega_state.player_hit_anim_state == HA_PLAY)
+ {
+ float anim_length = GetTime() - mega_state.t_player_hit_anim_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*mega_state.player_hit_anim_speed/mega_state.t_player_hit_anim_duration;
+ mega_state.player_position = Vector2Add(mega_state.player_position, Vector2Scale(mega_state.player_move_dir, pixel_per_second_per_ft));
+ mega_state.player_tint = (Color){255, 128, 128, 255};
+ if (anim_length >= mega_state.t_player_hit_anim_duration)
+ {
+ mega_state.player_hit_anim_state = HA_IDLE;
+ mega_state.player_tint = (Color){255, 255, 255, 255};
+ }
+ }
+ if (mega_state.is_player_move)
+ {
+ mega_state.player_position = Vector2Add(mega_state.player_position, Vector2Scale(mega_state.player_move_dir, mega_state.player_move_delta));
+ if (Vector2Distance(mega_state.player_position, mega_state.player_position_target) <= 5.0f)
+ {
+ mega_state.is_player_move = false;
+ }
+ }
+ // calculate center positions
+ Vector2 player_centered = GetRenderCenterFromTL(mega_state.player_render_rect, mega_state.player_position);
+ mega_state.player_render_rect.x = player_centered.x;
+ mega_state.player_render_rect.y = player_centered.y;
+
+ // process enemies detecting the player
+ // troll
+ // get player location on map
+ // map_world_to_grid
+ Vector2 grid_pos = Vector2Divide(Vector2Multiply(mega_state.player_position, grid_dims), (Vector2){screenWidth, screenHeight});
+ int tile_at_player = floor_grid_map[(int)grid_pos.y][(int)grid_pos.x];
+ bool in_troll_area = true;
+ bool troll_persue_player = true;
+ if (tile_at_player != T)
+ {
+ in_troll_area = false;
+ if (mega_state.troll_state != T_AGGRO)
+ {
+ mega_state.troll_attack_anime_state = AA_IDLE;
+ troll_persue_player = false;
+ }
+ }
+
+ float player_troll_dist = Vector2Distance(mega_state.player_position, mega_state.troll_position);
+ bool troll_detect = false;
+ bool troll_attack_start = false;
+ float slow_multiplier = mega_state.troll_attack_anime_state == AA_CHARGE ? 0.2f : 1.0f;
+ if (player_troll_dist < 200 && troll_persue_player)
+ {
+ troll_detect = true;
+ mega_state.troll_state = T_FOLLOW;
+ if (player_troll_dist < 80 && mega_state.troll_attack_anime_state == AA_IDLE)
+ {
+ troll_attack_start = true;
+ }
+ }
+ if (troll_detect && mega_state.troll_attack_anime_state != AA_ATTACK)
+ {
+ mega_state.troll_last_player_position = mega_state.player_position;
+ mega_state.troll_position_target = mega_state.troll_last_player_position;
+ mega_state.troll_move_dir = Vector2Normalize(Vector2Subtract(mega_state.troll_position_target, mega_state.troll_position));
+ if (player_troll_dist > 10.0f)
+ {
+ // @note: this actually might not even be needed
+ // move only if both are more than 10pixels apart.
+ // it becomes jarring other wise
+ mega_state.troll_position = Vector2Add(mega_state.troll_position, Vector2Scale(mega_state.troll_move_dir, slow_multiplier*mega_state.troll_move_delta));
+ }
+ }
+ Vector2 troll_centered = GetSpriteCenterPosition(*mega_state.troll_sprite, mega_state.troll_position, mega_state.render_scale);
+ mega_state.troll_render_rect.x = troll_centered.x;
+ mega_state.troll_render_rect.y = troll_centered.y;
+ if (troll_attack_start)
+ {
+ // start attack animation
+ mega_state.troll_anim_attack_play = true;
+ mega_state.t_troll_charge_anim_start = GetTime();
+ mega_state.troll_attack_anime_state = AA_CHARGE;
+ }
+ float charge_time = 0.0f;
+ float charge_color_delta = 0.0f;
+ if (mega_state.troll_attack_anime_state == AA_CHARGE)
+ {
+ // get color based on time
+ float charge_progress = (GetTime() - mega_state.t_troll_charge_anim_start) / mega_state.t_troll_charge_anim_duration;
+ mega_state.troll_tint.r = Clamp(mega_state.troll_tint_base.r - (charge_progress*mega_state.troll_tint_base.r), 0, 255);
+ if (charge_progress >= 1.0f)
+ {
+ mega_state.troll_attack_anime_state = AA_ATTACK;
+ mega_state.t_troll_attack_anim_start = GetTime();
+ }
+ }
+ else if (mega_state.troll_attack_anime_state == AA_ATTACK)
+ {
+ // maximum distance to attack jump in
+ // mega_state.troll_attack_offset_max = 10.0f;
+ // mega_state.troll_attack_anim_duration = 1.0f;
+ float anim_length = GetTime() - mega_state.t_troll_attack_anim_start;
+ float ft = GetFrameTime();
+ float pixel_per_second_per_ft = ft*mega_state.troll_attack_offset_max/mega_state.t_troll_attack_anim_duration;
+ mega_state.troll_position = Vector2Add(mega_state.troll_position, Vector2Scale(mega_state.troll_move_dir, pixel_per_second_per_ft));
+ mega_state.troll_tint = (Color){255, 128, 255, 255};
+ // get troll center position and check for collision with player
+ // now check if colliding with player
+ bool is_colliding = CheckCollisionRecs(mega_state.player_render_rect, mega_state.troll_render_rect);
+ if (is_colliding)
+ {
+ mega_state.is_player_hit = true;
+ }
+ if (anim_length >= mega_state.t_troll_attack_anim_duration || is_colliding)
+ {
+ mega_state.troll_attack_anime_state = AA_IDLE;
+ mega_state.troll_tint = mega_state.troll_tint_base;
+ if (is_colliding)
+ {
+ // make player get hit
+ mega_state.player_hit_anim_state = HA_PLAY;
+ mega_state.t_player_hit_anim_start = GetTime();
+ mega_state.player_move_dir = mega_state.troll_move_dir;
+ mega_state.is_player_move = false; // disable walk check, stuff been thrown off
+ }
+ }
+ }
+
+ float player_bandit_delta = Vector2Distance(mega_state.player_position, mega_state.bandit_position);
+ bool bandit_detect = false;
+ if (player_bandit_delta < 200)
+ {
+ bandit_detect = true;
+ }
+ // RENDERING
+ ClearBackground(RAYWHITE);
+ DrawMapFloorTiles(2.0f);
+ DrawFloorCoverTiles(2.0f);
+ DrawCharacters(2.0f);
+
+ // do text rendering at the end
+ // draw mouse position for debugging
+ if (mega_state.is_player_hit)
+ {
+ DrawText("player hit", 500, 20, 20, GREEN);
+ }
+ if (troll_detect)
+ {
+ DrawText("Detecting", mega_state.troll_position.x, mega_state.troll_position.y + mega_state.troll_sprite->height + 20, 20, GREEN);
+ }
+ if (bandit_detect)
+ {
+ DrawText("Detecting", mega_state.bandit_position.x, mega_state.bandit_position.y + mega_state.bandit_sprite->height + 20, 20, GREEN);
+ }
+ DrawText(TextFormat("FPS: %d", GetFPS()), 1200, 20, 20, GREEN);
+ DrawText(TextFormat("Player Tile: %d", tile_at_player), 20, 20, 20, GREEN);
+ }
+ EndDrawing();
+}
+
+
diff --git a/thirdparty/raylib_browser/include/raylib.h b/thirdparty/raylib_browser/include/raylib.h
new file mode 100644
index 0000000..60ec3c2
--- /dev/null
+++ b/thirdparty/raylib_browser/include/raylib.h
@@ -0,0 +1,1689 @@
+/**********************************************************************************************
+*
+* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - NO external dependencies, all required libraries included with raylib
+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+* - Flexible Materials system, supporting classic maps and PBR maps
+* - Animated 3D models supported (skeletal bones animation) (IQM)
+* - Shaders support, including Model shaders and Postprocessing shaders
+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+* - VR stereo rendering with configurable HMD device parameters
+* - Bindings to multiple programming languages available!
+*
+* NOTES:
+* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
+* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+* DEPENDENCIES (included):
+* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
+* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
+*
+* OPTIONAL DEPENDENCIES (included):
+* [rcore] msf_gif (Miles Fogle) for GIF recording
+* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
+* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
+* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
+* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
+* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
+* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
+* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+* [raudio] dr_wav (David Reid) for WAV audio file loading
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+* LICENSE: zlib/libpng
+*
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software:
+*
+* Copyright (c) 2013-2024 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 RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION_MAJOR 5
+#define RAYLIB_VERSION_MINOR 5
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION "5.5"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32)
+ #if defined(__TINYC__)
+ #define __declspec(x) __attribute__((x))
+ #endif
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#else
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
+ #endif
+#endif
+
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Allow custom memory allocators
+// NOTE: Require recompiling raylib sources
+#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(ptr,sz) realloc(ptr,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(ptr) free(ptr)
+#endif
+
+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized with { }
+// This is called aggregate initialization (C++11 feature)
+#if defined(__cplusplus)
+ #define CLITERAL(type) type
+#else
+ #define CLITERAL(type) (type)
+#endif
+
+// Some compilers (mostly macos clang) default to C++98,
+// where aggregate initialization can't be used
+// So, give a more clear error stating how to fix this
+#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
+ #error "C++11 or later is required. Add -std=c++11"
+#endif
+
+// NOTE: We set some defines with some data types declared by raylib
+// Other modules (raymath, rlgl) also require some of those types, so,
+// to be able to use those other modules as standalone (not depending on raylib)
+// this defines are very useful for internal check and avoid type (re)definitions
+#define RL_COLOR_TYPE
+#define RL_RECTANGLE_TYPE
+#define RL_VECTOR2_TYPE
+#define RL_VECTOR3_TYPE
+#define RL_VECTOR4_TYPE
+#define RL_QUATERNION_TYPE
+#define RL_MATRIX_TYPE
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum bool { false = 0, true = !false } bool;
+ #define RL_BOOL_TYPE
+#endif
+
+// Vector2, 2 components
+typedef struct Vector2 {
+ float x; // Vector x component
+ float y; // Vector y component
+} Vector2;
+
+// Vector3, 3 components
+typedef struct Vector3 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+} Vector3;
+
+// Vector4, 4 components
+typedef struct Vector4 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+ float w; // Vector w component
+} Vector4;
+
+// Quaternion, 4 components (Vector4 alias)
+typedef Vector4 Quaternion;
+
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+
+// Color, 4 components, R8G8B8A8 (32bit)
+typedef struct Color {
+ unsigned char r; // Color red value
+ unsigned char g; // Color green value
+ unsigned char b; // Color blue value
+ unsigned char a; // Color alpha value
+} Color;
+
+// Rectangle, 4 components
+typedef struct Rectangle {
+ float x; // Rectangle top-left corner position x
+ float y; // Rectangle top-left corner position y
+ float width; // Rectangle width
+ float height; // Rectangle height
+} Rectangle;
+
+// Image, pixel data stored in CPU memory (RAM)
+typedef struct Image {
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Image;
+
+// Texture, tex data stored in GPU memory (VRAM)
+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 type)
+} Texture;
+
+// Texture2D, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture, fbo for texture rendering
+typedef struct RenderTexture {
+ unsigned int id; // OpenGL framebuffer object id
+ Texture texture; // Color buffer attachment texture
+ Texture depth; // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// NPatchInfo, n-patch layout info
+typedef struct NPatchInfo {
+ Rectangle source; // Texture source rectangle
+ int left; // Left border offset
+ int top; // Top border offset
+ int right; // Right border offset
+ int bottom; // Bottom border offset
+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// GlyphInfo, font characters glyphs info
+typedef struct GlyphInfo {
+ int value; // Character value (Unicode)
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+ Image image; // Character image data
+} GlyphInfo;
+
+// Font, font texture and GlyphInfo array data
+typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int glyphCount; // Number of glyph characters
+ int glyphPadding; // Padding around the glyph characters
+ Texture2D texture; // Texture atlas containing the glyphs
+ Rectangle *recs; // Rectangles in texture for the glyphs
+ GlyphInfo *glyphs; // Glyphs info data
+} Font;
+
+// Camera, defines position/orientation in 3d space
+typedef struct Camera3D {
+ 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 aperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
+
+// Camera2D, defines position/orientation in 2d space
+typedef struct Camera2D {
+ Vector2 offset; // Camera offset (displacement from target)
+ Vector2 target; // Camera target (rotation and zoom origin)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Mesh, vertex data and vao/vbo
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Vertex attributes data
+ 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 texture second coordinates (UV - 2 components per vertex) (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)
+ unsigned char *boneIds; // Vertex bone ids, max 255 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 (default vertex data)
+} Mesh;
+
+// Shader
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
+} Shader;
+
+// MaterialMap
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material, includes shader and maps
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
+ float params[4]; // Material generic parameters (if required)
+} Material;
+
+// Transform, vertex transformation data
+typedef struct Transform {
+ Vector3 translation; // Translation
+ Quaternion rotation; // Rotation
+ Vector3 scale; // Scale
+} Transform;
+
+// Bone, skeletal animation bone
+typedef struct BoneInfo {
+ char name[32]; // Bone name
+ int parent; // Bone parent
+} BoneInfo;
+
+// Model, meshes, materials and animation data
+typedef struct Model {
+ Matrix transform; // Local transform matrix
+
+ int meshCount; // Number of meshes
+ int materialCount; // Number of materials
+ Mesh *meshes; // Meshes array
+ Material *materials; // Materials array
+ int *meshMaterial; // Mesh material number
+
+ // Animation data
+ int boneCount; // Number of bones
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform *bindPose; // Bones base transformation (pose)
+} Model;
+
+// ModelAnimation
+typedef struct ModelAnimation {
+ int boneCount; // Number of bones
+ int frameCount; // Number of animation frames
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform **framePoses; // Poses array by frame
+ char name[32]; // Animation name
+} ModelAnimation;
+
+// Ray, ray for raycasting
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction (normalized)
+} Ray;
+
+// RayCollision, ray hit information
+typedef struct RayCollision {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to the nearest hit
+ Vector3 point; // Point of the nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayCollision;
+
+// BoundingBox
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave, audio wave data
+typedef struct Wave {
+ unsigned int frameCount; // Total number of frames (considering channels)
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+ void *data; // Buffer data pointer
+} Wave;
+
+// Opaque structs declaration
+// NOTE: Actual structs are defined internally in raudio module
+typedef struct rAudioBuffer rAudioBuffer;
+typedef struct rAudioProcessor rAudioProcessor;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+ rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
+
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+} AudioStream;
+
+// Sound
+typedef struct Sound {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+} Sound;
+
+// Music, audio stream, anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+ bool looping; // Music looping enable
+
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+} Music;
+
+// VrDeviceInfo, Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // Horizontal resolution in pixels
+ int vResolution; // Vertical resolution in pixels
+ float hScreenSize; // Horizontal size in meters
+ float vScreenSize; // Vertical size in meters
+ float eyeToScreenDistance; // Distance between eye and display in meters
+ float lensSeparationDistance; // Lens separation distance in meters
+ float interpupillaryDistance; // IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // Lens distortion constant parameters
+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VrStereoConfig, VR stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ Matrix projection[2]; // VR projection matrices (per eye)
+ Matrix viewOffset[2]; // VR view offset matrices (per eye)
+ float leftLensCenter[2]; // VR left lens center
+ float rightLensCenter[2]; // VR right lens center
+ float leftScreenCenter[2]; // VR left screen center
+ float rightScreenCenter[2]; // VR right screen center
+ float scale[2]; // VR distortion scale
+ float scaleIn[2]; // VR distortion scale in
+} VrStereoConfig;
+
+// File path list
+typedef struct FilePathList {
+ unsigned int capacity; // Filepaths max entries
+ unsigned int count; // Filepaths entries count
+ char **paths; // Filepaths entries
+} FilePathList;
+
+// Automation event
+typedef struct AutomationEvent {
+ unsigned int frame; // Event frame
+ unsigned int type; // Event type (AutomationEventType)
+ int params[4]; // Event parameters (if required)
+} AutomationEvent;
+
+// Automation event list
+typedef struct AutomationEventList {
+ unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
+ unsigned int count; // Events entries count
+ AutomationEvent *events; // Events entries
+} AutomationEventList;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
+ FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
+ FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE, // Trace logging, intended for internal use only
+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ LOG_INFO, // Info logging, used for program execution info
+ LOG_WARNING, // Warning logging, used on recoverable failures
+ LOG_ERROR, // Error logging, used on unrecoverable failures
+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ LOG_NONE // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+ KEY_NULL = 0, // Key: NULL, used for no key pressed
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39, // Key: '
+ KEY_COMMA = 44, // Key: ,
+ KEY_MINUS = 45, // Key: -
+ KEY_PERIOD = 46, // Key: .
+ KEY_SLASH = 47, // Key: /
+ KEY_ZERO = 48, // Key: 0
+ KEY_ONE = 49, // Key: 1
+ KEY_TWO = 50, // Key: 2
+ KEY_THREE = 51, // Key: 3
+ KEY_FOUR = 52, // Key: 4
+ KEY_FIVE = 53, // Key: 5
+ KEY_SIX = 54, // Key: 6
+ KEY_SEVEN = 55, // Key: 7
+ KEY_EIGHT = 56, // Key: 8
+ KEY_NINE = 57, // Key: 9
+ KEY_SEMICOLON = 59, // Key: ;
+ KEY_EQUAL = 61, // Key: =
+ KEY_A = 65, // Key: A | a
+ KEY_B = 66, // Key: B | b
+ KEY_C = 67, // Key: C | c
+ KEY_D = 68, // Key: D | d
+ KEY_E = 69, // Key: E | e
+ KEY_F = 70, // Key: F | f
+ KEY_G = 71, // Key: G | g
+ KEY_H = 72, // Key: H | h
+ KEY_I = 73, // Key: I | i
+ KEY_J = 74, // Key: J | j
+ KEY_K = 75, // Key: K | k
+ KEY_L = 76, // Key: L | l
+ KEY_M = 77, // Key: M | m
+ KEY_N = 78, // Key: N | n
+ KEY_O = 79, // Key: O | o
+ KEY_P = 80, // Key: P | p
+ KEY_Q = 81, // Key: Q | q
+ KEY_R = 82, // Key: R | r
+ KEY_S = 83, // Key: S | s
+ KEY_T = 84, // Key: T | t
+ KEY_U = 85, // Key: U | u
+ KEY_V = 86, // Key: V | v
+ KEY_W = 87, // Key: W | w
+ KEY_X = 88, // Key: X | x
+ KEY_Y = 89, // Key: Y | y
+ KEY_Z = 90, // Key: Z | z
+ KEY_LEFT_BRACKET = 91, // Key: [
+ KEY_BACKSLASH = 92, // Key: '\'
+ KEY_RIGHT_BRACKET = 93, // Key: ]
+ KEY_GRAVE = 96, // Key: `
+ // Function keys
+ KEY_SPACE = 32, // Key: Space
+ KEY_ESCAPE = 256, // Key: Esc
+ KEY_ENTER = 257, // Key: Enter
+ KEY_TAB = 258, // Key: Tab
+ KEY_BACKSPACE = 259, // Key: Backspace
+ KEY_INSERT = 260, // Key: Ins
+ KEY_DELETE = 261, // Key: Del
+ KEY_RIGHT = 262, // Key: Cursor right
+ KEY_LEFT = 263, // Key: Cursor left
+ KEY_DOWN = 264, // Key: Cursor down
+ KEY_UP = 265, // Key: Cursor up
+ KEY_PAGE_UP = 266, // Key: Page up
+ KEY_PAGE_DOWN = 267, // Key: Page down
+ KEY_HOME = 268, // Key: Home
+ KEY_END = 269, // Key: End
+ KEY_CAPS_LOCK = 280, // Key: Caps lock
+ KEY_SCROLL_LOCK = 281, // Key: Scroll down
+ KEY_NUM_LOCK = 282, // Key: Num lock
+ KEY_PRINT_SCREEN = 283, // Key: Print screen
+ KEY_PAUSE = 284, // Key: Pause
+ KEY_F1 = 290, // Key: F1
+ KEY_F2 = 291, // Key: F2
+ KEY_F3 = 292, // Key: F3
+ KEY_F4 = 293, // Key: F4
+ KEY_F5 = 294, // Key: F5
+ KEY_F6 = 295, // Key: F6
+ KEY_F7 = 296, // Key: F7
+ KEY_F8 = 297, // Key: F8
+ KEY_F9 = 298, // Key: F9
+ KEY_F10 = 299, // Key: F10
+ KEY_F11 = 300, // Key: F11
+ KEY_F12 = 301, // Key: F12
+ KEY_LEFT_SHIFT = 340, // Key: Shift left
+ KEY_LEFT_CONTROL = 341, // Key: Control left
+ KEY_LEFT_ALT = 342, // Key: Alt left
+ KEY_LEFT_SUPER = 343, // Key: Super left
+ KEY_RIGHT_SHIFT = 344, // Key: Shift right
+ KEY_RIGHT_CONTROL = 345, // Key: Control right
+ KEY_RIGHT_ALT = 346, // Key: Alt right
+ KEY_RIGHT_SUPER = 347, // Key: Super right
+ KEY_KB_MENU = 348, // Key: KB menu
+ // Keypad keys
+ KEY_KP_0 = 320, // Key: Keypad 0
+ KEY_KP_1 = 321, // Key: Keypad 1
+ KEY_KP_2 = 322, // Key: Keypad 2
+ KEY_KP_3 = 323, // Key: Keypad 3
+ KEY_KP_4 = 324, // Key: Keypad 4
+ KEY_KP_5 = 325, // Key: Keypad 5
+ KEY_KP_6 = 326, // Key: Keypad 6
+ KEY_KP_7 = 327, // Key: Keypad 7
+ KEY_KP_8 = 328, // Key: Keypad 8
+ KEY_KP_9 = 329, // Key: Keypad 9
+ KEY_KP_DECIMAL = 330, // Key: Keypad .
+ KEY_KP_DIVIDE = 331, // Key: Keypad /
+ KEY_KP_MULTIPLY = 332, // Key: Keypad *
+ KEY_KP_SUBTRACT = 333, // Key: Keypad -
+ KEY_KP_ADD = 334, // Key: Keypad +
+ KEY_KP_ENTER = 335, // Key: Keypad Enter
+ KEY_KP_EQUAL = 336, // Key: Keypad =
+ // Android key buttons
+ KEY_BACK = 4, // Key: Android back button
+ KEY_MENU = 5, // Key: Android menu button
+ KEY_VOLUME_UP = 24, // Key: Android volume up button
+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button
+} KeyboardKey;
+
+// Add backwards compatibility support for deprecated names
+#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
+#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
+
+// Mouse buttons
+typedef enum {
+ MOUSE_BUTTON_LEFT = 0, // Mouse button left
+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right
+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
+ MOUSE_CURSOR_ARROW = 1, // Arrow shape
+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
+ MATERIAL_MAP_NORMAL, // Normal material
+ MATERIAL_MAP_ROUGHNESS, // Roughness material
+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
+ MATERIAL_MAP_EMISSION, // Emission material
+ MATERIAL_MAP_HEIGHT, // Heightmap material
+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_BRDF // Brdf material
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ SHADER_UNIFORM_INT, // Shader uniform type: int
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} ShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} ShaderAttributeDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ PIXELFORMAT_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 {
+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ TEXTURE_FILTER_BILINEAR, // Linear filtering
+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
+ FONT_SDF // SDF font generation, requires external shader
+} FontType;
+
+// 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_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
+} BlendMode;
+
+// Gesture
+// NOTE: Provided as bit-wise flags to enable only desired gestures
+typedef enum {
+ GESTURE_NONE = 0, // No gesture
+ GESTURE_TAP = 1, // Tap gesture
+ GESTURE_DOUBLETAP = 2, // Double tap gesture
+ GESTURE_HOLD = 4, // Hold gesture
+ GESTURE_DRAG = 8, // Drag gesture
+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
+ GESTURE_PINCH_IN = 256, // Pinch in gesture
+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
+} Gesture;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
+ CAMERA_FREE, // Camera free mode
+ CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
+ CAMERA_FIRST_PERSON, // Camera first person
+ CAMERA_THIRD_PERSON // Camera third person
+} CameraMode;
+
+// Camera projection
+typedef enum {
+ CAMERA_PERSPECTIVE = 0, // Perspective projection
+ CAMERA_ORTHOGRAPHIC // Orthographic projection
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: These callbacks are intended for advanced users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
+RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void); // Get current connected monitor
+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+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, subtract, custom)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void); // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
+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 locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
+RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
+RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void); // Get current FPS
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advanced users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void); // Register all input events
+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
+
+// Random values generation functions
+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
+RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
+
+// Misc. functions
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
+RLAPI void MemFree(void *ptr); // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advanced users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
+
+// File system functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
+RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
+
+// Automation events functionality
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Get mouse position X
+RLAPI int GetMouseY(void); // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void); // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
+RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
+RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Splines drawing functions
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
+
+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: These functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageReady(Image image); // Check if an image is ready
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
+RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
+RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
+RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontReady(Font font); // Check if a font is ready
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
+
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI bool IsModelReady(Model model); // Check if a model is ready
+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+RLAPI float GetMasterVolume(void); // Get master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
+RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/thirdparty/raylib_browser/include/raymath.h b/thirdparty/raylib_browser/include/raymath.h
new file mode 100644
index 0000000..62d52f8
--- /dev/null
+++ b/thirdparty/raylib_browser/include/raymath.h
@@ -0,0 +1,2583 @@
+/**********************************************************************************************
+*
+* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
+*
+* CONVENTIONS:
+* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
+* math operations performed by the library consider the structure as it was column-major
+* It is like transposed versions of the matrices are used for all the maths
+* It benefits some functions making them cache-friendly and also avoids matrix
+* transpositions sometimes required by OpenGL
+* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
+* - Functions are always self-contained, no function use another raymath function inside,
+* required code is directly re-implemented inside
+* - Functions input parameters are always received by value (2 unavoidable exceptions)
+* - Functions use always a "result" variable for return
+* - Functions are always defined inline
+* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
+* - No compound literals used to make sure libray is compatible with C++
+*
+* 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_STATIC_INLINE
+* Define static inline functions code, so #include header suffices for use.
+* This may use up lots of memory.
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2015-2024 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
+
+#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
+ #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
+#endif
+
+// Function specifiers definition
+#if defined(RAYMATH_IMPLEMENTATION)
+ #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
+ #elif defined(BUILD_LIBTYPE_SHARED)
+ #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
+ #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+ #else
+ #define RMAPI extern inline // Provide external definition
+ #endif
+#elif defined(RAYMATH_STATIC_INLINE)
+ #define RMAPI static inline // Functions may be inlined, no external out-of-line definition
+#else
+ #if defined(__TINYC__)
+ #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
+ #else
+ #define RMAPI inline // Functions may be inlined or external definition used
+ #endif
+#endif
+
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+
+#ifndef EPSILON
+ #define EPSILON 0.000001f
+#endif
+
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Get float vector for Matrix
+#ifndef MatrixToFloat
+ #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
+#endif
+
+// Get float vector for Vector3
+#ifndef Vector3ToFloat
+ #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if !defined(RL_VECTOR2_TYPE)
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+#define RL_VECTOR2_TYPE
+#endif
+
+#if !defined(RL_VECTOR3_TYPE)
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+#define RL_VECTOR3_TYPE
+#endif
+
+#if !defined(RL_VECTOR4_TYPE)
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+#define RL_VECTOR4_TYPE
+#endif
+
+#if !defined(RL_QUATERNION_TYPE)
+// Quaternion type
+typedef Vector4 Quaternion;
+#define RL_QUATERNION_TYPE
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// 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(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Utils math
+//----------------------------------------------------------------------------------
+
+// Clamp float value
+RMAPI float Clamp(float value, float min, float max)
+{
+ float result = (value < min)? min : value;
+
+ if (result > max) result = max;
+
+ return result;
+}
+
+// Calculate linear interpolation between two floats
+RMAPI float Lerp(float start, float end, float amount)
+{
+ float result = start + amount*(end - start);
+
+ return result;
+}
+
+// Normalize input value within input range
+RMAPI float Normalize(float value, float start, float end)
+{
+ float result = (value - start)/(end - start);
+
+ return result;
+}
+
+// Remap input value within input range to output range
+RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
+{
+ float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
+
+ return result;
+}
+
+// Wrap input value from min to max
+RMAPI float Wrap(float value, float min, float max)
+{
+ float result = value - (max - min)*floorf((value - min)/(max - min));
+
+ return result;
+}
+
+// Check whether two given floats are almost equal
+RMAPI int FloatEquals(float x, float y)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector2 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector2 Vector2Zero(void)
+{
+ Vector2 result = { 0.0f, 0.0f };
+
+ return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector2 Vector2One(void)
+{
+ Vector2 result = { 1.0f, 1.0f };
+
+ return result;
+}
+
+// Add two vectors (v1 + v2)
+RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x + v2.x, v1.y + v2.y };
+
+ return result;
+}
+
+// Add vector and float value
+RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
+{
+ Vector2 result = { v.x + add, v.y + add };
+
+ return result;
+}
+
+// Subtract two vectors (v1 - v2)
+RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x - v2.x, v1.y - v2.y };
+
+ return result;
+}
+
+// Subtract vector by float value
+RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
+{
+ Vector2 result = { v.x - sub, v.y - sub };
+
+ return result;
+}
+
+// Calculate vector length
+RMAPI float Vector2Length(Vector2 v)
+{
+ float result = sqrtf((v.x*v.x) + (v.y*v.y));
+
+ return result;
+}
+
+// Calculate vector square length
+RMAPI float Vector2LengthSqr(Vector2 v)
+{
+ float result = (v.x*v.x) + (v.y*v.y);
+
+ return result;
+}
+
+// Calculate two vectors dot product
+RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y);
+
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI 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 square distance between two vectors
+RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
+{
+ float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+
+ return result;
+}
+
+// Calculate angle between two vectors
+// NOTE: Angle is calculated from origin point (0, 0)
+RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
+{
+ float result = 0.0f;
+
+ float dot = v1.x*v2.x + v1.y*v2.y;
+ float det = v1.x*v2.y - v1.y*v2.x;
+
+ result = atan2f(det, dot);
+
+ return result;
+}
+
+// Calculate angle defined by a two vectors line
+// NOTE: Parameters need to be normalized
+// Current implementation should be aligned with glm::angle
+RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
+{
+ float result = 0.0f;
+
+ // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
+ result = -atan2f(end.y - start.y, end.x - start.x);
+
+ return result;
+}
+
+// Scale vector (multiply by value)
+RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
+{
+ Vector2 result = { v.x*scale, v.y*scale };
+
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x*v2.x, v1.y*v2.y };
+
+ return result;
+}
+
+// Negate vector
+RMAPI Vector2 Vector2Negate(Vector2 v)
+{
+ Vector2 result = { -v.x, -v.y };
+
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x/v2.x, v1.y/v2.y };
+
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector2 Vector2Normalize(Vector2 v)
+{
+ Vector2 result = { 0 };
+ float length = sqrtf((v.x*v.x) + (v.y*v.y));
+
+ if (length > 0)
+ {
+ float ilength = 1.0f/length;
+ result.x = v.x*ilength;
+ result.y = v.y*ilength;
+ }
+
+ return result;
+}
+
+// Transforms a Vector2 by a given Matrix
+RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
+{
+ Vector2 result = { 0 };
+
+ float x = v.x;
+ float y = v.y;
+ float z = 0;
+
+ 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;
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI 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
+RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
+{
+ Vector2 result = { 0 };
+
+ float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
+
+ result.x = v.x - (2.0f*normal.x)*dotProduct;
+ result.y = v.y - (2.0f*normal.y)*dotProduct;
+
+ return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+
+ return result;
+}
+
+// Rotate vector by angle
+RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
+{
+ Vector2 result = { 0 };
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.x = v.x*cosres - v.y*sinres;
+ result.y = v.x*sinres + v.y*cosres;
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI 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))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+
+ return result;
+}
+
+// Invert the given vector
+RMAPI Vector2 Vector2Invert(Vector2 v)
+{
+ Vector2 result = { 1.0f/v.x, 1.0f/v.y };
+
+ return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
+{
+ Vector2 result = { 0 };
+
+ result.x = fminf(max.x, fmaxf(min.x, v.x));
+ result.y = fminf(max.y, fmaxf(min.y, v.y));
+
+ return result;
+}
+
+// Clamp the magnitude of the vector between two min and max values
+RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
+{
+ Vector2 result = v;
+
+ float length = (v.x*v.x) + (v.y*v.y);
+ if (length > 0.0f)
+ {
+ length = sqrtf(length);
+
+ float scale = 1; // By default, 1 as the neutral element.
+ if (length < min)
+ {
+ scale = min/length;
+ }
+ else if (length > max)
+ {
+ scale = max/length;
+ }
+
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ }
+
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector2Equals(Vector2 p, Vector2 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
+
+ return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+// to the refractive index of the medium on the other side of the surface
+RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
+{
+ Vector2 result = { 0 };
+
+ float dot = v.x*n.x + v.y*n.y;
+ float d = 1.0f - r*r*(1.0f - dot*dot);
+
+ if (d >= 0.0f)
+ {
+ d = sqrtf(d);
+ v.x = r*v.x - (r*dot + d)*n.x;
+ v.y = r*v.y - (r*dot + d)*n.y;
+
+ result = v;
+ }
+
+ return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector3 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector3 Vector3Zero(void)
+{
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+ return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector3 Vector3One(void)
+{
+ Vector3 result = { 1.0f, 1.0f, 1.0f };
+
+ return result;
+}
+
+// Add two vectors
+RMAPI 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
+RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
+{
+ Vector3 result = { v.x + add, v.y + add, v.z + add };
+
+ return result;
+}
+
+// Subtract two vectors
+RMAPI 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
+RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
+{
+ Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
+
+ return result;
+}
+
+// Multiply vector by scalar
+RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
+{
+ Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
+
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI 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
+RMAPI 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
+RMAPI Vector3 Vector3Perpendicular(Vector3 v)
+{
+ Vector3 result = { 0 };
+
+ float min = fabsf(v.x);
+ Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
+
+ if (fabsf(v.y) < min)
+ {
+ min = fabsf(v.y);
+ Vector3 tmp = {0.0f, 1.0f, 0.0f};
+ cardinalAxis = tmp;
+ }
+
+ if (fabsf(v.z) < min)
+ {
+ Vector3 tmp = {0.0f, 0.0f, 1.0f};
+ cardinalAxis = tmp;
+ }
+
+ // Cross product between vectors
+ result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
+ result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
+ result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
+
+ return result;
+}
+
+// Calculate vector length
+RMAPI 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
+RMAPI 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
+RMAPI 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
+RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+ result = sqrtf(dx*dx + dy*dy + dz*dz);
+
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+ result = dx*dx + dy*dy + dz*dz;
+
+ return result;
+}
+
+// Calculate angle between two vectors
+RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
+ float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
+ float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ result = atan2f(len, dot);
+
+ return result;
+}
+
+// Negate provided vector (invert direction)
+RMAPI Vector3 Vector3Negate(Vector3 v)
+{
+ Vector3 result = { -v.x, -v.y, -v.z };
+
+ return result;
+}
+
+// Divide vector by vector
+RMAPI 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
+RMAPI Vector3 Vector3Normalize(Vector3 v)
+{
+ Vector3 result = v;
+
+ float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length != 0.0f)
+ {
+ float ilength = 1.0f/length;
+
+ result.x *= ilength;
+ result.y *= ilength;
+ result.z *= ilength;
+ }
+
+ return result;
+}
+
+//Calculate the projection of the vector v1 on to v2
+RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+ float mag = v1dv2/v2dv2;
+
+ result.x = v2.x*mag;
+ result.y = v2.y*mag;
+ result.z = v2.z*mag;
+
+ return result;
+}
+
+//Calculate the rejection of the vector v1 on to v2
+RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+ float mag = v1dv2/v2dv2;
+
+ result.x = v1.x - (v2.x*mag);
+ result.y = v1.y - (v2.y*mag);
+ result.z = v1.z - (v2.z*mag);
+
+ return result;
+}
+
+// Orthonormalize provided vectors
+// Makes vectors normalized and orthogonal to each other
+// Gram-Schmidt function implementation
+RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
+{
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Normalize(*v1);
+ Vector3 v = *v1;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ v1->x *= ilength;
+ v1->y *= ilength;
+ v1->z *= ilength;
+
+ // Vector3CrossProduct(*v1, *v2)
+ Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
+
+ // Vector3Normalize(vn1);
+ v = vn1;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vn1.x *= ilength;
+ vn1.y *= ilength;
+ vn1.z *= ilength;
+
+ // Vector3CrossProduct(vn1, *v1)
+ Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
+
+ *v2 = vn2;
+}
+
+// Transforms a Vector3 by a given Matrix
+RMAPI 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
+RMAPI 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;
+}
+
+// Rotates a vector around an axis
+RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
+{
+ // Using Euler-Rodrigues Formula
+ // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
+
+ Vector3 result = v;
+
+ // Vector3Normalize(axis);
+ float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+ axis.x *= ilength;
+ axis.y *= ilength;
+ axis.z *= ilength;
+
+ angle /= 2.0f;
+ float a = sinf(angle);
+ float b = axis.x*a;
+ float c = axis.y*a;
+ float d = axis.z*a;
+ a = cosf(angle);
+ Vector3 w = { b, c, d };
+
+ // Vector3CrossProduct(w, v)
+ Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
+
+ // Vector3CrossProduct(w, wv)
+ Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
+
+ // Vector3Scale(wv, 2*a)
+ a *= 2;
+ wv.x *= a;
+ wv.y *= a;
+ wv.z *= a;
+
+ // Vector3Scale(wwv, 2)
+ wwv.x *= 2;
+ wwv.y *= 2;
+ wwv.z *= 2;
+
+ result.x += wv.x;
+ result.y += wv.y;
+ result.z += wv.z;
+
+ result.x += wwv.x;
+ result.y += wwv.y;
+ result.z += wwv.z;
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
+{
+ Vector3 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float dz = target.z - v.z;
+ float value = (dx*dx) + (dy*dy) + (dz*dz);
+
+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+ result.z = v.z + dz/dist*maxDistance;
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI 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 cubic hermite interpolation between two vectors and their tangents
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
+{
+ Vector3 result = { 0 };
+
+ float amountPow2 = amount*amount;
+ float amountPow3 = amount*amount*amount;
+
+ result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
+ result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
+ result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z;
+
+ return result;
+}
+
+// Calculate reflected vector to normal
+RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
+{
+ Vector3 result = { 0 };
+
+ // I is the original vector
+ // N is the normal of the incident plane
+ // R = I - (2*N*(DotProduct[I, N]))
+
+ float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
+
+ 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;
+}
+
+// Get min value for each pair of components
+RMAPI 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;
+}
+
+// Get max value for each pair of components
+RMAPI 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
+RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+{
+ Vector3 result = { 0 };
+
+ Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)
+ Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)
+ Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)
+ float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)
+ float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)
+ float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)
+ float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)
+ float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)
+
+ float denom = d00*d11 - d01*d01;
+
+ result.y = (d11*d20 - d01*d21)/denom;
+ result.z = (d00*d21 - d01*d20)/denom;
+ result.x = 1.0f - (result.z + result.y);
+
+ return result;
+}
+
+// Projects a Vector3 from screen space into object space
+// NOTE: We are avoiding calling other raymath functions despite available
+RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
+{
+ Vector3 result = { 0 };
+
+ // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
+ Matrix matViewProj = { // MatrixMultiply(view, projection);
+ view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
+ view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
+ view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
+ view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
+ view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
+ view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
+ view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
+ view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
+ view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
+ view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
+ view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
+ view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
+ view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
+ view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
+ view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
+ view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
+
+ // Calculate inverted matrix -> MatrixInvert(matViewProj);
+ // Cache the matrix values (speed optimization)
+ float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
+ float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
+ float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
+ float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.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);
+
+ Matrix matViewProjInv = {
+ (a11*b11 - a12*b10 + a13*b09)*invDet,
+ (-a01*b11 + a02*b10 - a03*b09)*invDet,
+ (a31*b05 - a32*b04 + a33*b03)*invDet,
+ (-a21*b05 + a22*b04 - a23*b03)*invDet,
+ (-a10*b11 + a12*b08 - a13*b07)*invDet,
+ (a00*b11 - a02*b08 + a03*b07)*invDet,
+ (-a30*b05 + a32*b02 - a33*b01)*invDet,
+ (a20*b05 - a22*b02 + a23*b01)*invDet,
+ (a10*b10 - a11*b08 + a13*b06)*invDet,
+ (-a00*b10 + a01*b08 - a03*b06)*invDet,
+ (a30*b04 - a31*b02 + a33*b00)*invDet,
+ (-a20*b04 + a21*b02 - a23*b00)*invDet,
+ (-a10*b09 + a11*b07 - a12*b06)*invDet,
+ (a00*b09 - a01*b07 + a02*b06)*invDet,
+ (-a30*b03 + a31*b01 - a32*b00)*invDet,
+ (a20*b03 - a21*b01 + a22*b00)*invDet };
+
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+ // Multiply quat point by unprojecte matrix
+ Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
+ matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
+ matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
+ matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
+ matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
+
+ // Normalized world points in vectors
+ result.x = qtransformed.x/qtransformed.w;
+ result.y = qtransformed.y/qtransformed.w;
+ result.z = qtransformed.z/qtransformed.w;
+
+ return result;
+}
+
+// Get Vector3 as float array
+RMAPI float3 Vector3ToFloatV(Vector3 v)
+{
+ float3 buffer = { 0 };
+
+ buffer.v[0] = v.x;
+ buffer.v[1] = v.y;
+ buffer.v[2] = v.z;
+
+ return buffer;
+}
+
+// Invert the given vector
+RMAPI Vector3 Vector3Invert(Vector3 v)
+{
+ Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
+
+ return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
+{
+ Vector3 result = { 0 };
+
+ result.x = fminf(max.x, fmaxf(min.x, v.x));
+ result.y = fminf(max.y, fmaxf(min.y, v.y));
+ result.z = fminf(max.z, fmaxf(min.z, v.z));
+
+ return result;
+}
+
+// Clamp the magnitude of the vector between two values
+RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
+{
+ Vector3 result = v;
+
+ float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
+ if (length > 0.0f)
+ {
+ length = sqrtf(length);
+
+ float scale = 1; // By default, 1 as the neutral element.
+ if (length < min)
+ {
+ scale = min/length;
+ }
+ else if (length > max)
+ {
+ scale = max/length;
+ }
+
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ result.z = v.z*scale;
+ }
+
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector3Equals(Vector3 p, Vector3 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
+
+ return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+// to the refractive index of the medium on the other side of the surface
+RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
+{
+ Vector3 result = { 0 };
+
+ float dot = v.x*n.x + v.y*n.y + v.z*n.z;
+ float d = 1.0f - r*r*(1.0f - dot*dot);
+
+ if (d >= 0.0f)
+ {
+ d = sqrtf(d);
+ v.x = r*v.x - (r*dot + d)*n.x;
+ v.y = r*v.y - (r*dot + d)*n.y;
+ v.z = r*v.z - (r*dot + d)*n.z;
+
+ result = v;
+ }
+
+ return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector4 math
+//----------------------------------------------------------------------------------
+
+RMAPI Vector4 Vector4Zero(void)
+{
+ Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f };
+ return result;
+}
+
+RMAPI Vector4 Vector4One(void)
+{
+ Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f };
+ return result;
+}
+
+RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = {
+ v1.x + v2.x,
+ v1.y + v2.y,
+ v1.z + v2.z,
+ v1.w + v2.w
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4AddValue(Vector4 v, float add)
+{
+ Vector4 result = {
+ v.x + add,
+ v.y + add,
+ v.z + add,
+ v.w + add
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = {
+ v1.x - v2.x,
+ v1.y - v2.y,
+ v1.z - v2.z,
+ v1.w - v2.w
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)
+{
+ Vector4 result = {
+ v.x - add,
+ v.y - add,
+ v.z - add,
+ v.w - add
+ };
+ return result;
+}
+
+RMAPI float Vector4Length(Vector4 v)
+{
+ float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+ return result;
+}
+
+RMAPI float Vector4LengthSqr(Vector4 v)
+{
+ float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
+ return result;
+}
+
+RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w);
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)
+{
+ float result = sqrtf(
+ (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+ (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w));
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
+{
+ float result =
+ (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+ (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w);
+
+ return result;
+}
+
+RMAPI Vector4 Vector4Scale(Vector4 v, float scale)
+{
+ Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale };
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w };
+ return result;
+}
+
+// Negate vector
+RMAPI Vector4 Vector4Negate(Vector4 v)
+{
+ Vector4 result = { -v.x, -v.y, -v.z, -v.w };
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w };
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector4 Vector4Normalize(Vector4 v)
+{
+ Vector4 result = { 0 };
+ float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+
+ if (length > 0)
+ {
+ float ilength = 1.0f/length;
+ result.x = v.x*ilength;
+ result.y = v.y*ilength;
+ result.z = v.z*ilength;
+ result.w = v.w*ilength;
+ }
+
+ return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+ result.z = fminf(v1.z, v2.z);
+ result.w = fminf(v1.w, v2.w);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+ result.z = fmaxf(v1.z, v2.z);
+ result.w = fmaxf(v1.w, v2.w);
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
+{
+ Vector4 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);
+ result.w = v1.w + amount*(v2.w - v1.w);
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
+{
+ Vector4 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float dz = target.z - v.z;
+ float dw = target.w - v.w;
+ float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
+
+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+ result.z = v.z + dz/dist*maxDistance;
+ result.w = v.w + dw/dist*maxDistance;
+
+ return result;
+}
+
+// Invert the given vector
+RMAPI Vector4 Vector4Invert(Vector4 v)
+{
+ Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w };
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector4Equals(Vector4 p, Vector4 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))));
+ return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix math
+//----------------------------------------------------------------------------------
+
+// Compute matrix determinant
+RMAPI float MatrixDeterminant(Matrix mat)
+{
+ float result = 0.0f;
+
+ // 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;
+
+ 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;
+}
+
+// Get the trace of the matrix (sum of the values along the diagonal)
+RMAPI float MatrixTrace(Matrix mat)
+{
+ float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
+
+ return result;
+}
+
+// Transposes provided matrix
+RMAPI 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
+RMAPI 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;
+}
+
+// Get identity matrix
+RMAPI 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
+RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ 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)
+RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ 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;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+RMAPI 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;
+}
+
+// Get translation matrix
+RMAPI 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
+RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
+{
+ Matrix result = { 0 };
+
+ float x = axis.x, y = axis.y, z = axis.z;
+
+ float lengthSquared = x*x + y*y + z*z;
+
+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+ {
+ float ilength = 1.0f/sqrtf(lengthSquared);
+ x *= ilength;
+ y *= ilength;
+ z *= ilength;
+ }
+
+ 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;
+}
+
+// Get x-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateX(float angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m5 = cosres;
+ result.m6 = sinres;
+ result.m9 = -sinres;
+ result.m10 = cosres;
+
+ return result;
+}
+
+// Get y-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateY(float angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m0 = cosres;
+ result.m2 = -sinres;
+ result.m8 = sinres;
+ result.m10 = cosres;
+
+ return result;
+}
+
+// Get z-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZ(float angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m0 = cosres;
+ result.m1 = sinres;
+ result.m4 = -sinres;
+ result.m5 = cosres;
+
+ return result;
+}
+
+
+// Get xyz-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosz = cosf(-angle.z);
+ float sinz = sinf(-angle.z);
+ float cosy = cosf(-angle.y);
+ float siny = sinf(-angle.y);
+ float cosx = cosf(-angle.x);
+ float sinx = sinf(-angle.x);
+
+ result.m0 = cosz*cosy;
+ result.m1 = (cosz*siny*sinx) - (sinz*cosx);
+ result.m2 = (cosz*siny*cosx) + (sinz*sinx);
+
+ result.m4 = sinz*cosy;
+ result.m5 = (sinz*siny*sinx) + (cosz*cosx);
+ result.m6 = (sinz*siny*cosx) - (cosz*sinx);
+
+ result.m8 = -siny;
+ result.m9 = cosy*sinx;
+ result.m10= cosy*cosx;
+
+ return result;
+}
+
+// Get zyx-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZYX(Vector3 angle)
+{
+ Matrix result = { 0 };
+
+ float cz = cosf(angle.z);
+ float sz = sinf(angle.z);
+ float cy = cosf(angle.y);
+ float sy = sinf(angle.y);
+ float cx = cosf(angle.x);
+ float sx = sinf(angle.x);
+
+ result.m0 = cz*cy;
+ result.m4 = cz*sy*sx - cx*sz;
+ result.m8 = sz*sx + cz*cx*sy;
+ result.m12 = 0;
+
+ result.m1 = cy*sz;
+ result.m5 = cz*cx + sz*sy*sx;
+ result.m9 = cx*sz*sy - cz*sx;
+ result.m13 = 0;
+
+ result.m2 = -sy;
+ result.m6 = cy*sx;
+ result.m10 = cy*cx;
+ result.m14 = 0;
+
+ result.m3 = 0;
+ result.m7 = 0;
+ result.m11 = 0;
+ result.m15 = 1;
+
+ return result;
+}
+
+// Get scaling matrix
+RMAPI 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;
+}
+
+// Get perspective projection matrix
+RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = ((float)nearPlane*2.0f)/rl;
+ result.m1 = 0.0f;
+ result.m2 = 0.0f;
+ result.m3 = 0.0f;
+
+ result.m4 = 0.0f;
+ result.m5 = ((float)nearPlane*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)farPlane + (float)nearPlane)/fn;
+ result.m11 = -1.0f;
+
+ result.m12 = 0.0f;
+ result.m13 = 0.0f;
+ result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+ result.m15 = 0.0f;
+
+ return result;
+}
+
+// Get perspective projection matrix
+// NOTE: Fovy angle must be provided in radians
+RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ double top = nearPlane*tan(fovY*0.5);
+ double bottom = -top;
+ double right = top*aspect;
+ double left = -right;
+
+ // MatrixFrustum(-right, right, -top, top, near, far);
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = ((float)nearPlane*2.0f)/rl;
+ result.m5 = ((float)nearPlane*2.0f)/tb;
+ result.m8 = ((float)right + (float)left)/rl;
+ result.m9 = ((float)top + (float)bottom)/tb;
+ result.m10 = -((float)farPlane + (float)nearPlane)/fn;
+ result.m11 = -1.0f;
+ result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+
+ return result;
+}
+
+// Get orthographic projection matrix
+RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ 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)farPlane + (float)nearPlane)/fn;
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get camera look-at matrix (view matrix)
+RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
+{
+ Matrix result = { 0 };
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Subtract(eye, target)
+ Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
+
+ // Vector3Normalize(vz)
+ Vector3 v = vz;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vz.x *= ilength;
+ vz.y *= ilength;
+ vz.z *= ilength;
+
+ // Vector3CrossProduct(up, vz)
+ Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
+
+ // Vector3Normalize(x)
+ v = vx;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vx.x *= ilength;
+ vx.y *= ilength;
+ vx.z *= ilength;
+
+ // Vector3CrossProduct(vz, vx)
+ Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
+
+ result.m0 = vx.x;
+ result.m1 = vy.x;
+ result.m2 = vz.x;
+ result.m3 = 0.0f;
+ result.m4 = vx.y;
+ result.m5 = vy.y;
+ result.m6 = vz.y;
+ result.m7 = 0.0f;
+ result.m8 = vx.z;
+ result.m9 = vy.z;
+ result.m10 = vz.z;
+ result.m11 = 0.0f;
+ result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)
+ result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)
+ result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get float array of matrix data
+RMAPI float16 MatrixToFloatV(Matrix mat)
+{
+ float16 result = { 0 };
+
+ result.v[0] = mat.m0;
+ result.v[1] = mat.m1;
+ result.v[2] = mat.m2;
+ result.v[3] = mat.m3;
+ result.v[4] = mat.m4;
+ result.v[5] = mat.m5;
+ result.v[6] = mat.m6;
+ result.v[7] = mat.m7;
+ result.v[8] = mat.m8;
+ result.v[9] = mat.m9;
+ result.v[10] = mat.m10;
+ result.v[11] = mat.m11;
+ result.v[12] = mat.m12;
+ result.v[13] = mat.m13;
+ result.v[14] = mat.m14;
+ result.v[15] = mat.m15;
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Quaternion math
+//----------------------------------------------------------------------------------
+
+// Add two quaternions
+RMAPI 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
+RMAPI 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
+RMAPI 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
+RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
+{
+ Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
+
+ return result;
+}
+
+// Get identity quaternion
+RMAPI Quaternion QuaternionIdentity(void)
+{
+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ return result;
+}
+
+// Computes the length of a quaternion
+RMAPI float QuaternionLength(Quaternion q)
+{
+ float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+
+ return result;
+}
+
+// Normalize provided quaternion
+RMAPI Quaternion QuaternionNormalize(Quaternion q)
+{
+ Quaternion result = { 0 };
+
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float 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
+RMAPI Quaternion QuaternionInvert(Quaternion q)
+{
+ Quaternion result = q;
+
+ float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
+
+ if (lengthSq != 0.0f)
+ {
+ float invLength = 1.0f/lengthSq;
+
+ result.x *= -invLength;
+ result.y *= -invLength;
+ result.z *= -invLength;
+ result.w *= invLength;
+ }
+
+ return result;
+}
+
+// Calculate two quaternion multiplication
+RMAPI 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
+RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
+{
+ Quaternion result = { 0 };
+
+ result.x = q.x*mul;
+ result.y = q.y*mul;
+ result.z = q.z*mul;
+ result.w = q.w*mul;
+
+ return result;
+}
+
+// Divide two quaternions
+RMAPI 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
+RMAPI 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
+RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+ // QuaternionLerp(q1, q2, amount)
+ 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);
+
+ // QuaternionNormalize(q);
+ Quaternion q = result;
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float 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;
+}
+
+// Calculates spherical linear interpolation between two quaternions
+RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
+
+ if (cosHalfTheta < 0)
+ {
+ q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
+ cosHalfTheta = -cosHalfTheta;
+ }
+
+ if (fabsf(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 (fabsf(sinHalfTheta) < EPSILON)
+ {
+ 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 cubic spline interpolation using Cubic Hermite Spline algorithm
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
+{
+ float t2 = t*t;
+ float t3 = t2*t;
+ float h00 = 2*t3 - 3*t2 + 1;
+ float h10 = t3 - 2*t2 + t;
+ float h01 = -2*t3 + 3*t2;
+ float h11 = t3 - t2;
+
+ Quaternion p0 = QuaternionScale(q1, h00);
+ Quaternion m0 = QuaternionScale(outTangent1, h10);
+ Quaternion p1 = QuaternionScale(q2, h01);
+ Quaternion m1 = QuaternionScale(inTangent2, h11);
+
+ Quaternion result = { 0 };
+
+ result = QuaternionAdd(p0, m0);
+ result = QuaternionAdd(result, p1);
+ result = QuaternionAdd(result, m1);
+ result = QuaternionNormalize(result);
+
+ return result;
+}
+
+// Calculate quaternion based on the rotation from one vector to another
+RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
+{
+ Quaternion result = { 0 };
+
+ float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
+ Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
+
+ result.x = cross.x;
+ result.y = cross.y;
+ result.z = cross.z;
+ result.w = 1.0f + cos2Theta;
+
+ // QuaternionNormalize(q);
+ // NOTE: Normalize to essentially nlerp the original and identity to 0.5
+ Quaternion q = result;
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float 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;
+}
+
+// Get a quaternion for a given rotation matrix
+RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
+{
+ Quaternion result = { 0 };
+
+ float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
+ float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
+ float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
+ float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
+
+ int biggestIndex = 0;
+ float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
+ if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourXSquaredMinus1;
+ biggestIndex = 1;
+ }
+
+ if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourYSquaredMinus1;
+ biggestIndex = 2;
+ }
+
+ if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourZSquaredMinus1;
+ biggestIndex = 3;
+ }
+
+ float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
+ float mult = 0.25f/biggestVal;
+
+ switch (biggestIndex)
+ {
+ case 0:
+ result.w = biggestVal;
+ result.x = (mat.m6 - mat.m9)*mult;
+ result.y = (mat.m8 - mat.m2)*mult;
+ result.z = (mat.m1 - mat.m4)*mult;
+ break;
+ case 1:
+ result.x = biggestVal;
+ result.w = (mat.m6 - mat.m9)*mult;
+ result.y = (mat.m1 + mat.m4)*mult;
+ result.z = (mat.m8 + mat.m2)*mult;
+ break;
+ case 2:
+ result.y = biggestVal;
+ result.w = (mat.m8 - mat.m2)*mult;
+ result.x = (mat.m1 + mat.m4)*mult;
+ result.z = (mat.m6 + mat.m9)*mult;
+ break;
+ case 3:
+ result.z = biggestVal;
+ result.w = (mat.m1 - mat.m4)*mult;
+ result.x = (mat.m8 + mat.m2)*mult;
+ result.y = (mat.m6 + mat.m9)*mult;
+ break;
+ }
+
+ return result;
+}
+
+// Get a matrix for a given quaternion
+RMAPI Matrix QuaternionToMatrix(Quaternion q)
+{
+ 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 }; // MatrixIdentity()
+
+ float a2 = q.x*q.x;
+ float b2 = q.y*q.y;
+ float c2 = q.z*q.z;
+ float ac = q.x*q.z;
+ float ab = q.x*q.y;
+ float bc = q.y*q.z;
+ float ad = q.w*q.x;
+ float bd = q.w*q.y;
+ float cd = q.w*q.z;
+
+ result.m0 = 1 - 2*(b2 + c2);
+ result.m1 = 2*(ab + cd);
+ result.m2 = 2*(ac - bd);
+
+ result.m4 = 2*(ab - cd);
+ result.m5 = 1 - 2*(a2 + c2);
+ result.m6 = 2*(bc + ad);
+
+ result.m8 = 2*(ac + bd);
+ result.m9 = 2*(bc - ad);
+ result.m10 = 1 - 2*(a2 + b2);
+
+ return result;
+}
+
+// Get rotation quaternion for an angle and axis
+// NOTE: Angle must be provided in radians
+RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
+{
+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+
+ if (axisLength != 0.0f)
+ {
+ angle *= 0.5f;
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Normalize(axis)
+ length = axisLength;
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ axis.x *= ilength;
+ axis.y *= ilength;
+ axis.z *= ilength;
+
+ 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;
+
+ // QuaternionNormalize(q);
+ Quaternion q = result;
+ length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ 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;
+}
+
+// Get the rotation angle and axis for a given quaternion
+RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
+{
+ if (fabsf(q.w) > 1.0f)
+ {
+ // QuaternionNormalize(q);
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+
+ q.x = q.x*ilength;
+ q.y = q.y*ilength;
+ q.z = q.z*ilength;
+ q.w = q.w*ilength;
+ }
+
+ 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 > EPSILON)
+ {
+ 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;
+}
+
+// Get the quaternion equivalent to Euler angles
+// NOTE: Rotation order is ZYX
+RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
+{
+ Quaternion result = { 0 };
+
+ float x0 = cosf(pitch*0.5f);
+ float x1 = sinf(pitch*0.5f);
+ float y0 = cosf(yaw*0.5f);
+ float y1 = sinf(yaw*0.5f);
+ float z0 = cosf(roll*0.5f);
+ float z1 = sinf(roll*0.5f);
+
+ result.x = x1*y0*z0 - x0*y1*z1;
+ result.y = x0*y1*z0 + x1*y0*z1;
+ result.z = x0*y0*z1 - x1*y1*z0;
+ result.w = x0*y0*z0 + x1*y1*z1;
+
+ return result;
+}
+
+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// NOTE: Angles are returned in a Vector3 struct in radians
+RMAPI 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);
+
+ // 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);
+
+ // 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);
+
+ return result;
+}
+
+// Transform a quaternion given a transformation matrix
+RMAPI 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;
+}
+
+// Check whether two given quaternions are almost equal
+RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
+ (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
+
+ return result;
+}
+
+// Decompose a transformation matrix into its rotational, translational and scaling components
+RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
+{
+ // Extract translation.
+ translation->x = mat.m12;
+ translation->y = mat.m13;
+ translation->z = mat.m14;
+
+ // Extract upper-left for determinant computation
+ const float a = mat.m0;
+ const float b = mat.m4;
+ const float c = mat.m8;
+ const float d = mat.m1;
+ const float e = mat.m5;
+ const float f = mat.m9;
+ const float g = mat.m2;
+ const float h = mat.m6;
+ const float i = mat.m10;
+ const float A = e*i - f*h;
+ const float B = f*g - d*i;
+ const float C = d*h - e*g;
+
+ // Extract scale
+ const float det = a*A + b*B + c*C;
+ Vector3 abc = { a, b, c };
+ Vector3 def = { d, e, f };
+ Vector3 ghi = { g, h, i };
+
+ float scalex = Vector3Length(abc);
+ float scaley = Vector3Length(def);
+ float scalez = Vector3Length(ghi);
+ Vector3 s = { scalex, scaley, scalez };
+
+ if (det < 0) s = Vector3Negate(s);
+
+ *scale = s;
+
+ // Remove scale from the matrix if it is not close to zero
+ Matrix clone = mat;
+ if (!FloatEquals(det, 0))
+ {
+ clone.m0 /= s.x;
+ clone.m5 /= s.y;
+ clone.m10 /= s.z;
+
+ // Extract rotation
+ *rotation = QuaternionFromMatrix(clone);
+ }
+ else
+ {
+ // Set to identity if close to zero
+ *rotation = QuaternionIdentity();
+ }
+}
+
+#endif // RAYMATH_H
diff --git a/thirdparty/raylib_browser/include/rlgl.h b/thirdparty/raylib_browser/include/rlgl.h
new file mode 100644
index 0000000..ccb53a6
--- /dev/null
+++ b/thirdparty/raylib_browser/include/rlgl.h
@@ -0,0 +1,5123 @@
+/**********************************************************************************************
+*
+* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
+*
+* DESCRIPTION:
+* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
+*
+* ADDITIONAL NOTES:
+* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
+* initialized on rlglInit() to accumulate vertex data.
+*
+* When an internal state change is required all the stored vertex data is renderer in batch,
+* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
+*
+* Some resources are also loaded for convenience, here the complete list:
+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
+*
+* Internal buffer (and resources) must be manually unloaded calling rlglClose().
+*
+* CONFIGURATION:
+* #define GRAPHICS_API_OPENGL_11
+* #define GRAPHICS_API_OPENGL_21
+* #define GRAPHICS_API_OPENGL_33
+* #define GRAPHICS_API_OPENGL_43
+* #define GRAPHICS_API_OPENGL_ES2
+* #define GRAPHICS_API_OPENGL_ES3
+* Use selected OpenGL graphics backend, should be supported by platform
+* Those preprocessor defines are only used on rlgl module, if OpenGL version is
+* required by any other module, use rlGetVersion() to check it
+*
+* #define RLGL_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define RLGL_RENDER_TEXTURES_HINT
+* Enable framebuffer objects (fbo) support (enabled by default)
+* Some GPUs could not support them despite the OpenGL version
+*
+* #define RLGL_SHOW_GL_DETAILS_INFO
+* Show OpenGL extensions and capabilities detailed logs on init
+*
+* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
+* Enable debug context (only available on OpenGL 4.3)
+*
+* rlgl capabilities could be customized just defining some internal
+* values before library inclusion (default values listed):
+*
+* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
+* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+*
+* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
+* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
+* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
+*
+* When loading a shader, the following vertex attributes and uniform
+* location names are tried to be set automatically:
+*
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+*
+* DEPENDENCIES:
+* - OpenGL libraries (depending on platform and OpenGL version selected)
+* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2014-2024 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
+
+#define RLGL_VERSION "5.0"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+#elif defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+#endif
+
+// Function specifiers definition
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+// Support TRACELOG macros
+#ifndef 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
+
+// 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_43) && \
+ !defined(GRAPHICS_API_OPENGL_ES2) && \
+ !defined(GRAPHICS_API_OPENGL_ES3)
+ #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_43)
+ #undef GRAPHICS_API_OPENGL_43
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_ES2)
+ #undef GRAPHICS_API_OPENGL_ES2
+ #endif
+#endif
+
+// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
+// WARNING: Specific parts are checked with #if defines
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL 4.3 uses OpenGL 3.3 Core functionality
+#if defined(GRAPHICS_API_OPENGL_43)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ #define GRAPHICS_API_OPENGL_ES2
+#endif
+
+// Support framebuffer objects by default
+// NOTE: Some driver implementation do not support it, despite they should
+#define RLGL_RENDER_TEXTURES_HINT
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Default internal render batch elements limits
+#ifndef RL_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 RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
+ #endif
+ #if 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 RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
+ #endif
+#endif
+#ifndef RL_DEFAULT_BATCH_BUFFERS
+ #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+#endif
+#ifndef RL_DEFAULT_BATCH_DRAWCALLS
+ #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+#endif
+#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
+ #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+#endif
+
+// Internal Matrix stack
+#ifndef RL_MAX_MATRIX_STACK_SIZE
+ #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
+#endif
+
+// Shader limits
+#ifndef RL_MAX_SHADER_LOCATIONS
+ #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations 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_FILTER_NEAREST 0x2600 // GL_NEAREST
+#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
+#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
+#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
+
+#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
+#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
+#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
+#define RL_TEXTURE_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
+
+// GL equivalent data types
+#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
+#define RL_FLOAT 0x1406 // GL_FLOAT
+
+// GL buffer usage hint
+#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
+#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
+#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
+#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
+#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
+#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
+#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
+#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
+#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
+
+// GL Shader type
+#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
+#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
+#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
+
+// GL blending factors
+#define RL_ZERO 0 // GL_ZERO
+#define RL_ONE 1 // GL_ONE
+#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
+#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
+#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
+#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
+#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
+#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
+#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
+#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
+#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
+#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
+#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
+#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
+#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
+
+// GL blending functions/equations
+#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
+#define RL_MIN 0x8007 // GL_MIN
+#define RL_MAX 0x8008 // GL_MAX
+#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
+#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
+#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
+#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
+#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
+#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
+#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
+#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
+#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
+#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
+
+#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
+#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
+
+// Default shader vertex attribute locations
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
+#endif
+ #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
+ // Boolean type
+typedef enum bool { false = 0, true = !false } bool;
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix, 4x4 components, column major, OpenGL style, right handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct rlVertexBuffer {
+ int elementCount; // Number of elements in the buffer (QUADS)
+
+ 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 *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
+ 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)
+#endif
+#if 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[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
+} rlVertexBuffer;
+
+// 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 rlDrawCall {
+ 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.currentShaderId
+ unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
+
+ //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
+ //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
+} rlDrawCall;
+
+// rlRenderBatch type
+typedef struct rlRenderBatch {
+ int bufferCount; // Number of vertex buffers (multi-buffering support)
+ int currentBuffer; // Current buffer tracking in case of multi-buffering
+ rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
+
+ rlDrawCall *draws; // Draw calls array, depends on textureId
+ int drawCounter; // Draw calls counter
+ float currentDepth; // Current depth value for next draw
+} rlRenderBatch;
+
+// OpenGL version
+typedef enum {
+ RL_OPENGL_11 = 1, // OpenGL 1.1
+ RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
+ RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
+ RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
+ RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
+ RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
+} rlGlVersion;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ RL_LOG_ALL = 0, // Display all logs
+ RL_LOG_TRACE, // Trace logging, intended for internal use only
+ RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ RL_LOG_INFO, // Info logging, used for program execution info
+ RL_LOG_WARNING, // Warning logging, used on recoverable failures
+ RL_LOG_ERROR, // Error logging, used on unrecoverable failures
+ RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ RL_LOG_NONE // Disable logging
+} rlTraceLogLevel;
+
+// Texture pixel formats
+// NOTE: Support depends on OpenGL version
+typedef enum {
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} rlPixelFormat;
+
+// 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 {
+ RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
+ RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} rlTextureFilter;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ RL_BLEND_ADDITIVE, // Blend textures adding colors
+ RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
+ RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
+} rlBlendMode;
+
+// Shader location point type
+typedef enum {
+ RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
+ RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
+ RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} rlShaderLocationIndex;
+
+#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
+#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ RL_SHADER_UNIFORM_INT, // Shader uniform type: int
+ RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} rlShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} rlShaderAttributeDataType;
+
+// Framebuffer attachment type
+// NOTE: By default up to 8 color channels defined, but it can be more
+typedef enum {
+ RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
+ RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
+ RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
+ RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
+ RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
+ RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
+ RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
+ RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
+ RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
+ RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
+} rlFramebufferAttachType;
+
+// Framebuffer texture attachment type
+typedef enum {
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
+ RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
+ RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
+} rlFramebufferAttachTextureType;
+
+// Face culling mode
+typedef enum {
+ RL_CULL_FACE_FRONT = 0,
+ RL_CULL_FACE_BACK
+} rlCullMode;
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - Matrix operations
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+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 latest inserted matrix from stack
+RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
+RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
+RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
+RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
+RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
+RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
+RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
+RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
+RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
+
+//------------------------------------------------------------------------------------
+// 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 style functions (common to 1.1, 3.3+, ES2)
+// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
+// some of them are direct wrappers over OpenGL calls, some others are custom
+//------------------------------------------------------------------------------------
+
+// Vertex buffers state
+RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
+RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
+RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
+RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
+RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
+RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
+RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
+RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
+#if defined(GRAPHICS_API_OPENGL_11)
+RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
+RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
+#endif
+
+// Textures state
+RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
+RLAPI void rlEnableTexture(unsigned int id); // Enable texture
+RLAPI void rlDisableTexture(void); // Disable texture
+RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
+RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
+RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
+RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
+
+// Shader state
+RLAPI void rlEnableShader(unsigned int id); // Enable shader program
+RLAPI void rlDisableShader(void); // Disable shader program
+
+// Framebuffer state
+RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
+RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
+RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
+RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
+RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
+RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
+
+// General render state
+RLAPI void rlEnableColorBlend(void); // Enable color blending
+RLAPI void rlDisableColorBlend(void); // Disable color blending
+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 rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
+RLAPI void rlSetCullFace(int mode); // Set face culling mode
+RLAPI void rlEnableScissorTest(void); // Enable scissor test
+RLAPI void rlDisableScissorTest(void); // Disable scissor test
+RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
+RLAPI void rlEnableWireMode(void); // Enable wire mode
+RLAPI void rlEnablePointMode(void); // Enable point mode
+RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
+RLAPI void rlSetLineWidth(float width); // Set the line drawing width
+RLAPI float rlGetLineWidth(void); // Get the line drawing width
+RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
+RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
+RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
+RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
+RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
+
+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 rlCheckErrors(void); // Check and log OpenGL error codes
+RLAPI void rlSetBlendMode(int mode); // Set blending mode
+RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
+RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - rlgl functionality
+//------------------------------------------------------------------------------------
+// rlgl initialization functions
+RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
+RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
+RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
+RLAPI int rlGetVersion(void); // Get current OpenGL version
+RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
+RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
+RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
+RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
+
+RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
+RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
+RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
+
+// Render batch management
+// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
+// but this render batch API is exposed in case of custom batches are required
+RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
+RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
+RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
+RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
+RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
+RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
+
+RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
+
+//------------------------------------------------------------------------------------------------------------------------
+
+// Vertex buffers management
+RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
+RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
+RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
+RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
+RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
+RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
+RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
+RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
+RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
+RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
+RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
+RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
+RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
+RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
+
+// Textures management
+RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
+RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
+RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data
+RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
+RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
+RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
+RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
+RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
+RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // 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(void); // Load an empty framebuffer
+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
+RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
+RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
+
+// Shaders management
+RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
+RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
+RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
+RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
+RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
+RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
+RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
+RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
+RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
+RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
+
+// Compute shader management
+RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
+RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
+
+// Shader buffer storage object management (ssbo)
+RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
+RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
+RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
+RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
+RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
+RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
+RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
+
+// Buffer management
+RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
+
+// Matrix state management
+RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
+RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
+RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
+RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
+RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
+RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
+
+// Quick and dirty cube/quad buffers load->draw->unload
+RLAPI void rlLoadDrawCube(void); // Load and draw a cube
+RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RLGL_H
+
+/***********************************************************************************
+*
+* RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLGL_IMPLEMENTATION)
+
+// Expose OpenGL functions from glad in raylib
+#if defined(BUILD_LIBTYPE_SHARED)
+ #define GLAD_API_CALL_EXPORT
+ #define GLAD_API_CALL_EXPORT_BUILD
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(__APPLE__)
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
+ #include <OpenGL/glext.h> // OpenGL extensions library
+ #else
+ // APIENTRY for OpenGL function pointer declarations is required
+ #if !defined(APIENTRY)
+ #if defined(_WIN32)
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
+ #endif
+ // WINGDIAPI definition. Some Windows OpenGL headers need it
+ #if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #endif
+
+ #include <GL/gl.h> // OpenGL 1.1 library
+ #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ #define GLAD_MALLOC RL_MALLOC
+ #define GLAD_FREE RL_FREE
+
+ #define GLAD_GL_IMPLEMENTATION
+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ #include <GLES3/gl3.h> // OpenGL ES 3.0 library
+ #define GL_GLEXT_PROTOTYPES
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
+ // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
+ #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+ #define GLAD_GLES2_IMPLEMENTATION
+ #include "external/glad_gles2.h"
+ #else
+ #define GL_GLEXT_PROTOTYPES
+ //#include <EGL/egl.h> // EGL library -> not required, platform layer
+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
+ #endif
+
+ // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
+ // provided headers (despite being defined in official Khronos GLES2 headers)
+ #if defined(PLATFORM_DRM)
+ typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
+ typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
+ typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
+ #endif
+#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: sqrtf(), sinf(), cosf(), floor(), log()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+#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
+
+#ifndef GL_PROGRAM_POINT_SIZE
+ #define GL_PROGRAM_POINT_SIZE 0x8642
+#endif
+
+#ifndef GL_LINE_WIDTH
+ #define GL_LINE_WIDTH 0x0B21
+#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
+ #if !defined(GRAPHICS_API_OPENGL_ES3)
+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
+ #endif
+#endif
+
+// Default shader vertex attribute names to set location points
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+#endif
+
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+typedef struct rlglData {
+ rlRenderBatch *currentBatch; // Current render batch
+ rlRenderBatch defaultBatch; // Default internal render batch
+
+ struct {
+ int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
+ float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
+ float normalx, normaly, normalz; // Current active normal (added on glVertex*())
+ unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
+
+ 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[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
+ int stackCounter; // Matrix stack counter
+
+ unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
+ unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
+ unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+ unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
+ unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
+ int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
+ unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
+ int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
+
+ bool stereoRender; // Stereo rendering flag
+ Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
+ Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
+
+ // Blending variables
+ int currentBlendMode; // Blending mode active
+ int glBlendSrcFactor; // Blending source factor
+ int glBlendDstFactor; // Blending destination factor
+ int glBlendEquation; // Blending equation
+ int glBlendSrcFactorRGB; // Blending source RGB factor
+ int glBlendDestFactorRGB; // Blending destination RGB factor
+ int glBlendSrcFactorAlpha; // Blending source alpha factor
+ int glBlendDestFactorAlpha; // Blending destination alpha factor
+ int glBlendEquationRGB; // Blending equation for RGB
+ int glBlendEquationAlpha; // Blending equation for alpha
+ bool glCustomBlendModeModified; // Custom blending factor and equation modification status
+
+ int framebufferWidth; // Current framebuffer width
+ int framebufferHeight; // Current framebuffer height
+
+ } State; // Renderer state
+ struct {
+ bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
+ bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
+ bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
+ bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
+ bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
+ bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
+ bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
+ bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
+ bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
+ bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
+ bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
+ bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
+ bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
+ bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
+ bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
+ bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
+
+ float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
+ int maxDepthBits; // Maximum bits for depth component
+
+ } ExtSupported; // Extensions supported flags
+} rlglData;
+
+typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
+static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static rlglData RLGL = { 0 };
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
+// NOTE: VAO functionality is exposed through extensions (OES)
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
+
+// NOTE: Instancing functionality could also be available through extension
+static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
+static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
+static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void rlLoadShaderDefault(void); // Load default shader
+static void rlUnloadShaderDefault(void); // Unload default shader
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+
+// Auxiliar matrix math functions
+typedef struct rl_float16 {
+ float v[16];
+} rl_float16;
+static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
+#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
+static Matrix rlMatrixIdentity(void); // Get identity matrix
+static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
+static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
+static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
+
+//----------------------------------------------------------------------------------
+// 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 angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
+#endif
+#if 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 >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_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 = rlMatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+ Matrix matTranslation = {
+ 1.0f, 0.0f, 0.0f, x,
+ 0.0f, 1.0f, 0.0f, y,
+ 0.0f, 0.0f, 1.0f, z,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a rotation matrix
+// NOTE: The provided angle must be in degrees
+void rlRotatef(float angle, float x, float y, float z)
+{
+ Matrix matRotation = rlMatrixIdentity();
+
+ // Axis vector (x, y, z) normalization
+ float lengthSquared = x*x + y*y + z*z;
+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+ {
+ float inverseLength = 1.0f/sqrtf(lengthSquared);
+ x *= inverseLength;
+ y *= inverseLength;
+ z *= inverseLength;
+ }
+
+ // Rotation matrix generation
+ float sinres = sinf(DEG2RAD*angle);
+ float cosres = cosf(DEG2RAD*angle);
+ float t = 1.0f - cosres;
+
+ matRotation.m0 = x*x*t + cosres;
+ matRotation.m1 = y*x*t + z*sinres;
+ matRotation.m2 = z*x*t - y*sinres;
+ matRotation.m3 = 0.0f;
+
+ matRotation.m4 = x*y*t - z*sinres;
+ matRotation.m5 = y*y*t + cosres;
+ matRotation.m6 = z*y*t + x*sinres;
+ matRotation.m7 = 0.0f;
+
+ matRotation.m8 = x*z*t + y*sinres;
+ matRotation.m9 = y*z*t - x*sinres;
+ matRotation.m10 = z*z*t + cosres;
+ matRotation.m11 = 0.0f;
+
+ matRotation.m12 = 0.0f;
+ matRotation.m13 = 0.0f;
+ matRotation.m14 = 0.0f;
+ matRotation.m15 = 1.0f;
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+ Matrix matScale = {
+ x, 0.0f, 0.0f, 0.0f,
+ 0.0f, y, 0.0f, 0.0f,
+ 0.0f, 0.0f, z, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(const 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 = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
+}
+
+// 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 matFrustum = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ matFrustum.m0 = ((float) znear*2.0f)/rl;
+ matFrustum.m1 = 0.0f;
+ matFrustum.m2 = 0.0f;
+ matFrustum.m3 = 0.0f;
+
+ matFrustum.m4 = 0.0f;
+ matFrustum.m5 = ((float) znear*2.0f)/tb;
+ matFrustum.m6 = 0.0f;
+ matFrustum.m7 = 0.0f;
+
+ matFrustum.m8 = ((float)right + (float)left)/rl;
+ matFrustum.m9 = ((float)top + (float)bottom)/tb;
+ matFrustum.m10 = -((float)zfar + (float)znear)/fn;
+ matFrustum.m11 = -1.0f;
+
+ matFrustum.m12 = 0.0f;
+ matFrustum.m13 = 0.0f;
+ matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
+ matFrustum.m15 = 0.0f;
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
+}
+
+// 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)
+{
+ // NOTE: If left-right and top-botton values are equal it could create a division by zero,
+ // response to it is platform/compiler dependant
+ Matrix matOrtho = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ matOrtho.m0 = 2.0f/rl;
+ matOrtho.m1 = 0.0f;
+ matOrtho.m2 = 0.0f;
+ matOrtho.m3 = 0.0f;
+ matOrtho.m4 = 0.0f;
+ matOrtho.m5 = 2.0f/tb;
+ matOrtho.m6 = 0.0f;
+ matOrtho.m7 = 0.0f;
+ matOrtho.m8 = 0.0f;
+ matOrtho.m9 = 0.0f;
+ matOrtho.m10 = -2.0f/fn;
+ matOrtho.m11 = 0.0f;
+ matOrtho.m12 = -((float)left + (float)right)/rl;
+ matOrtho.m13 = -((float)top + (float)bottom)/tb;
+ matOrtho.m14 = -((float)zfar + (float)znear)/fn;
+ matOrtho.m15 = 1.0f;
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
+}
+#endif
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: We store current viewport dimensions
+void rlViewport(int x, int y, int width, int height)
+{
+ glViewport(x, y, width, height);
+}
+
+// Set clip planes distances
+void rlSetClipPlanes(double nearPlane, double farPlane)
+{
+ rlCullDistanceNear = nearPlane;
+ rlCullDistanceFar = farPlane;
+}
+
+// Get cull plane distance near
+double rlGetCullDistanceNear(void)
+{
+ return rlCullDistanceNear;
+}
+
+// Get cull plane distance far
+double rlGetCullDistanceFar(void)
+{
+ return rlCullDistanceFar;
+}
+
+//----------------------------------------------------------------------------------
+// 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(void) { 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); }
+#endif
+#if 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->drawCounter - 1].mode != mode)
+ {
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 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->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+ {
+ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->drawCounter++;
+ }
+ }
+
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
+ }
+}
+
+// Finish vertex providing
+void rlEnd(void)
+{
+ // 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);
+}
+
+// Define one vertex (position)
+// NOTE: Vertex position data is the basic information required for drawing
+void rlVertex3f(float x, float y, float z)
+{
+ float tx = x;
+ float ty = y;
+ float tz = z;
+
+ // Transform provided vector if required
+ if (RLGL.State.transformRequired)
+ {
+ tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
+ ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
+ tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
+ }
+
+ // WARNING: We can't break primitives when launching a new batch.
+ // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
+ // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
+ if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
+ {
+ if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
+ {
+ // Reached the maximum number of vertices for RL_LINES drawing
+ // Launch a draw call but keep current state for next vertices comming
+ // NOTE: We add +1 vertex to the check for security
+ rlCheckRenderBatchLimit(2 + 1);
+ }
+ else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
+ {
+ rlCheckRenderBatchLimit(3 + 1);
+ }
+ else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
+ {
+ rlCheckRenderBatchLimit(4 + 1);
+ }
+ }
+
+ // Add vertices
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
+
+ // Add current texcoord
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
+
+ // Add current normal
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
+
+ // Add current color
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
+
+ RLGL.State.vertexCounter++;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
+}
+
+// Define one vertex (position)
+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.State.texcoordx = x;
+ RLGL.State.texcoordy = y;
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only?
+void rlNormal3f(float x, float y, float z)
+{
+ float normalx = x;
+ float normaly = y;
+ float normalz = z;
+ if (RLGL.State.transformRequired)
+ {
+ normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
+ normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
+ normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
+ }
+ float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
+ if (length != 0.0f)
+ {
+ float ilength = 1.0f/length;
+ normalx *= ilength;
+ normaly *= ilength;
+ normalz *= ilength;
+ }
+ RLGL.State.normalx = normalx;
+ RLGL.State.normaly = normaly;
+ RLGL.State.normalz = normalz;
+}
+
+// Define one vertex (color)
+void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
+{
+ RLGL.State.colorr = x;
+ RLGL.State.colorg = y;
+ RLGL.State.colorb = z;
+ RLGL.State.colora = w;
+}
+
+// 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 style functions (common to 1.1, 3.3+, ES2)
+//--------------------------------------------------------------------------------------
+
+// Set current texture to use
+void rlSetTexture(unsigned int id)
+{
+ if (id == 0)
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ rlDisableTexture();
+#else
+ // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
+ if (RLGL.State.vertexCounter >=
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+ }
+#endif
+ }
+ else
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ rlEnableTexture(id);
+#else
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
+ {
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 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->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+ {
+ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+
+ RLGL.currentBatch->drawCounter++;
+ }
+ }
+
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ }
+#endif
+ }
+}
+
+// Select and active a texture slot
+void rlActiveTextureSlot(int slot)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glActiveTexture(GL_TEXTURE0 + slot);
+#endif
+}
+
+// Enable texture
+void rlEnableTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+#endif
+ glBindTexture(GL_TEXTURE_2D, id);
+}
+
+// Disable texture
+void rlDisableTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_TEXTURE_2D);
+#endif
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable texture cubemap
+void rlEnableTextureCubemap(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+#endif
+}
+
+// Disable texture cubemap
+void rlDisableTextureCubemap(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+#if !defined(GRAPHICS_API_OPENGL_11)
+ // Reset anisotropy filter, in case it was set
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+#endif
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+ {
+#if !defined(GRAPHICS_API_OPENGL_11)
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
+ else TRACELOG(RL_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_FILTER_ANISOTROPIC:
+ {
+#if !defined(GRAPHICS_API_OPENGL_11)
+ if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+#endif
+ } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+ case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Set cubemap parameters (wrap mode/filter mode)
+void rlCubemapParameters(unsigned int id, int param, int value)
+{
+#if !defined(GRAPHICS_API_OPENGL_11)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+ // Reset anisotropy filter, in case it was set
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+ {
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+ else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
+ }
+ else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+
+ } break;
+ case RL_TEXTURE_MAG_FILTER:
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
+ case RL_TEXTURE_FILTER_ANISOTROPIC:
+ {
+ if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+ } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+ case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Enable shader program
+void rlEnableShader(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ glUseProgram(id);
+#endif
+}
+
+// Disable shader program
+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(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+#endif
+}
+
+// return the active render texture (fbo)
+unsigned int rlGetActiveFramebuffer(void)
+{
+ GLint fboId = 0;
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
+#endif
+ return fboId;
+}
+
+// Disable rendering to texture
+void rlDisableFramebuffer(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+// Blit active framebuffer to main framebuffer
+void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
+#endif
+}
+
+// Bind framebuffer object (fbo)
+void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(target, framebuffer);
+#endif
+}
+
+// Activate multiple draw color buffers
+// NOTE: One color buffer is always active by default
+void rlActiveDrawBuffers(int count)
+{
+#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
+ // NOTE: Maximum number of draw buffers supported is implementation dependant,
+ // it can be queried with glGet*() but it must be at least 8
+ //GLint maxDrawBuffers = 0;
+ //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
+
+ if (count > 0)
+ {
+ if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
+ else
+ {
+ unsigned int buffers[8] = {
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_COLOR_ATTACHMENT1_EXT,
+ GL_COLOR_ATTACHMENT2_EXT,
+ GL_COLOR_ATTACHMENT3_EXT,
+ GL_COLOR_ATTACHMENT4_EXT,
+ GL_COLOR_ATTACHMENT5_EXT,
+ GL_COLOR_ATTACHMENT6_EXT,
+ GL_COLOR_ATTACHMENT7_EXT,
+#else
+ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3,
+ GL_COLOR_ATTACHMENT4,
+ GL_COLOR_ATTACHMENT5,
+ GL_COLOR_ATTACHMENT6,
+ GL_COLOR_ATTACHMENT7,
+#endif
+ };
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ glDrawBuffersEXT(count, buffers);
+#else
+ glDrawBuffers(count, buffers);
+#endif
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// General render state configuration
+//----------------------------------------------------------------------------------
+
+// Enable color blending
+void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
+
+// Disable color blending
+void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
+
+// 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); }
+
+// Set color mask active for screen read/draw
+void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
+
+// Set face culling mode
+void rlSetCullFace(int mode)
+{
+ switch (mode)
+ {
+ case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
+ case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
+ default: break;
+ }
+}
+
+// Enable scissor test
+void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
+
+// Disable scissor test
+void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
+
+// Scissor test
+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
+}
+
+void rlEnablePointMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
+ glEnable(GL_PROGRAM_POINT_SIZE);
+#endif
+}
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#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_11)
+ glEnable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Disable line aliasing
+void rlDisableSmoothLines(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Enable stereo rendering
+void rlEnableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ RLGL.State.stereoRender = true;
+#endif
+}
+
+// Disable stereo rendering
+void rlDisableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ RLGL.State.stereoRender = false;
+#endif
+}
+
+// Check if stereo render is enabled
+bool rlIsStereoRenderEnabled(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ return RLGL.State.stereoRender;
+#else
+ return false;
+#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...
+}
+
+// Check and log OpenGL error codes
+void rlCheckErrors(void)
+{
+#if 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: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
+ case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
+ case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
+ case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
+ case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
+ case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
+ case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
+ default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
+ }
+ }
+#endif
+}
+
+// Set blend mode
+void rlSetBlendMode(int mode)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+
+ switch (mode)
+ {
+ case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
+ case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_CUSTOM:
+ {
+ // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
+ glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
+
+ } break;
+ case RL_BLEND_CUSTOM_SEPARATE:
+ {
+ // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
+ glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
+ glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
+
+ } break;
+ default: break;
+ }
+
+ RLGL.State.currentBlendMode = mode;
+ RLGL.State.glCustomBlendModeModified = false;
+ }
+#endif
+}
+
+// Set blending mode factor and equation
+void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
+ (RLGL.State.glBlendDstFactor != glDstFactor) ||
+ (RLGL.State.glBlendEquation != glEquation))
+ {
+ RLGL.State.glBlendSrcFactor = glSrcFactor;
+ RLGL.State.glBlendDstFactor = glDstFactor;
+ RLGL.State.glBlendEquation = glEquation;
+
+ RLGL.State.glCustomBlendModeModified = true;
+ }
+#endif
+}
+
+// Set blending mode factor and equation separately for RGB and alpha
+void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
+ (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
+ (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
+ (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
+ (RLGL.State.glBlendEquationRGB != glEqRGB) ||
+ (RLGL.State.glBlendEquationAlpha != glEqAlpha))
+ {
+ RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
+ RLGL.State.glBlendDestFactorRGB = glDstRGB;
+ RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
+ RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
+ RLGL.State.glBlendEquationRGB = glEqRGB;
+ RLGL.State.glBlendEquationAlpha = glEqAlpha;
+
+ RLGL.State.glCustomBlendModeModified = true;
+ }
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL Debug
+//----------------------------------------------------------------------------------
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+ // Ignore non-significant error/warning codes (NVidia drivers)
+ // NOTE: Here there are the details with a sample output:
+ // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
+ // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
+ // will use VIDEO memory as the source for buffer object operations. (severity: low)
+ // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
+ // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
+ // a defined base level and cannot be used for texture mapping. (severity: low)
+ if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
+
+ const char *msgSource = NULL;
+ switch (source)
+ {
+ case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
+ case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
+ case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
+ case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
+ case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
+ case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
+ default: break;
+ }
+
+ const char *msgType = NULL;
+ switch (type)
+ {
+ case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
+ case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
+ case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
+ case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
+ case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
+ case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
+ case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
+ default: break;
+ }
+
+ const char *msgSeverity = "DEFAULT";
+ switch (severity)
+ {
+ case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
+ case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
+ case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
+ case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
+ default: break;
+ }
+
+ TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
+ TRACELOG(LOG_WARNING, " > Type: %s", msgType);
+ TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
+ TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
+}
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl functionality
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
+{
+ // Enable OpenGL debug context if required
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+ if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
+ {
+ glDebugMessageCallback(rlDebugMessageCallback, 0);
+ // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
+
+ // Debug context options:
+ // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
+ // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
+ glEnable(GL_DEBUG_OUTPUT);
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+ }
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Init default white texture
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
+ RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+
+ if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
+
+ // Init default Shader (customized for GL 3.3 and ES2)
+ // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
+ rlLoadShaderDefault();
+ RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
+ RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
+
+ // Init default vertex arrays buffers
+ // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
+ RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
+ RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
+ RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
+ RLGL.currentBatch = &RLGL.defaultBatch;
+
+ // Init stack matrices (emulating OpenGL 1.1)
+ for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
+
+ // Init internal matrices
+ RLGL.State.transform = rlMatrixIdentity();
+ RLGL.State.projection = rlMatrixIdentity();
+ RLGL.State.modelview = rlMatrixIdentity();
+ 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;
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
+ //----------------------------------------------------------
+#endif
+
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlUnloadRenderBatch(RLGL.defaultBatch);
+
+ rlUnloadShaderDefault(); // Unload default shader
+
+ glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
+#endif
+}
+
+// Load OpenGL extensions
+// NOTE: External loader function must be provided
+void rlLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+ if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ // Get number of supported extensions
+ GLint numExt = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ // Get supported extensions list
+ // WARNING: glGetStringi() not available on OpenGL 2.1
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+ for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ // Register supported extensions flags
+ // Optional OpenGL 2.1 extensions
+ RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
+ RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
+ RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
+ RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
+ RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
+ RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
+ RLGL.ExtSupported.maxDepthBits = 32;
+ RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
+ RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
+#else
+ // Register supported extensions flags
+ // OpenGL 3.3 extensions supported by default (core)
+ RLGL.ExtSupported.vao = true;
+ RLGL.ExtSupported.instancing = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texFloat16 = true;
+ RLGL.ExtSupported.texDepth = true;
+ RLGL.ExtSupported.maxDepthBits = 32;
+ RLGL.ExtSupported.texAnisoFilter = true;
+ RLGL.ExtSupported.texMirrorClamp = true;
+#endif
+
+ // Optional OpenGL 3.3 extensions
+ RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
+ RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
+ RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
+ #if defined(GRAPHICS_API_OPENGL_43)
+ RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
+ RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
+ #endif
+
+#endif // GRAPHICS_API_OPENGL_33
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ // Register supported extensions flags
+ // OpenGL ES 3.0 extensions supported by default (or it should be)
+ RLGL.ExtSupported.vao = true;
+ RLGL.ExtSupported.instancing = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texFloat16 = true;
+ RLGL.ExtSupported.texDepth = true;
+ RLGL.ExtSupported.texDepthWebGL = true;
+ RLGL.ExtSupported.maxDepthBits = 24;
+ RLGL.ExtSupported.texAnisoFilter = true;
+ RLGL.ExtSupported.texMirrorClamp = true;
+ // TODO: Check for additional OpenGL ES 3.0 supported extensions:
+ //RLGL.ExtSupported.texCompDXT = true;
+ //RLGL.ExtSupported.texCompETC1 = true;
+ //RLGL.ExtSupported.texCompETC2 = true;
+ //RLGL.ExtSupported.texCompPVRT = true;
+ //RLGL.ExtSupported.texCompASTC = true;
+ //RLGL.ExtSupported.maxAnisotropyLevel = true;
+ //RLGL.ExtSupported.computeShader = true;
+ //RLGL.ExtSupported.ssbo = true;
+
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+
+ #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+ // TODO: Support GLAD loader for OpenGL ES 3.0
+ if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
+ else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
+ #endif
+
+ // Get supported extensions list
+ GLint numExt = 0;
+ const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
+ const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
+
+ // NOTE: We have to duplicate string because glGetString() returns a const string
+ int size = strlen(extensions) + 1; // Get extensions string size in bytes
+ char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
+ strcpy(extensionsDup, extensions);
+ extList[numExt] = extensionsDup;
+
+ for (int i = 0; i < size; i++)
+ {
+ if (extensionsDup[i] == ' ')
+ {
+ extensionsDup[i] = '\0';
+ numExt++;
+ extList[numExt] = &extensionsDup[i + 1];
+ }
+ }
+
+ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+ for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
+#endif
+
+ // Check required extensions
+ for (int i = 0; i < numExt; i++)
+ {
+ // 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)((rlglLoadProc)loader)("glGenVertexArraysOES");
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
+ //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
+
+ if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
+ }
+
+ // Check instanced rendering support
+ if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
+
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+ }
+ else
+ {
+ if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
+ (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
+
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = 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;
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
+
+ // Check depth texture support
+ if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
+ if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
+ if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
+
+ if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
+ if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
+
+ // Check texture compression support: DXT
+ 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;
+
+ // Check texture compression support: ETC1
+ 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;
+
+ // Check texture compression support: ETC2/EAC
+ if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
+
+ // Check texture compression support: PVR
+ if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
+
+ // Check texture compression support: ASTC
+ if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
+
+ // Check anisotropic texture filter support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
+
+ // Check clamp mirror wrap mode support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
+ }
+
+ // Free extensions pointers
+ RL_FREE(extList);
+ RL_FREE(extensionsDup); // Duplicated string must be deallocated
+#endif // GRAPHICS_API_OPENGL_ES2
+
+ // Check OpenGL information and capabilities
+ //------------------------------------------------------------------------------
+ // Show current OpenGL and GLSL version
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
+ TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
+ TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
+ TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
+ TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Anisotropy levels capability is an extension
+ #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+ #endif
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ // Show some OpenGL GPU capabilities
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
+ GLint capability = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
+ #if !defined(GRAPHICS_API_OPENGL_ES2)
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
+ if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
+ #endif
+ glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
+ GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
+ glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
+ for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
+ RL_FREE(compFormats);
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
+ glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
+#endif // GRAPHICS_API_OPENGL_43
+#else // RLGL_SHOW_GL_DETAILS_INFO
+
+ // Show some basic info about GL supported features
+ if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
+ else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
+ if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
+ else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+ if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
+ if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
+ if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
+ if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
+ if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+}
+
+// Get current OpenGL version
+int rlGetVersion(void)
+{
+ int glVersion = 0;
+#if defined(GRAPHICS_API_OPENGL_11)
+ glVersion = RL_OPENGL_11;
+#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ glVersion = RL_OPENGL_21;
+#elif defined(GRAPHICS_API_OPENGL_43)
+ glVersion = RL_OPENGL_43;
+#elif defined(GRAPHICS_API_OPENGL_33)
+ glVersion = RL_OPENGL_33;
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ glVersion = RL_OPENGL_ES_30;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ glVersion = RL_OPENGL_ES_20;
+#endif
+
+ return glVersion;
+}
+
+// Set current framebuffer width
+void rlSetFramebufferWidth(int width)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.framebufferWidth = width;
+#endif
+}
+
+// Set current framebuffer height
+void rlSetFramebufferHeight(int height)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.framebufferHeight = height;
+#endif
+}
+
+// Get default framebuffer width
+int rlGetFramebufferWidth(void)
+{
+ int width = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ width = RLGL.State.framebufferWidth;
+#endif
+ return width;
+}
+
+// Get default framebuffer height
+int rlGetFramebufferHeight(void)
+{
+ int height = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ height = RLGL.State.framebufferHeight;
+#endif
+ return height;
+}
+
+// Get default internal texture (white texture)
+// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+unsigned int rlGetTextureIdDefault(void)
+{
+ unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ id = RLGL.State.defaultTextureId;
+#endif
+ return id;
+}
+
+// Get default shader id
+unsigned int rlGetShaderIdDefault(void)
+{
+ unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ id = RLGL.State.defaultShaderId;
+#endif
+ return id;
+}
+
+// Get default shader locs
+int *rlGetShaderLocsDefault(void)
+{
+ int *locs = NULL;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ locs = RLGL.State.defaultShaderLocs;
+#endif
+ return locs;
+}
+
+// Render batch management
+//------------------------------------------------------------------------------------------------
+// Load render batch
+rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
+{
+ rlRenderBatch batch = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
+ //--------------------------------------------------------------------------------------------
+ batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
+
+ for (int i = 0; i < numBuffers; i++)
+ {
+ batch.vertexBuffer[i].elementCount = bufferElements;
+
+ batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
+ batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
+ batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
+ batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
+#if defined(GRAPHICS_API_OPENGL_33)
+ batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
+#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 < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[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++;
+ }
+
+ RLGL.State.vertexCounter = 0;
+ }
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded 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.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_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.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+
+ // Vertex normal buffer (shader-location = 2)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+
+ // Vertex color buffer (shader-location = 3)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+ // Fill index buffer
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+ }
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
+
+ // Unbind the current VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
+
+ // Init draw calls tracking system
+ //--------------------------------------------------------------------------------------------
+ batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
+
+ for (int i = 0; i < RL_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 = rlMatrixIdentity();
+ //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
+ }
+
+ batch.bufferCount = numBuffers; // Record buffer count
+ batch.drawCounter = 1; // Reset draws counter
+ batch.currentDepth = -1.0f; // Reset depth value
+ //--------------------------------------------------------------------------------------------
+#endif
+
+ return batch;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+void rlUnloadRenderBatch(rlRenderBatch batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Unbind everything
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Unload all vertex buffers data
+ for (int i = 0; i < batch.bufferCount; i++)
+ {
+ // Unbind VAO attribs data
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(batch.vertexBuffer[i].vaoId);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
+ glBindVertexArray(0);
+ }
+
+ // 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]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+
+ // 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].normals);
+ RL_FREE(batch.vertexBuffer[i].colors);
+ RL_FREE(batch.vertexBuffer[i].indices);
+ }
+
+ // Unload arrays
+ RL_FREE(batch.vertexBuffer);
+ RL_FREE(batch.draws);
+#endif
+}
+
+// Draw render batch
+// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
+void rlDrawRenderBatch(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Update batch vertex buffers
+ //------------------------------------------------------------------------------------------------------------
+ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
+ // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
+ if (RLGL.State.vertexCounter > 0)
+ {
+ // Activate elements VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
+
+ // Vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, 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, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Normals buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, 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 eyeCount = 1;
+ if (RLGL.State.stereoRender) eyeCount = 2;
+
+ for (int eye = 0; eye < eyeCount; eye++)
+ {
+ if (eyeCount == 2)
+ {
+ // Setup current eye viewport (half screen width)
+ rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
+
+ // Set current eye view offset to modelview matrix
+ rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
+ // Set current eye projection matrix
+ rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
+ }
+
+ // Draw buffers
+ if (RLGL.State.vertexCounter > 0)
+ {
+ // Set current shader and upload current MVP matrix
+ glUseProgram(RLGL.State.currentShaderId);
+
+ // Create modelview-projection matrix and upload to shader
+ Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
+ }
+
+ // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
+ // transformations and rendering occur between rlPushMatrix and rlPopMatrix.
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
+ }
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
+ }
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
+ }
+
+ 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.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+
+ // Bind vertex attrib: texcoord (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+
+ // Bind vertex attrib: normal (shader-location = 2)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
+ }
+
+ // Setup some default shader values
+ glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_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 < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; 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->drawCounter; i++)
+ {
+ // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
+ glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
+
+ if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
+ else
+ {
+#if defined(GRAPHICS_API_OPENGL_33)
+ // We need to define the number of indices to be processed: elementCount*6
+ // 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)));
+#endif
+#if 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
+ }
+
+ // Restore viewport to default measures
+ if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //------------------------------------------------------------------------------------------------------------
+
+ // Reset batch buffers
+ //------------------------------------------------------------------------------------------------------------
+ // Reset vertex counter for next frame
+ RLGL.State.vertexCounter = 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 < RL_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 < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
+
+ // Reset draws counter to one draw for the batch
+ batch->drawCounter = 1;
+ //------------------------------------------------------------------------------------------------------------
+
+ // Change to next buffer in the list (in case of multi-buffering)
+ batch->currentBuffer++;
+ if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
+#endif
+}
+
+// Set the active render batch for rlgl
+void rlSetRenderBatchActive(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDrawRenderBatch(RLGL.currentBatch);
+
+ if (batch != NULL) RLGL.currentBatch = batch;
+ else RLGL.currentBatch = &RLGL.defaultBatch;
+#endif
+}
+
+// Update and draw internal render batch
+void rlDrawRenderBatchActive(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Check internal buffer overflow for a given number of vertex
+// and force a rlRenderBatch draw call if required
+bool rlCheckRenderBatchLimit(int vCount)
+{
+ bool overflow = false;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.vertexCounter + vCount) >=
+ (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
+ {
+ overflow = true;
+
+ // Store current primitive drawing mode and texture id
+ int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
+ int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
+
+ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+
+ // Restore state of last batch so we can continue adding vertices
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
+ }
+#endif
+
+ return overflow;
+}
+
+// Textures data management
+//-----------------------------------------------------------------------------------------
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
+{
+ unsigned int id = 0;
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
+
+ // Check texture format support by OpenGL 1.1 (compressed textures not supported)
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
+ return id;
+ }
+#else
+ if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
+ (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
+ {
+ TRACELOG(RL_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 == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
+ {
+ TRACELOG(RL_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
+
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ int mipWidth = width;
+ int mipHeight = height;
+ int mipOffset = 0; // Mipmap data offset, only used for tracelog
+
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned char *dataPtr = NULL;
+ if (data != NULL) dataPtr = (unsigned char *)data;
+
+ // Load the different mipmap levels
+ for (int i = 0; i < mipmapCount; i++)
+ {
+ unsigned int mipSize = rlGetPixelDataSize(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 != 0)
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
+#if !defined(GRAPHICS_API_OPENGL_11)
+ else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
+ {
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+ else if (format == RL_PIXELFORMAT_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; // Increment offset position to next mipmap
+ if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
+
+ // Security check for NPOT textures
+ if (mipWidth < 1) mipWidth = 1;
+ 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(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
+ else TRACELOG(RL_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 and WebGL requires 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) || defined(GRAPHICS_API_OPENGL_ES3))
+ // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
+ // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
+ if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
+ {
+ 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(RL_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(RL_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(const void *data, int size, int format)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int dataSize = rlGetPixelDataSize(size, size, format);
+
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ if (glInternalFormat != 0)
+ {
+ // Load cubemap faces
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ if (data == NULL)
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+ {
+ if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
+ || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
+ TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
+ else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
+ }
+ else
+ {
+ if (format < RL_PIXELFORMAT_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 == RL_PIXELFORMAT_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 == RL_PIXELFORMAT_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(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
+ else TRACELOG(RL_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 != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
+ }
+ else TRACELOG(RL_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 = 0;
+ *glFormat = 0;
+ *glType = 0;
+
+ 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 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ #if defined(GRAPHICS_API_OPENGL_ES3)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+ #else
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ #if defined(GRAPHICS_API_OPENGL_21)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
+ #else // defined(GRAPHICS_API_OPENGL_ES2)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ #endif
+ #endif
+ #endif
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+ #endif
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_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 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case RL_PIXELFORMAT_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 RL_PIXELFORMAT_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(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
+ }
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+ glDeleteTextures(1, &id);
+}
+
+// Generate mipmap data for selected texture
+// NOTE: Only supports GPU mipmap generation
+void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // Check if texture is power-of-two (POT)
+ bool texIsPOT = false;
+
+ if (((width > 0) && ((width & (width - 1)) == 0)) &&
+ ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
+
+ if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
+ {
+ //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+ glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
+
+ #define MIN(a,b) (((a)<(b))? (a):(b))
+ #define MAX(a,b) (((a)>(b))? (a):(b))
+
+ *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#else
+ TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
+#endif
+}
+
+// Read texture pixel data
+void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
+{
+ void *pixels = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+ // 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(format, &glInternalFormat, &glFormat, &glType);
+ unsigned int size = rlGetPixelDataSize(width, height, format);
+
+ if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+ {
+ pixels = RL_MALLOC(size);
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ // glGetTexImage() is not available on OpenGL ES 2.0
+ // Texture 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();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fboId);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Attach our texture to FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
+
+ // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
+ pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Clean up temporal fbo
+ rlUnloadFramebuffer(fboId);
+#endif
+
+ return pixels;
+}
+
+// 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
+}
+
+// Framebuffer management (fbo)
+//-----------------------------------------------------------------------------------------
+// Load a framebuffer to be used for rendering
+// NOTE: No textures attached
+unsigned int rlLoadFramebuffer(void)
+{
+ unsigned int fboId = 0;
+
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glGenFramebuffers(1, &fboId); // Create the framebuffer object
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
+#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, int mipLevel)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_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, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
+ else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
+
+ } break;
+ case RL_ATTACHMENT_DEPTH:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ case RL_ATTACHMENT_STENCIL:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ default: break;
+ }
+
+ 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(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ switch (status)
+ {
+ case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
+#endif
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_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;
+}
+
+// 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(RLGL_RENDER_TEXTURES_HINT)
+ // Query depth attachment to automatically delete texture/renderbuffer
+ int depthType = 0, depthId = 0;
+ glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
+
+ // TODO: Review warning retrieving object name in WebGL
+ // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
+ // https://registry.khronos.org/webgl/specs/latest/1.0/
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
+
+ unsigned int depthIdU = (unsigned int)depthId;
+ if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
+ else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
+
+ // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
+ // the texture image is automatically detached from the currently bound framebuffer.
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &id);
+
+ TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
+#endif
+}
+
+// Vertex data management
+//-----------------------------------------------------------------------------------------
+// Load a new attributes buffer
+unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glGenBuffers(1, &id);
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+ glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+ return id;
+}
+
+// Load a new attributes element buffer
+unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glGenBuffers(1, &id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+ return id;
+}
+
+// Enable vertex buffer (VBO)
+void rlEnableVertexBuffer(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer (VBO)
+void rlDisableVertexBuffer(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Enable vertex buffer element (VBO element)
+void rlEnableVertexBufferElement(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer element (VBO element)
+void rlDisableVertexBufferElement(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Update vertex buffer with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+ glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Update vertex buffer elements with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Enable vertex array object (VAO)
+bool rlEnableVertexArray(unsigned int vaoId)
+{
+ bool result = false;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(vaoId);
+ result = true;
+ }
+#endif
+ return result;
+}
+
+// Disable vertex array object (VAO)
+void rlDisableVertexArray(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+#endif
+}
+
+// Enable vertex attribute index
+void rlEnableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glEnableVertexAttribArray(index);
+#endif
+}
+
+// Disable vertex attribute index
+void rlDisableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDisableVertexAttribArray(index);
+#endif
+}
+
+// Draw vertex array
+void rlDrawVertexArray(int offset, int count)
+{
+ glDrawArrays(GL_TRIANGLES, offset, count);
+}
+
+// Draw vertex array elements
+void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
+{
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned short *bufferPtr = (unsigned short *)buffer;
+ if (offset > 0) bufferPtr += offset;
+
+ glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
+}
+
+// Draw vertex array instanced
+void rlDrawVertexArrayInstanced(int offset, int count, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
+#endif
+}
+
+// Draw vertex array elements instanced
+void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned short *bufferPtr = (unsigned short *)buffer;
+ if (offset > 0) bufferPtr += offset;
+
+ glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
+#endif
+}
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Enable vertex state pointer
+void rlEnableStatePointer(int vertexAttribType, void *buffer)
+{
+ if (buffer != NULL) glEnableClientState(vertexAttribType);
+ switch (vertexAttribType)
+ {
+ case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
+ case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
+ case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
+ case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
+ //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
+ default: break;
+ }
+}
+
+// Disable vertex state pointer
+void rlDisableStatePointer(int vertexAttribType)
+{
+ glDisableClientState(vertexAttribType);
+}
+#endif
+
+// Load vertex array object (VAO)
+unsigned int rlLoadVertexArray(void)
+{
+ unsigned int vaoId = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glGenVertexArrays(1, &vaoId);
+ }
+#endif
+ return vaoId;
+}
+
+// Set vertex attribute
+void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
+ // Additional types (depends on OpenGL version or extensions):
+ // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
+ // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
+
+ size_t offsetNative = offset;
+ glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
+#endif
+}
+
+// Set vertex attribute divisor
+void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glVertexAttribDivisor(index, divisor);
+#endif
+}
+
+// Unload vertex array object (VAO)
+void rlUnloadVertexArray(unsigned int vaoId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vaoId);
+ TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
+ }
+#endif
+}
+
+// Unload vertex buffer (VBO)
+void rlUnloadVertexBuffer(unsigned int vboId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDeleteBuffers(1, &vboId);
+ //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
+#endif
+}
+
+// Shaders management
+//-----------------------------------------------------------------------------------------------
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int vertexShaderId = 0;
+ unsigned int fragmentShaderId = 0;
+
+ // Compile vertex shader (if provided)
+ if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
+ // In case no vertex shader was provided or compilation failed, we use default vertex shader
+ if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
+
+ // Compile fragment shader (if provided)
+ if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
+ // In case no fragment shader was provided or compilation failed, we use default fragment shader
+ if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
+
+ // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
+ if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
+ else
+ {
+ // One of or both shader are new, we need to compile a new shader program
+ id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+ // We can detach and delete vertex/fragment shaders (if not default ones)
+ // NOTE: We detach shader before deletion to make sure memory is freed
+ if (vertexShaderId != RLGL.State.defaultVShaderId)
+ {
+ // WARNING: Shader program linkage could fail and returned id is 0
+ if (id > 0) glDetachShader(id, vertexShaderId);
+ glDeleteShader(vertexShaderId);
+ }
+ if (fragmentShaderId != RLGL.State.defaultFShaderId)
+ {
+ // WARNING: Shader program linkage could fail and returned id is 0
+ if (id > 0) glDetachShader(id, fragmentShaderId);
+ glDeleteShader(fragmentShaderId);
+ }
+
+ // In case shader program loading failed, we assign default shader
+ if (id == 0)
+ {
+ // In case shader loading fails, we return the default shader
+ TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
+ id = RLGL.State.defaultShaderId;
+ }
+ /*
+ else
+ {
+ // Get available shader uniforms
+ // NOTE: This information is useful for debug...
+ int uniformCount = -1;
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+ for (int i = 0; i < uniformCount; i++)
+ {
+ int namelen = -1;
+ int num = -1;
+ char name[256] = { 0 }; // Assume no variable names longer than 256
+ GLenum type = GL_ZERO;
+
+ // Get the name of the uniforms
+ glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
+
+ name[namelen] = 0;
+ TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
+ }
+ }
+ */
+ }
+#endif
+
+ return id;
+}
+
+// Compile custom shader and return shader id
+unsigned int rlCompileShader(const char *shaderCode, int type)
+{
+ unsigned int shader = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderCode, NULL);
+
+ GLint success = 0;
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ switch (type)
+ {
+ case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
+ case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
+ //case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
+ #endif
+ default: break;
+ }
+
+ int maxLength = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetShaderInfoLog(shader, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
+ RL_FREE(log);
+ }
+ }
+ else
+ {
+ switch (type)
+ {
+ case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
+ case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
+ //case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
+ #endif
+ default: break;
+ }
+ }
+#endif
+
+ return shader;
+}
+
+// Load custom shader strings and return program id
+unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLint success = 0;
+ program = glCreateProgram();
+
+ glAttachShader(program, vShaderId);
+ glAttachShader(program, fShaderId);
+
+ // NOTE: Default attribute shader locations must be Bound before linking
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+
+ // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
+
+ int maxLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetProgramInfoLog(program, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+ RL_FREE(log);
+ }
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else
+ {
+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
+ //GLint binarySize = 0;
+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
+ }
+#endif
+ return program;
+}
+
+// Unload shader program
+void rlUnloadShaderProgram(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDeleteProgram(id);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
+#endif
+}
+
+// Get shader location uniform
+int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetUniformLocation(shaderId, uniformName);
+
+ //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
+ //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
+#endif
+ return location;
+}
+
+// Get shader location attribute
+int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetAttribLocation(shaderId, attribName);
+
+ //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
+ //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
+#endif
+ return location;
+}
+
+// Set shader value uniform
+void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (uniformType)
+ {
+ case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
+ default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
+ }
+#endif
+}
+
+// Set shader value attribute
+void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (attribType)
+ {
+ case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
+ default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
+ }
+#endif
+}
+
+// Set shader value uniform matrix
+void rlSetUniformMatrix(int locIndex, Matrix mat)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ float matfloat[16] = {
+ mat.m0, mat.m1, mat.m2, mat.m3,
+ mat.m4, mat.m5, mat.m6, mat.m7,
+ mat.m8, mat.m9, mat.m10, mat.m11,
+ mat.m12, mat.m13, mat.m14, mat.m15
+ };
+ glUniformMatrix4fv(locIndex, 1, false, matfloat);
+#endif
+}
+
+// Set shader value uniform sampler
+void rlSetUniformSampler(int locIndex, unsigned int textureId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Check if texture is already active
+ for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == textureId)
+ {
+ glUniform1i(locIndex, 1 + i);
+ 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 < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == 0)
+ {
+ glUniform1i(locIndex, 1 + i); // Activate new texture unit
+ RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
+ break;
+ }
+ }
+#endif
+}
+
+// Set shader currently active (id and locations)
+void rlSetShader(unsigned int id, int *locs)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.State.currentShaderId != id)
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+ RLGL.State.currentShaderId = id;
+ RLGL.State.currentShaderLocs = locs;
+ }
+#endif
+}
+
+// Load compute shader program
+unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ GLint success = 0;
+ program = glCreateProgram();
+ glAttachShader(program, shaderId);
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
+
+ int maxLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetProgramInfoLog(program, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+ RL_FREE(log);
+ }
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else
+ {
+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
+ //GLint binarySize = 0;
+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
+ }
+#endif
+
+ return program;
+}
+
+// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
+void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDispatchCompute(groupX, groupY, groupZ);
+#endif
+}
+
+// Load shader storage buffer object (SSBO)
+unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
+{
+ unsigned int ssbo = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glGenBuffers(1, &ssbo);
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
+ glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
+ if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
+#endif
+
+ return ssbo;
+}
+
+// Unload shader storage buffer object (SSBO)
+void rlUnloadShaderBuffer(unsigned int ssboId)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDeleteBuffers(1, &ssboId);
+#endif
+}
+
+// Update SSBO buffer data
+void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Get SSBO buffer size
+unsigned int rlGetShaderBufferSize(unsigned int id)
+{
+ long long size = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
+#endif
+
+ return (size > 0)? (unsigned int)size : 0;
+}
+
+// Read SSBO buffer data (GPU->CPU)
+void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
+#endif
+}
+
+// Bind SSBO buffer
+void rlBindShaderBuffer(unsigned int id, unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
+#endif
+}
+
+// Copy SSBO buffer data
+void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_COPY_READ_BUFFER, srcId);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
+ glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
+#endif
+}
+
+// Bind image texture
+void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
+
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+ glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
+#endif
+}
+
+// Matrix state management
+//-----------------------------------------------------------------------------------------
+// Get internal modelview matrix
+Matrix rlGetMatrixModelview(void)
+{
+ Matrix matrix = rlMatrixIdentity();
+#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;
+}
+
+// Get internal projection matrix
+Matrix rlGetMatrixProjection(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
+}
+
+// Get internal accumulated transform matrix
+Matrix rlGetMatrixTransform(void)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // TODO: Consider possible transform matrices in the RLGL.State.stack
+ // Is this the right order? or should we start with the first stored matrix instead of the last one?
+ //Matrix matStackTransform = rlMatrixIdentity();
+ //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
+ mat = RLGL.State.transform;
+#endif
+ return mat;
+}
+
+// Get internal projection matrix for stereo render (selected eye)
+Matrix rlGetMatrixProjectionStereo(int eye)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mat = RLGL.State.projectionStereo[eye];
+#endif
+ return mat;
+}
+
+// Get internal view offset matrix for stereo render (selected eye)
+Matrix rlGetMatrixViewOffsetStereo(int eye)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mat = RLGL.State.viewOffsetStereo[eye];
+#endif
+ return mat;
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void rlSetMatrixModelview(Matrix view)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.modelview = view;
+#endif
+}
+
+// Set a custom projection matrix (replaces internal projection matrix)
+void rlSetMatrixProjection(Matrix projection)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.projection = projection;
+#endif
+}
+
+// Set eyes projection matrices for stereo rendering
+void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.projectionStereo[0] = right;
+ RLGL.State.projectionStereo[1] = left;
+#endif
+}
+
+// Set eyes view offsets matrices for stereo rendering
+void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.viewOffsetStereo[0] = right;
+ RLGL.State.viewOffsetStereo[1] = left;
+#endif
+}
+
+// Load and draw a quad in NDC
+void rlLoadDrawQuad(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ 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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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);
+#endif
+}
+
+// Load and draw a cube in NDC
+void rlLoadDrawCube(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ 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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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);
+#endif
+}
+
+// Get name string for pixel format
+const char *rlGetPixelFormatName(unsigned int format)
+{
+ switch (format)
+ {
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
+ default: return "UNKNOWN"; break;
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Load default shader (just vertex positioning and texture coloring)
+// NOTE: This shader program is used for internal buffers
+// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlLoadShaderDefault(void)
+{
+ RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
+
+ // Vertex shader directly defined, no external file required
+ const char *defaultVShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ "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
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying 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 *defaultFShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#endif
+
+ // NOTE: Compiled vertex/fragment shaders are not deleted,
+ // they are kept for re-use as default shaders in case some shader loading fails
+ RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
+ RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
+
+ RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
+
+ if (RLGL.State.defaultShaderId > 0)
+ {
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
+
+ // Set default shader locations: attributes locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Set default shader locations: uniform locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
+ }
+ else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
+}
+
+// Unload default shader
+// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlUnloadShaderDefault(void)
+{
+ glUseProgram(0);
+
+ glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
+ glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
+ glDeleteShader(RLGL.State.defaultVShaderId);
+ glDeleteShader(RLGL.State.defaultFShaderId);
+
+ glDeleteProgram(RLGL.State.defaultShaderId);
+
+ RL_FREE(RLGL.State.defaultShaderLocs);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
+}
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+// Get compressed format official GL identifier name
+static const char *rlGetCompressedFormatName(int format)
+{
+ switch (format)
+ {
+ // GL_EXT_texture_compression_s3tc
+ case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
+ case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
+ case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
+ case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
+ // GL_3DFX_texture_compression_FXT1
+ case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
+ case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
+ // GL_IMG_texture_compression_pvrtc
+ case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
+ case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
+ case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
+ case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
+ // GL_OES_compressed_ETC1_RGB8_texture
+ case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
+ // GL_ARB_texture_compression_rgtc
+ case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
+ case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
+ case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
+ case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
+ // GL_ARB_texture_compression_bptc
+ case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
+ case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
+ case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
+ case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
+ // GL_ARB_ES3_compatibility
+ case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
+ case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
+ case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+ case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+ case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
+ case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
+ case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
+ case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
+ case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
+ case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
+ // GL_KHR_texture_compression_astc_hdr
+ case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
+ case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
+ case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
+ case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
+ case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
+ case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
+ case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
+ case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
+ case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
+ case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
+ case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
+ case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
+ case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
+ case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
+ case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
+ case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
+ case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
+ case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
+ case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
+ case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
+ case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
+ case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
+ case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
+ case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
+ case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
+ case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
+ case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
+ case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
+ default: return "GL_COMPRESSED_UNKNOWN"; break;
+ }
+}
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Get pixel data size in bytes (image or texture)
+// NOTE: Size depends on pixel format
+static int rlGetPixelDataSize(int width, int height, int format)
+{
+ int dataSize = 0; // Size in bytes
+ int bpp = 0; // Bits per pixel
+
+ switch (format)
+ {
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
+ 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 >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
+ else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
+ }
+
+ return dataSize;
+}
+
+// Auxiliar math functions
+
+// Get float array of matrix data
+static rl_float16 rlMatrixToFloatV(Matrix mat)
+{
+ rl_float16 result = { 0 };
+
+ result.v[0] = mat.m0;
+ result.v[1] = mat.m1;
+ result.v[2] = mat.m2;
+ result.v[3] = mat.m3;
+ result.v[4] = mat.m4;
+ result.v[5] = mat.m5;
+ result.v[6] = mat.m6;
+ result.v[7] = mat.m7;
+ result.v[8] = mat.m8;
+ result.v[9] = mat.m9;
+ result.v[10] = mat.m10;
+ result.v[11] = mat.m11;
+ result.v[12] = mat.m12;
+ result.v[13] = mat.m13;
+ result.v[14] = mat.m14;
+ result.v[15] = mat.m15;
+
+ return result;
+}
+
+// Get identity matrix
+static Matrix rlMatrixIdentity(void)
+{
+ Matrix result = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ return result;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+static Matrix rlMatrixMultiply(Matrix left, Matrix right)
+{
+ 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;
+}
+
+// Transposes provided matrix
+static Matrix rlMatrixTranspose(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
+static Matrix rlMatrixInvert(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;
+}
+
+#endif // RLGL_IMPLEMENTATION
diff --git a/thirdparty/raylib_browser/lib/libraylib.a b/thirdparty/raylib_browser/lib/libraylib.a
new file mode 100644
index 0000000..bbbb6b2
--- /dev/null
+++ b/thirdparty/raylib_browser/lib/libraylib.a
Binary files differ
diff --git a/thirdparty/raylib_desktop/include/raylib.h b/thirdparty/raylib_desktop/include/raylib.h
new file mode 100644
index 0000000..60ec3c2
--- /dev/null
+++ b/thirdparty/raylib_desktop/include/raylib.h
@@ -0,0 +1,1689 @@
+/**********************************************************************************************
+*
+* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - NO external dependencies, all required libraries included with raylib
+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+* - Flexible Materials system, supporting classic maps and PBR maps
+* - Animated 3D models supported (skeletal bones animation) (IQM)
+* - Shaders support, including Model shaders and Postprocessing shaders
+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+* - VR stereo rendering with configurable HMD device parameters
+* - Bindings to multiple programming languages available!
+*
+* NOTES:
+* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
+* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+* DEPENDENCIES (included):
+* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
+* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
+*
+* OPTIONAL DEPENDENCIES (included):
+* [rcore] msf_gif (Miles Fogle) for GIF recording
+* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
+* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
+* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
+* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
+* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
+* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
+* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+* [raudio] dr_wav (David Reid) for WAV audio file loading
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+* LICENSE: zlib/libpng
+*
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software:
+*
+* Copyright (c) 2013-2024 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 RAYLIB_H
+#define RAYLIB_H
+
+#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION_MAJOR 5
+#define RAYLIB_VERSION_MINOR 5
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION "5.5"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32)
+ #if defined(__TINYC__)
+ #define __declspec(x) __attribute__((x))
+ #endif
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#else
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
+ #endif
+#endif
+
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Allow custom memory allocators
+// NOTE: Require recompiling raylib sources
+#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(ptr,sz) realloc(ptr,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(ptr) free(ptr)
+#endif
+
+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized with { }
+// This is called aggregate initialization (C++11 feature)
+#if defined(__cplusplus)
+ #define CLITERAL(type) type
+#else
+ #define CLITERAL(type) (type)
+#endif
+
+// Some compilers (mostly macos clang) default to C++98,
+// where aggregate initialization can't be used
+// So, give a more clear error stating how to fix this
+#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
+ #error "C++11 or later is required. Add -std=c++11"
+#endif
+
+// NOTE: We set some defines with some data types declared by raylib
+// Other modules (raymath, rlgl) also require some of those types, so,
+// to be able to use those other modules as standalone (not depending on raylib)
+// this defines are very useful for internal check and avoid type (re)definitions
+#define RL_COLOR_TYPE
+#define RL_RECTANGLE_TYPE
+#define RL_VECTOR2_TYPE
+#define RL_VECTOR3_TYPE
+#define RL_VECTOR4_TYPE
+#define RL_QUATERNION_TYPE
+#define RL_MATRIX_TYPE
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum bool { false = 0, true = !false } bool;
+ #define RL_BOOL_TYPE
+#endif
+
+// Vector2, 2 components
+typedef struct Vector2 {
+ float x; // Vector x component
+ float y; // Vector y component
+} Vector2;
+
+// Vector3, 3 components
+typedef struct Vector3 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+} Vector3;
+
+// Vector4, 4 components
+typedef struct Vector4 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+ float w; // Vector w component
+} Vector4;
+
+// Quaternion, 4 components (Vector4 alias)
+typedef Vector4 Quaternion;
+
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+
+// Color, 4 components, R8G8B8A8 (32bit)
+typedef struct Color {
+ unsigned char r; // Color red value
+ unsigned char g; // Color green value
+ unsigned char b; // Color blue value
+ unsigned char a; // Color alpha value
+} Color;
+
+// Rectangle, 4 components
+typedef struct Rectangle {
+ float x; // Rectangle top-left corner position x
+ float y; // Rectangle top-left corner position y
+ float width; // Rectangle width
+ float height; // Rectangle height
+} Rectangle;
+
+// Image, pixel data stored in CPU memory (RAM)
+typedef struct Image {
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Image;
+
+// Texture, tex data stored in GPU memory (VRAM)
+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 type)
+} Texture;
+
+// Texture2D, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture, fbo for texture rendering
+typedef struct RenderTexture {
+ unsigned int id; // OpenGL framebuffer object id
+ Texture texture; // Color buffer attachment texture
+ Texture depth; // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// NPatchInfo, n-patch layout info
+typedef struct NPatchInfo {
+ Rectangle source; // Texture source rectangle
+ int left; // Left border offset
+ int top; // Top border offset
+ int right; // Right border offset
+ int bottom; // Bottom border offset
+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// GlyphInfo, font characters glyphs info
+typedef struct GlyphInfo {
+ int value; // Character value (Unicode)
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+ Image image; // Character image data
+} GlyphInfo;
+
+// Font, font texture and GlyphInfo array data
+typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int glyphCount; // Number of glyph characters
+ int glyphPadding; // Padding around the glyph characters
+ Texture2D texture; // Texture atlas containing the glyphs
+ Rectangle *recs; // Rectangles in texture for the glyphs
+ GlyphInfo *glyphs; // Glyphs info data
+} Font;
+
+// Camera, defines position/orientation in 3d space
+typedef struct Camera3D {
+ 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 aperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
+
+// Camera2D, defines position/orientation in 2d space
+typedef struct Camera2D {
+ Vector2 offset; // Camera offset (displacement from target)
+ Vector2 target; // Camera target (rotation and zoom origin)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Mesh, vertex data and vao/vbo
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Vertex attributes data
+ 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 texture second coordinates (UV - 2 components per vertex) (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)
+ unsigned char *boneIds; // Vertex bone ids, max 255 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 (default vertex data)
+} Mesh;
+
+// Shader
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
+} Shader;
+
+// MaterialMap
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material, includes shader and maps
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
+ float params[4]; // Material generic parameters (if required)
+} Material;
+
+// Transform, vertex transformation data
+typedef struct Transform {
+ Vector3 translation; // Translation
+ Quaternion rotation; // Rotation
+ Vector3 scale; // Scale
+} Transform;
+
+// Bone, skeletal animation bone
+typedef struct BoneInfo {
+ char name[32]; // Bone name
+ int parent; // Bone parent
+} BoneInfo;
+
+// Model, meshes, materials and animation data
+typedef struct Model {
+ Matrix transform; // Local transform matrix
+
+ int meshCount; // Number of meshes
+ int materialCount; // Number of materials
+ Mesh *meshes; // Meshes array
+ Material *materials; // Materials array
+ int *meshMaterial; // Mesh material number
+
+ // Animation data
+ int boneCount; // Number of bones
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform *bindPose; // Bones base transformation (pose)
+} Model;
+
+// ModelAnimation
+typedef struct ModelAnimation {
+ int boneCount; // Number of bones
+ int frameCount; // Number of animation frames
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform **framePoses; // Poses array by frame
+ char name[32]; // Animation name
+} ModelAnimation;
+
+// Ray, ray for raycasting
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction (normalized)
+} Ray;
+
+// RayCollision, ray hit information
+typedef struct RayCollision {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to the nearest hit
+ Vector3 point; // Point of the nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayCollision;
+
+// BoundingBox
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave, audio wave data
+typedef struct Wave {
+ unsigned int frameCount; // Total number of frames (considering channels)
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+ void *data; // Buffer data pointer
+} Wave;
+
+// Opaque structs declaration
+// NOTE: Actual structs are defined internally in raudio module
+typedef struct rAudioBuffer rAudioBuffer;
+typedef struct rAudioProcessor rAudioProcessor;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+ rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
+
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+} AudioStream;
+
+// Sound
+typedef struct Sound {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+} Sound;
+
+// Music, audio stream, anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+ bool looping; // Music looping enable
+
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+} Music;
+
+// VrDeviceInfo, Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // Horizontal resolution in pixels
+ int vResolution; // Vertical resolution in pixels
+ float hScreenSize; // Horizontal size in meters
+ float vScreenSize; // Vertical size in meters
+ float eyeToScreenDistance; // Distance between eye and display in meters
+ float lensSeparationDistance; // Lens separation distance in meters
+ float interpupillaryDistance; // IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // Lens distortion constant parameters
+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VrStereoConfig, VR stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ Matrix projection[2]; // VR projection matrices (per eye)
+ Matrix viewOffset[2]; // VR view offset matrices (per eye)
+ float leftLensCenter[2]; // VR left lens center
+ float rightLensCenter[2]; // VR right lens center
+ float leftScreenCenter[2]; // VR left screen center
+ float rightScreenCenter[2]; // VR right screen center
+ float scale[2]; // VR distortion scale
+ float scaleIn[2]; // VR distortion scale in
+} VrStereoConfig;
+
+// File path list
+typedef struct FilePathList {
+ unsigned int capacity; // Filepaths max entries
+ unsigned int count; // Filepaths entries count
+ char **paths; // Filepaths entries
+} FilePathList;
+
+// Automation event
+typedef struct AutomationEvent {
+ unsigned int frame; // Event frame
+ unsigned int type; // Event type (AutomationEventType)
+ int params[4]; // Event parameters (if required)
+} AutomationEvent;
+
+// Automation event list
+typedef struct AutomationEventList {
+ unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
+ unsigned int count; // Events entries count
+ AutomationEvent *events; // Events entries
+} AutomationEventList;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
+ FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
+ FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE, // Trace logging, intended for internal use only
+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ LOG_INFO, // Info logging, used for program execution info
+ LOG_WARNING, // Warning logging, used on recoverable failures
+ LOG_ERROR, // Error logging, used on unrecoverable failures
+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ LOG_NONE // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+ KEY_NULL = 0, // Key: NULL, used for no key pressed
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39, // Key: '
+ KEY_COMMA = 44, // Key: ,
+ KEY_MINUS = 45, // Key: -
+ KEY_PERIOD = 46, // Key: .
+ KEY_SLASH = 47, // Key: /
+ KEY_ZERO = 48, // Key: 0
+ KEY_ONE = 49, // Key: 1
+ KEY_TWO = 50, // Key: 2
+ KEY_THREE = 51, // Key: 3
+ KEY_FOUR = 52, // Key: 4
+ KEY_FIVE = 53, // Key: 5
+ KEY_SIX = 54, // Key: 6
+ KEY_SEVEN = 55, // Key: 7
+ KEY_EIGHT = 56, // Key: 8
+ KEY_NINE = 57, // Key: 9
+ KEY_SEMICOLON = 59, // Key: ;
+ KEY_EQUAL = 61, // Key: =
+ KEY_A = 65, // Key: A | a
+ KEY_B = 66, // Key: B | b
+ KEY_C = 67, // Key: C | c
+ KEY_D = 68, // Key: D | d
+ KEY_E = 69, // Key: E | e
+ KEY_F = 70, // Key: F | f
+ KEY_G = 71, // Key: G | g
+ KEY_H = 72, // Key: H | h
+ KEY_I = 73, // Key: I | i
+ KEY_J = 74, // Key: J | j
+ KEY_K = 75, // Key: K | k
+ KEY_L = 76, // Key: L | l
+ KEY_M = 77, // Key: M | m
+ KEY_N = 78, // Key: N | n
+ KEY_O = 79, // Key: O | o
+ KEY_P = 80, // Key: P | p
+ KEY_Q = 81, // Key: Q | q
+ KEY_R = 82, // Key: R | r
+ KEY_S = 83, // Key: S | s
+ KEY_T = 84, // Key: T | t
+ KEY_U = 85, // Key: U | u
+ KEY_V = 86, // Key: V | v
+ KEY_W = 87, // Key: W | w
+ KEY_X = 88, // Key: X | x
+ KEY_Y = 89, // Key: Y | y
+ KEY_Z = 90, // Key: Z | z
+ KEY_LEFT_BRACKET = 91, // Key: [
+ KEY_BACKSLASH = 92, // Key: '\'
+ KEY_RIGHT_BRACKET = 93, // Key: ]
+ KEY_GRAVE = 96, // Key: `
+ // Function keys
+ KEY_SPACE = 32, // Key: Space
+ KEY_ESCAPE = 256, // Key: Esc
+ KEY_ENTER = 257, // Key: Enter
+ KEY_TAB = 258, // Key: Tab
+ KEY_BACKSPACE = 259, // Key: Backspace
+ KEY_INSERT = 260, // Key: Ins
+ KEY_DELETE = 261, // Key: Del
+ KEY_RIGHT = 262, // Key: Cursor right
+ KEY_LEFT = 263, // Key: Cursor left
+ KEY_DOWN = 264, // Key: Cursor down
+ KEY_UP = 265, // Key: Cursor up
+ KEY_PAGE_UP = 266, // Key: Page up
+ KEY_PAGE_DOWN = 267, // Key: Page down
+ KEY_HOME = 268, // Key: Home
+ KEY_END = 269, // Key: End
+ KEY_CAPS_LOCK = 280, // Key: Caps lock
+ KEY_SCROLL_LOCK = 281, // Key: Scroll down
+ KEY_NUM_LOCK = 282, // Key: Num lock
+ KEY_PRINT_SCREEN = 283, // Key: Print screen
+ KEY_PAUSE = 284, // Key: Pause
+ KEY_F1 = 290, // Key: F1
+ KEY_F2 = 291, // Key: F2
+ KEY_F3 = 292, // Key: F3
+ KEY_F4 = 293, // Key: F4
+ KEY_F5 = 294, // Key: F5
+ KEY_F6 = 295, // Key: F6
+ KEY_F7 = 296, // Key: F7
+ KEY_F8 = 297, // Key: F8
+ KEY_F9 = 298, // Key: F9
+ KEY_F10 = 299, // Key: F10
+ KEY_F11 = 300, // Key: F11
+ KEY_F12 = 301, // Key: F12
+ KEY_LEFT_SHIFT = 340, // Key: Shift left
+ KEY_LEFT_CONTROL = 341, // Key: Control left
+ KEY_LEFT_ALT = 342, // Key: Alt left
+ KEY_LEFT_SUPER = 343, // Key: Super left
+ KEY_RIGHT_SHIFT = 344, // Key: Shift right
+ KEY_RIGHT_CONTROL = 345, // Key: Control right
+ KEY_RIGHT_ALT = 346, // Key: Alt right
+ KEY_RIGHT_SUPER = 347, // Key: Super right
+ KEY_KB_MENU = 348, // Key: KB menu
+ // Keypad keys
+ KEY_KP_0 = 320, // Key: Keypad 0
+ KEY_KP_1 = 321, // Key: Keypad 1
+ KEY_KP_2 = 322, // Key: Keypad 2
+ KEY_KP_3 = 323, // Key: Keypad 3
+ KEY_KP_4 = 324, // Key: Keypad 4
+ KEY_KP_5 = 325, // Key: Keypad 5
+ KEY_KP_6 = 326, // Key: Keypad 6
+ KEY_KP_7 = 327, // Key: Keypad 7
+ KEY_KP_8 = 328, // Key: Keypad 8
+ KEY_KP_9 = 329, // Key: Keypad 9
+ KEY_KP_DECIMAL = 330, // Key: Keypad .
+ KEY_KP_DIVIDE = 331, // Key: Keypad /
+ KEY_KP_MULTIPLY = 332, // Key: Keypad *
+ KEY_KP_SUBTRACT = 333, // Key: Keypad -
+ KEY_KP_ADD = 334, // Key: Keypad +
+ KEY_KP_ENTER = 335, // Key: Keypad Enter
+ KEY_KP_EQUAL = 336, // Key: Keypad =
+ // Android key buttons
+ KEY_BACK = 4, // Key: Android back button
+ KEY_MENU = 5, // Key: Android menu button
+ KEY_VOLUME_UP = 24, // Key: Android volume up button
+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button
+} KeyboardKey;
+
+// Add backwards compatibility support for deprecated names
+#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
+#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
+
+// Mouse buttons
+typedef enum {
+ MOUSE_BUTTON_LEFT = 0, // Mouse button left
+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right
+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
+ MOUSE_CURSOR_ARROW = 1, // Arrow shape
+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Circle, Xbox: B)
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X)
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
+ MATERIAL_MAP_NORMAL, // Normal material
+ MATERIAL_MAP_ROUGHNESS, // Roughness material
+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
+ MATERIAL_MAP_EMISSION, // Emission material
+ MATERIAL_MAP_HEIGHT, // Heightmap material
+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_BRDF // Brdf material
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ SHADER_UNIFORM_INT, // Shader uniform type: int
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} ShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} ShaderAttributeDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ PIXELFORMAT_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 {
+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ TEXTURE_FILTER_BILINEAR, // Linear filtering
+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
+ FONT_SDF // SDF font generation, requires external shader
+} FontType;
+
+// 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_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
+} BlendMode;
+
+// Gesture
+// NOTE: Provided as bit-wise flags to enable only desired gestures
+typedef enum {
+ GESTURE_NONE = 0, // No gesture
+ GESTURE_TAP = 1, // Tap gesture
+ GESTURE_DOUBLETAP = 2, // Double tap gesture
+ GESTURE_HOLD = 4, // Hold gesture
+ GESTURE_DRAG = 8, // Drag gesture
+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
+ GESTURE_PINCH_IN = 256, // Pinch in gesture
+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
+} Gesture;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing)
+ CAMERA_FREE, // Camera free mode
+ CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
+ CAMERA_FIRST_PERSON, // Camera first person
+ CAMERA_THIRD_PERSON // Camera third person
+} CameraMode;
+
+// Camera projection
+typedef enum {
+ CAMERA_PERSPECTIVE = 0, // Perspective projection
+ CAMERA_ORTHOGRAPHIC // Orthographic projection
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: These callbacks are intended for advanced users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
+RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void); // Get current connected monitor
+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+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, subtract, custom)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void); // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
+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 locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
+RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
+RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void); // Get current FPS
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advanced users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void); // Register all input events
+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
+
+// Random values generation functions
+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
+RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
+
+// Misc. functions
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
+RLAPI void MemFree(void *ptr); // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advanced users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
+
+// File system functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
+RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
+
+// Automation events functionality
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Get mouse position X
+RLAPI int GetMouseY(void); // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void); // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
+RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
+RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Splines drawing functions
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
+
+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: These functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageReady(Image image); // Check if an image is ready
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
+RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
+RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
+RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontReady(Font font); // Check if a font is ready
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
+
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI bool IsModelReady(Model model); // Check if a model is ready
+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+RLAPI float GetMasterVolume(void); // Get master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
+RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/thirdparty/raylib_desktop/include/raymath.h b/thirdparty/raylib_desktop/include/raymath.h
new file mode 100644
index 0000000..62d52f8
--- /dev/null
+++ b/thirdparty/raylib_desktop/include/raymath.h
@@ -0,0 +1,2583 @@
+/**********************************************************************************************
+*
+* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
+*
+* CONVENTIONS:
+* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
+* math operations performed by the library consider the structure as it was column-major
+* It is like transposed versions of the matrices are used for all the maths
+* It benefits some functions making them cache-friendly and also avoids matrix
+* transpositions sometimes required by OpenGL
+* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
+* - Functions are always self-contained, no function use another raymath function inside,
+* required code is directly re-implemented inside
+* - Functions input parameters are always received by value (2 unavoidable exceptions)
+* - Functions use always a "result" variable for return
+* - Functions are always defined inline
+* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
+* - No compound literals used to make sure libray is compatible with C++
+*
+* 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_STATIC_INLINE
+* Define static inline functions code, so #include header suffices for use.
+* This may use up lots of memory.
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2015-2024 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
+
+#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
+ #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
+#endif
+
+// Function specifiers definition
+#if defined(RAYMATH_IMPLEMENTATION)
+ #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll)
+ #elif defined(BUILD_LIBTYPE_SHARED)
+ #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
+ #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+ #else
+ #define RMAPI extern inline // Provide external definition
+ #endif
+#elif defined(RAYMATH_STATIC_INLINE)
+ #define RMAPI static inline // Functions may be inlined, no external out-of-line definition
+#else
+ #if defined(__TINYC__)
+ #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
+ #else
+ #define RMAPI inline // Functions may be inlined or external definition used
+ #endif
+#endif
+
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+
+#ifndef EPSILON
+ #define EPSILON 0.000001f
+#endif
+
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Get float vector for Matrix
+#ifndef MatrixToFloat
+ #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
+#endif
+
+// Get float vector for Vector3
+#ifndef Vector3ToFloat
+ #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if !defined(RL_VECTOR2_TYPE)
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+#define RL_VECTOR2_TYPE
+#endif
+
+#if !defined(RL_VECTOR3_TYPE)
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+#define RL_VECTOR3_TYPE
+#endif
+
+#if !defined(RL_VECTOR4_TYPE)
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+#define RL_VECTOR4_TYPE
+#endif
+
+#if !defined(RL_QUATERNION_TYPE)
+// Quaternion type
+typedef Vector4 Quaternion;
+#define RL_QUATERNION_TYPE
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// 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(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Utils math
+//----------------------------------------------------------------------------------
+
+// Clamp float value
+RMAPI float Clamp(float value, float min, float max)
+{
+ float result = (value < min)? min : value;
+
+ if (result > max) result = max;
+
+ return result;
+}
+
+// Calculate linear interpolation between two floats
+RMAPI float Lerp(float start, float end, float amount)
+{
+ float result = start + amount*(end - start);
+
+ return result;
+}
+
+// Normalize input value within input range
+RMAPI float Normalize(float value, float start, float end)
+{
+ float result = (value - start)/(end - start);
+
+ return result;
+}
+
+// Remap input value within input range to output range
+RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
+{
+ float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
+
+ return result;
+}
+
+// Wrap input value from min to max
+RMAPI float Wrap(float value, float min, float max)
+{
+ float result = value - (max - min)*floorf((value - min)/(max - min));
+
+ return result;
+}
+
+// Check whether two given floats are almost equal
+RMAPI int FloatEquals(float x, float y)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector2 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector2 Vector2Zero(void)
+{
+ Vector2 result = { 0.0f, 0.0f };
+
+ return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector2 Vector2One(void)
+{
+ Vector2 result = { 1.0f, 1.0f };
+
+ return result;
+}
+
+// Add two vectors (v1 + v2)
+RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x + v2.x, v1.y + v2.y };
+
+ return result;
+}
+
+// Add vector and float value
+RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
+{
+ Vector2 result = { v.x + add, v.y + add };
+
+ return result;
+}
+
+// Subtract two vectors (v1 - v2)
+RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x - v2.x, v1.y - v2.y };
+
+ return result;
+}
+
+// Subtract vector by float value
+RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
+{
+ Vector2 result = { v.x - sub, v.y - sub };
+
+ return result;
+}
+
+// Calculate vector length
+RMAPI float Vector2Length(Vector2 v)
+{
+ float result = sqrtf((v.x*v.x) + (v.y*v.y));
+
+ return result;
+}
+
+// Calculate vector square length
+RMAPI float Vector2LengthSqr(Vector2 v)
+{
+ float result = (v.x*v.x) + (v.y*v.y);
+
+ return result;
+}
+
+// Calculate two vectors dot product
+RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y);
+
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI 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 square distance between two vectors
+RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
+{
+ float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+
+ return result;
+}
+
+// Calculate angle between two vectors
+// NOTE: Angle is calculated from origin point (0, 0)
+RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
+{
+ float result = 0.0f;
+
+ float dot = v1.x*v2.x + v1.y*v2.y;
+ float det = v1.x*v2.y - v1.y*v2.x;
+
+ result = atan2f(det, dot);
+
+ return result;
+}
+
+// Calculate angle defined by a two vectors line
+// NOTE: Parameters need to be normalized
+// Current implementation should be aligned with glm::angle
+RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
+{
+ float result = 0.0f;
+
+ // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
+ result = -atan2f(end.y - start.y, end.x - start.x);
+
+ return result;
+}
+
+// Scale vector (multiply by value)
+RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
+{
+ Vector2 result = { v.x*scale, v.y*scale };
+
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x*v2.x, v1.y*v2.y };
+
+ return result;
+}
+
+// Negate vector
+RMAPI Vector2 Vector2Negate(Vector2 v)
+{
+ Vector2 result = { -v.x, -v.y };
+
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x/v2.x, v1.y/v2.y };
+
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector2 Vector2Normalize(Vector2 v)
+{
+ Vector2 result = { 0 };
+ float length = sqrtf((v.x*v.x) + (v.y*v.y));
+
+ if (length > 0)
+ {
+ float ilength = 1.0f/length;
+ result.x = v.x*ilength;
+ result.y = v.y*ilength;
+ }
+
+ return result;
+}
+
+// Transforms a Vector2 by a given Matrix
+RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
+{
+ Vector2 result = { 0 };
+
+ float x = v.x;
+ float y = v.y;
+ float z = 0;
+
+ 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;
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI 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
+RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
+{
+ Vector2 result = { 0 };
+
+ float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
+
+ result.x = v.x - (2.0f*normal.x)*dotProduct;
+ result.y = v.y - (2.0f*normal.y)*dotProduct;
+
+ return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+
+ return result;
+}
+
+// Rotate vector by angle
+RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
+{
+ Vector2 result = { 0 };
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.x = v.x*cosres - v.y*sinres;
+ result.y = v.x*sinres + v.y*cosres;
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI 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))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+
+ return result;
+}
+
+// Invert the given vector
+RMAPI Vector2 Vector2Invert(Vector2 v)
+{
+ Vector2 result = { 1.0f/v.x, 1.0f/v.y };
+
+ return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
+{
+ Vector2 result = { 0 };
+
+ result.x = fminf(max.x, fmaxf(min.x, v.x));
+ result.y = fminf(max.y, fmaxf(min.y, v.y));
+
+ return result;
+}
+
+// Clamp the magnitude of the vector between two min and max values
+RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
+{
+ Vector2 result = v;
+
+ float length = (v.x*v.x) + (v.y*v.y);
+ if (length > 0.0f)
+ {
+ length = sqrtf(length);
+
+ float scale = 1; // By default, 1 as the neutral element.
+ if (length < min)
+ {
+ scale = min/length;
+ }
+ else if (length > max)
+ {
+ scale = max/length;
+ }
+
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ }
+
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector2Equals(Vector2 p, Vector2 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
+
+ return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+// to the refractive index of the medium on the other side of the surface
+RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
+{
+ Vector2 result = { 0 };
+
+ float dot = v.x*n.x + v.y*n.y;
+ float d = 1.0f - r*r*(1.0f - dot*dot);
+
+ if (d >= 0.0f)
+ {
+ d = sqrtf(d);
+ v.x = r*v.x - (r*dot + d)*n.x;
+ v.y = r*v.y - (r*dot + d)*n.y;
+
+ result = v;
+ }
+
+ return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector3 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector3 Vector3Zero(void)
+{
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+ return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector3 Vector3One(void)
+{
+ Vector3 result = { 1.0f, 1.0f, 1.0f };
+
+ return result;
+}
+
+// Add two vectors
+RMAPI 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
+RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
+{
+ Vector3 result = { v.x + add, v.y + add, v.z + add };
+
+ return result;
+}
+
+// Subtract two vectors
+RMAPI 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
+RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
+{
+ Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
+
+ return result;
+}
+
+// Multiply vector by scalar
+RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
+{
+ Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
+
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI 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
+RMAPI 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
+RMAPI Vector3 Vector3Perpendicular(Vector3 v)
+{
+ Vector3 result = { 0 };
+
+ float min = fabsf(v.x);
+ Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
+
+ if (fabsf(v.y) < min)
+ {
+ min = fabsf(v.y);
+ Vector3 tmp = {0.0f, 1.0f, 0.0f};
+ cardinalAxis = tmp;
+ }
+
+ if (fabsf(v.z) < min)
+ {
+ Vector3 tmp = {0.0f, 0.0f, 1.0f};
+ cardinalAxis = tmp;
+ }
+
+ // Cross product between vectors
+ result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
+ result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
+ result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
+
+ return result;
+}
+
+// Calculate vector length
+RMAPI 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
+RMAPI 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
+RMAPI 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
+RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+ result = sqrtf(dx*dx + dy*dy + dz*dz);
+
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+ result = dx*dx + dy*dy + dz*dz;
+
+ return result;
+}
+
+// Calculate angle between two vectors
+RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
+ float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
+ float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ result = atan2f(len, dot);
+
+ return result;
+}
+
+// Negate provided vector (invert direction)
+RMAPI Vector3 Vector3Negate(Vector3 v)
+{
+ Vector3 result = { -v.x, -v.y, -v.z };
+
+ return result;
+}
+
+// Divide vector by vector
+RMAPI 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
+RMAPI Vector3 Vector3Normalize(Vector3 v)
+{
+ Vector3 result = v;
+
+ float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length != 0.0f)
+ {
+ float ilength = 1.0f/length;
+
+ result.x *= ilength;
+ result.y *= ilength;
+ result.z *= ilength;
+ }
+
+ return result;
+}
+
+//Calculate the projection of the vector v1 on to v2
+RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+ float mag = v1dv2/v2dv2;
+
+ result.x = v2.x*mag;
+ result.y = v2.y*mag;
+ result.z = v2.z*mag;
+
+ return result;
+}
+
+//Calculate the rejection of the vector v1 on to v2
+RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+ float mag = v1dv2/v2dv2;
+
+ result.x = v1.x - (v2.x*mag);
+ result.y = v1.y - (v2.y*mag);
+ result.z = v1.z - (v2.z*mag);
+
+ return result;
+}
+
+// Orthonormalize provided vectors
+// Makes vectors normalized and orthogonal to each other
+// Gram-Schmidt function implementation
+RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
+{
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Normalize(*v1);
+ Vector3 v = *v1;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ v1->x *= ilength;
+ v1->y *= ilength;
+ v1->z *= ilength;
+
+ // Vector3CrossProduct(*v1, *v2)
+ Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
+
+ // Vector3Normalize(vn1);
+ v = vn1;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vn1.x *= ilength;
+ vn1.y *= ilength;
+ vn1.z *= ilength;
+
+ // Vector3CrossProduct(vn1, *v1)
+ Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
+
+ *v2 = vn2;
+}
+
+// Transforms a Vector3 by a given Matrix
+RMAPI 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
+RMAPI 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;
+}
+
+// Rotates a vector around an axis
+RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
+{
+ // Using Euler-Rodrigues Formula
+ // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
+
+ Vector3 result = v;
+
+ // Vector3Normalize(axis);
+ float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+ axis.x *= ilength;
+ axis.y *= ilength;
+ axis.z *= ilength;
+
+ angle /= 2.0f;
+ float a = sinf(angle);
+ float b = axis.x*a;
+ float c = axis.y*a;
+ float d = axis.z*a;
+ a = cosf(angle);
+ Vector3 w = { b, c, d };
+
+ // Vector3CrossProduct(w, v)
+ Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
+
+ // Vector3CrossProduct(w, wv)
+ Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
+
+ // Vector3Scale(wv, 2*a)
+ a *= 2;
+ wv.x *= a;
+ wv.y *= a;
+ wv.z *= a;
+
+ // Vector3Scale(wwv, 2)
+ wwv.x *= 2;
+ wwv.y *= 2;
+ wwv.z *= 2;
+
+ result.x += wv.x;
+ result.y += wv.y;
+ result.z += wv.z;
+
+ result.x += wwv.x;
+ result.y += wwv.y;
+ result.z += wwv.z;
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
+{
+ Vector3 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float dz = target.z - v.z;
+ float value = (dx*dx) + (dy*dy) + (dz*dz);
+
+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+ result.z = v.z + dz/dist*maxDistance;
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI 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 cubic hermite interpolation between two vectors and their tangents
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
+{
+ Vector3 result = { 0 };
+
+ float amountPow2 = amount*amount;
+ float amountPow3 = amount*amount*amount;
+
+ result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
+ result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
+ result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z;
+
+ return result;
+}
+
+// Calculate reflected vector to normal
+RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
+{
+ Vector3 result = { 0 };
+
+ // I is the original vector
+ // N is the normal of the incident plane
+ // R = I - (2*N*(DotProduct[I, N]))
+
+ float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
+
+ 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;
+}
+
+// Get min value for each pair of components
+RMAPI 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;
+}
+
+// Get max value for each pair of components
+RMAPI 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
+RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+{
+ Vector3 result = { 0 };
+
+ Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)
+ Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)
+ Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)
+ float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)
+ float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)
+ float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)
+ float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)
+ float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)
+
+ float denom = d00*d11 - d01*d01;
+
+ result.y = (d11*d20 - d01*d21)/denom;
+ result.z = (d00*d21 - d01*d20)/denom;
+ result.x = 1.0f - (result.z + result.y);
+
+ return result;
+}
+
+// Projects a Vector3 from screen space into object space
+// NOTE: We are avoiding calling other raymath functions despite available
+RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
+{
+ Vector3 result = { 0 };
+
+ // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
+ Matrix matViewProj = { // MatrixMultiply(view, projection);
+ view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
+ view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
+ view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
+ view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
+ view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
+ view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
+ view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
+ view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
+ view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
+ view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
+ view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
+ view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
+ view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
+ view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
+ view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
+ view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
+
+ // Calculate inverted matrix -> MatrixInvert(matViewProj);
+ // Cache the matrix values (speed optimization)
+ float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
+ float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
+ float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
+ float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.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);
+
+ Matrix matViewProjInv = {
+ (a11*b11 - a12*b10 + a13*b09)*invDet,
+ (-a01*b11 + a02*b10 - a03*b09)*invDet,
+ (a31*b05 - a32*b04 + a33*b03)*invDet,
+ (-a21*b05 + a22*b04 - a23*b03)*invDet,
+ (-a10*b11 + a12*b08 - a13*b07)*invDet,
+ (a00*b11 - a02*b08 + a03*b07)*invDet,
+ (-a30*b05 + a32*b02 - a33*b01)*invDet,
+ (a20*b05 - a22*b02 + a23*b01)*invDet,
+ (a10*b10 - a11*b08 + a13*b06)*invDet,
+ (-a00*b10 + a01*b08 - a03*b06)*invDet,
+ (a30*b04 - a31*b02 + a33*b00)*invDet,
+ (-a20*b04 + a21*b02 - a23*b00)*invDet,
+ (-a10*b09 + a11*b07 - a12*b06)*invDet,
+ (a00*b09 - a01*b07 + a02*b06)*invDet,
+ (-a30*b03 + a31*b01 - a32*b00)*invDet,
+ (a20*b03 - a21*b01 + a22*b00)*invDet };
+
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+ // Multiply quat point by unprojecte matrix
+ Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
+ matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
+ matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
+ matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
+ matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
+
+ // Normalized world points in vectors
+ result.x = qtransformed.x/qtransformed.w;
+ result.y = qtransformed.y/qtransformed.w;
+ result.z = qtransformed.z/qtransformed.w;
+
+ return result;
+}
+
+// Get Vector3 as float array
+RMAPI float3 Vector3ToFloatV(Vector3 v)
+{
+ float3 buffer = { 0 };
+
+ buffer.v[0] = v.x;
+ buffer.v[1] = v.y;
+ buffer.v[2] = v.z;
+
+ return buffer;
+}
+
+// Invert the given vector
+RMAPI Vector3 Vector3Invert(Vector3 v)
+{
+ Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
+
+ return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
+{
+ Vector3 result = { 0 };
+
+ result.x = fminf(max.x, fmaxf(min.x, v.x));
+ result.y = fminf(max.y, fmaxf(min.y, v.y));
+ result.z = fminf(max.z, fmaxf(min.z, v.z));
+
+ return result;
+}
+
+// Clamp the magnitude of the vector between two values
+RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
+{
+ Vector3 result = v;
+
+ float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
+ if (length > 0.0f)
+ {
+ length = sqrtf(length);
+
+ float scale = 1; // By default, 1 as the neutral element.
+ if (length < min)
+ {
+ scale = min/length;
+ }
+ else if (length > max)
+ {
+ scale = max/length;
+ }
+
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ result.z = v.z*scale;
+ }
+
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector3Equals(Vector3 p, Vector3 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
+
+ return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+// to the refractive index of the medium on the other side of the surface
+RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
+{
+ Vector3 result = { 0 };
+
+ float dot = v.x*n.x + v.y*n.y + v.z*n.z;
+ float d = 1.0f - r*r*(1.0f - dot*dot);
+
+ if (d >= 0.0f)
+ {
+ d = sqrtf(d);
+ v.x = r*v.x - (r*dot + d)*n.x;
+ v.y = r*v.y - (r*dot + d)*n.y;
+ v.z = r*v.z - (r*dot + d)*n.z;
+
+ result = v;
+ }
+
+ return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector4 math
+//----------------------------------------------------------------------------------
+
+RMAPI Vector4 Vector4Zero(void)
+{
+ Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f };
+ return result;
+}
+
+RMAPI Vector4 Vector4One(void)
+{
+ Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f };
+ return result;
+}
+
+RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = {
+ v1.x + v2.x,
+ v1.y + v2.y,
+ v1.z + v2.z,
+ v1.w + v2.w
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4AddValue(Vector4 v, float add)
+{
+ Vector4 result = {
+ v.x + add,
+ v.y + add,
+ v.z + add,
+ v.w + add
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = {
+ v1.x - v2.x,
+ v1.y - v2.y,
+ v1.z - v2.z,
+ v1.w - v2.w
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)
+{
+ Vector4 result = {
+ v.x - add,
+ v.y - add,
+ v.z - add,
+ v.w - add
+ };
+ return result;
+}
+
+RMAPI float Vector4Length(Vector4 v)
+{
+ float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+ return result;
+}
+
+RMAPI float Vector4LengthSqr(Vector4 v)
+{
+ float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
+ return result;
+}
+
+RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w);
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)
+{
+ float result = sqrtf(
+ (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+ (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w));
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
+{
+ float result =
+ (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+ (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w);
+
+ return result;
+}
+
+RMAPI Vector4 Vector4Scale(Vector4 v, float scale)
+{
+ Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale };
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w };
+ return result;
+}
+
+// Negate vector
+RMAPI Vector4 Vector4Negate(Vector4 v)
+{
+ Vector4 result = { -v.x, -v.y, -v.z, -v.w };
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w };
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector4 Vector4Normalize(Vector4 v)
+{
+ Vector4 result = { 0 };
+ float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+
+ if (length > 0)
+ {
+ float ilength = 1.0f/length;
+ result.x = v.x*ilength;
+ result.y = v.y*ilength;
+ result.z = v.z*ilength;
+ result.w = v.w*ilength;
+ }
+
+ return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+ result.z = fminf(v1.z, v2.z);
+ result.w = fminf(v1.w, v2.w);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+ result.z = fmaxf(v1.z, v2.z);
+ result.w = fmaxf(v1.w, v2.w);
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
+{
+ Vector4 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);
+ result.w = v1.w + amount*(v2.w - v1.w);
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
+{
+ Vector4 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float dz = target.z - v.z;
+ float dw = target.w - v.w;
+ float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
+
+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+ result.z = v.z + dz/dist*maxDistance;
+ result.w = v.w + dw/dist*maxDistance;
+
+ return result;
+}
+
+// Invert the given vector
+RMAPI Vector4 Vector4Invert(Vector4 v)
+{
+ Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w };
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector4Equals(Vector4 p, Vector4 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))));
+ return result;
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix math
+//----------------------------------------------------------------------------------
+
+// Compute matrix determinant
+RMAPI float MatrixDeterminant(Matrix mat)
+{
+ float result = 0.0f;
+
+ // 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;
+
+ 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;
+}
+
+// Get the trace of the matrix (sum of the values along the diagonal)
+RMAPI float MatrixTrace(Matrix mat)
+{
+ float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
+
+ return result;
+}
+
+// Transposes provided matrix
+RMAPI 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
+RMAPI 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;
+}
+
+// Get identity matrix
+RMAPI 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
+RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ 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)
+RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ 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;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+RMAPI 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;
+}
+
+// Get translation matrix
+RMAPI 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
+RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
+{
+ Matrix result = { 0 };
+
+ float x = axis.x, y = axis.y, z = axis.z;
+
+ float lengthSquared = x*x + y*y + z*z;
+
+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+ {
+ float ilength = 1.0f/sqrtf(lengthSquared);
+ x *= ilength;
+ y *= ilength;
+ z *= ilength;
+ }
+
+ 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;
+}
+
+// Get x-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateX(float angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m5 = cosres;
+ result.m6 = sinres;
+ result.m9 = -sinres;
+ result.m10 = cosres;
+
+ return result;
+}
+
+// Get y-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateY(float angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m0 = cosres;
+ result.m2 = -sinres;
+ result.m8 = sinres;
+ result.m10 = cosres;
+
+ return result;
+}
+
+// Get z-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZ(float angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m0 = cosres;
+ result.m1 = sinres;
+ result.m4 = -sinres;
+ result.m5 = cosres;
+
+ return result;
+}
+
+
+// Get xyz-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
+{
+ 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 }; // MatrixIdentity()
+
+ float cosz = cosf(-angle.z);
+ float sinz = sinf(-angle.z);
+ float cosy = cosf(-angle.y);
+ float siny = sinf(-angle.y);
+ float cosx = cosf(-angle.x);
+ float sinx = sinf(-angle.x);
+
+ result.m0 = cosz*cosy;
+ result.m1 = (cosz*siny*sinx) - (sinz*cosx);
+ result.m2 = (cosz*siny*cosx) + (sinz*sinx);
+
+ result.m4 = sinz*cosy;
+ result.m5 = (sinz*siny*sinx) + (cosz*cosx);
+ result.m6 = (sinz*siny*cosx) - (cosz*sinx);
+
+ result.m8 = -siny;
+ result.m9 = cosy*sinx;
+ result.m10= cosy*cosx;
+
+ return result;
+}
+
+// Get zyx-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZYX(Vector3 angle)
+{
+ Matrix result = { 0 };
+
+ float cz = cosf(angle.z);
+ float sz = sinf(angle.z);
+ float cy = cosf(angle.y);
+ float sy = sinf(angle.y);
+ float cx = cosf(angle.x);
+ float sx = sinf(angle.x);
+
+ result.m0 = cz*cy;
+ result.m4 = cz*sy*sx - cx*sz;
+ result.m8 = sz*sx + cz*cx*sy;
+ result.m12 = 0;
+
+ result.m1 = cy*sz;
+ result.m5 = cz*cx + sz*sy*sx;
+ result.m9 = cx*sz*sy - cz*sx;
+ result.m13 = 0;
+
+ result.m2 = -sy;
+ result.m6 = cy*sx;
+ result.m10 = cy*cx;
+ result.m14 = 0;
+
+ result.m3 = 0;
+ result.m7 = 0;
+ result.m11 = 0;
+ result.m15 = 1;
+
+ return result;
+}
+
+// Get scaling matrix
+RMAPI 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;
+}
+
+// Get perspective projection matrix
+RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = ((float)nearPlane*2.0f)/rl;
+ result.m1 = 0.0f;
+ result.m2 = 0.0f;
+ result.m3 = 0.0f;
+
+ result.m4 = 0.0f;
+ result.m5 = ((float)nearPlane*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)farPlane + (float)nearPlane)/fn;
+ result.m11 = -1.0f;
+
+ result.m12 = 0.0f;
+ result.m13 = 0.0f;
+ result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+ result.m15 = 0.0f;
+
+ return result;
+}
+
+// Get perspective projection matrix
+// NOTE: Fovy angle must be provided in radians
+RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ double top = nearPlane*tan(fovY*0.5);
+ double bottom = -top;
+ double right = top*aspect;
+ double left = -right;
+
+ // MatrixFrustum(-right, right, -top, top, near, far);
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = ((float)nearPlane*2.0f)/rl;
+ result.m5 = ((float)nearPlane*2.0f)/tb;
+ result.m8 = ((float)right + (float)left)/rl;
+ result.m9 = ((float)top + (float)bottom)/tb;
+ result.m10 = -((float)farPlane + (float)nearPlane)/fn;
+ result.m11 = -1.0f;
+ result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+
+ return result;
+}
+
+// Get orthographic projection matrix
+RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ 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)farPlane + (float)nearPlane)/fn;
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get camera look-at matrix (view matrix)
+RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
+{
+ Matrix result = { 0 };
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Subtract(eye, target)
+ Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
+
+ // Vector3Normalize(vz)
+ Vector3 v = vz;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vz.x *= ilength;
+ vz.y *= ilength;
+ vz.z *= ilength;
+
+ // Vector3CrossProduct(up, vz)
+ Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
+
+ // Vector3Normalize(x)
+ v = vx;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vx.x *= ilength;
+ vx.y *= ilength;
+ vx.z *= ilength;
+
+ // Vector3CrossProduct(vz, vx)
+ Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
+
+ result.m0 = vx.x;
+ result.m1 = vy.x;
+ result.m2 = vz.x;
+ result.m3 = 0.0f;
+ result.m4 = vx.y;
+ result.m5 = vy.y;
+ result.m6 = vz.y;
+ result.m7 = 0.0f;
+ result.m8 = vx.z;
+ result.m9 = vy.z;
+ result.m10 = vz.z;
+ result.m11 = 0.0f;
+ result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)
+ result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)
+ result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get float array of matrix data
+RMAPI float16 MatrixToFloatV(Matrix mat)
+{
+ float16 result = { 0 };
+
+ result.v[0] = mat.m0;
+ result.v[1] = mat.m1;
+ result.v[2] = mat.m2;
+ result.v[3] = mat.m3;
+ result.v[4] = mat.m4;
+ result.v[5] = mat.m5;
+ result.v[6] = mat.m6;
+ result.v[7] = mat.m7;
+ result.v[8] = mat.m8;
+ result.v[9] = mat.m9;
+ result.v[10] = mat.m10;
+ result.v[11] = mat.m11;
+ result.v[12] = mat.m12;
+ result.v[13] = mat.m13;
+ result.v[14] = mat.m14;
+ result.v[15] = mat.m15;
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Quaternion math
+//----------------------------------------------------------------------------------
+
+// Add two quaternions
+RMAPI 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
+RMAPI 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
+RMAPI 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
+RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
+{
+ Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
+
+ return result;
+}
+
+// Get identity quaternion
+RMAPI Quaternion QuaternionIdentity(void)
+{
+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ return result;
+}
+
+// Computes the length of a quaternion
+RMAPI float QuaternionLength(Quaternion q)
+{
+ float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+
+ return result;
+}
+
+// Normalize provided quaternion
+RMAPI Quaternion QuaternionNormalize(Quaternion q)
+{
+ Quaternion result = { 0 };
+
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float 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
+RMAPI Quaternion QuaternionInvert(Quaternion q)
+{
+ Quaternion result = q;
+
+ float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
+
+ if (lengthSq != 0.0f)
+ {
+ float invLength = 1.0f/lengthSq;
+
+ result.x *= -invLength;
+ result.y *= -invLength;
+ result.z *= -invLength;
+ result.w *= invLength;
+ }
+
+ return result;
+}
+
+// Calculate two quaternion multiplication
+RMAPI 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
+RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
+{
+ Quaternion result = { 0 };
+
+ result.x = q.x*mul;
+ result.y = q.y*mul;
+ result.z = q.z*mul;
+ result.w = q.w*mul;
+
+ return result;
+}
+
+// Divide two quaternions
+RMAPI 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
+RMAPI 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
+RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+ // QuaternionLerp(q1, q2, amount)
+ 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);
+
+ // QuaternionNormalize(q);
+ Quaternion q = result;
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float 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;
+}
+
+// Calculates spherical linear interpolation between two quaternions
+RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
+
+ if (cosHalfTheta < 0)
+ {
+ q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
+ cosHalfTheta = -cosHalfTheta;
+ }
+
+ if (fabsf(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 (fabsf(sinHalfTheta) < EPSILON)
+ {
+ 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 cubic spline interpolation using Cubic Hermite Spline algorithm
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
+{
+ float t2 = t*t;
+ float t3 = t2*t;
+ float h00 = 2*t3 - 3*t2 + 1;
+ float h10 = t3 - 2*t2 + t;
+ float h01 = -2*t3 + 3*t2;
+ float h11 = t3 - t2;
+
+ Quaternion p0 = QuaternionScale(q1, h00);
+ Quaternion m0 = QuaternionScale(outTangent1, h10);
+ Quaternion p1 = QuaternionScale(q2, h01);
+ Quaternion m1 = QuaternionScale(inTangent2, h11);
+
+ Quaternion result = { 0 };
+
+ result = QuaternionAdd(p0, m0);
+ result = QuaternionAdd(result, p1);
+ result = QuaternionAdd(result, m1);
+ result = QuaternionNormalize(result);
+
+ return result;
+}
+
+// Calculate quaternion based on the rotation from one vector to another
+RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
+{
+ Quaternion result = { 0 };
+
+ float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
+ Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
+
+ result.x = cross.x;
+ result.y = cross.y;
+ result.z = cross.z;
+ result.w = 1.0f + cos2Theta;
+
+ // QuaternionNormalize(q);
+ // NOTE: Normalize to essentially nlerp the original and identity to 0.5
+ Quaternion q = result;
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float 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;
+}
+
+// Get a quaternion for a given rotation matrix
+RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
+{
+ Quaternion result = { 0 };
+
+ float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
+ float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
+ float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
+ float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
+
+ int biggestIndex = 0;
+ float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
+ if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourXSquaredMinus1;
+ biggestIndex = 1;
+ }
+
+ if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourYSquaredMinus1;
+ biggestIndex = 2;
+ }
+
+ if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourZSquaredMinus1;
+ biggestIndex = 3;
+ }
+
+ float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
+ float mult = 0.25f/biggestVal;
+
+ switch (biggestIndex)
+ {
+ case 0:
+ result.w = biggestVal;
+ result.x = (mat.m6 - mat.m9)*mult;
+ result.y = (mat.m8 - mat.m2)*mult;
+ result.z = (mat.m1 - mat.m4)*mult;
+ break;
+ case 1:
+ result.x = biggestVal;
+ result.w = (mat.m6 - mat.m9)*mult;
+ result.y = (mat.m1 + mat.m4)*mult;
+ result.z = (mat.m8 + mat.m2)*mult;
+ break;
+ case 2:
+ result.y = biggestVal;
+ result.w = (mat.m8 - mat.m2)*mult;
+ result.x = (mat.m1 + mat.m4)*mult;
+ result.z = (mat.m6 + mat.m9)*mult;
+ break;
+ case 3:
+ result.z = biggestVal;
+ result.w = (mat.m1 - mat.m4)*mult;
+ result.x = (mat.m8 + mat.m2)*mult;
+ result.y = (mat.m6 + mat.m9)*mult;
+ break;
+ }
+
+ return result;
+}
+
+// Get a matrix for a given quaternion
+RMAPI Matrix QuaternionToMatrix(Quaternion q)
+{
+ 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 }; // MatrixIdentity()
+
+ float a2 = q.x*q.x;
+ float b2 = q.y*q.y;
+ float c2 = q.z*q.z;
+ float ac = q.x*q.z;
+ float ab = q.x*q.y;
+ float bc = q.y*q.z;
+ float ad = q.w*q.x;
+ float bd = q.w*q.y;
+ float cd = q.w*q.z;
+
+ result.m0 = 1 - 2*(b2 + c2);
+ result.m1 = 2*(ab + cd);
+ result.m2 = 2*(ac - bd);
+
+ result.m4 = 2*(ab - cd);
+ result.m5 = 1 - 2*(a2 + c2);
+ result.m6 = 2*(bc + ad);
+
+ result.m8 = 2*(ac + bd);
+ result.m9 = 2*(bc - ad);
+ result.m10 = 1 - 2*(a2 + b2);
+
+ return result;
+}
+
+// Get rotation quaternion for an angle and axis
+// NOTE: Angle must be provided in radians
+RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
+{
+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+
+ if (axisLength != 0.0f)
+ {
+ angle *= 0.5f;
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Normalize(axis)
+ length = axisLength;
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ axis.x *= ilength;
+ axis.y *= ilength;
+ axis.z *= ilength;
+
+ 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;
+
+ // QuaternionNormalize(q);
+ Quaternion q = result;
+ length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ 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;
+}
+
+// Get the rotation angle and axis for a given quaternion
+RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
+{
+ if (fabsf(q.w) > 1.0f)
+ {
+ // QuaternionNormalize(q);
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+
+ q.x = q.x*ilength;
+ q.y = q.y*ilength;
+ q.z = q.z*ilength;
+ q.w = q.w*ilength;
+ }
+
+ 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 > EPSILON)
+ {
+ 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;
+}
+
+// Get the quaternion equivalent to Euler angles
+// NOTE: Rotation order is ZYX
+RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
+{
+ Quaternion result = { 0 };
+
+ float x0 = cosf(pitch*0.5f);
+ float x1 = sinf(pitch*0.5f);
+ float y0 = cosf(yaw*0.5f);
+ float y1 = sinf(yaw*0.5f);
+ float z0 = cosf(roll*0.5f);
+ float z1 = sinf(roll*0.5f);
+
+ result.x = x1*y0*z0 - x0*y1*z1;
+ result.y = x0*y1*z0 + x1*y0*z1;
+ result.z = x0*y0*z1 - x1*y1*z0;
+ result.w = x0*y0*z0 + x1*y1*z1;
+
+ return result;
+}
+
+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// NOTE: Angles are returned in a Vector3 struct in radians
+RMAPI 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);
+
+ // 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);
+
+ // 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);
+
+ return result;
+}
+
+// Transform a quaternion given a transformation matrix
+RMAPI 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;
+}
+
+// Check whether two given quaternions are almost equal
+RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
+ (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
+
+ return result;
+}
+
+// Decompose a transformation matrix into its rotational, translational and scaling components
+RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
+{
+ // Extract translation.
+ translation->x = mat.m12;
+ translation->y = mat.m13;
+ translation->z = mat.m14;
+
+ // Extract upper-left for determinant computation
+ const float a = mat.m0;
+ const float b = mat.m4;
+ const float c = mat.m8;
+ const float d = mat.m1;
+ const float e = mat.m5;
+ const float f = mat.m9;
+ const float g = mat.m2;
+ const float h = mat.m6;
+ const float i = mat.m10;
+ const float A = e*i - f*h;
+ const float B = f*g - d*i;
+ const float C = d*h - e*g;
+
+ // Extract scale
+ const float det = a*A + b*B + c*C;
+ Vector3 abc = { a, b, c };
+ Vector3 def = { d, e, f };
+ Vector3 ghi = { g, h, i };
+
+ float scalex = Vector3Length(abc);
+ float scaley = Vector3Length(def);
+ float scalez = Vector3Length(ghi);
+ Vector3 s = { scalex, scaley, scalez };
+
+ if (det < 0) s = Vector3Negate(s);
+
+ *scale = s;
+
+ // Remove scale from the matrix if it is not close to zero
+ Matrix clone = mat;
+ if (!FloatEquals(det, 0))
+ {
+ clone.m0 /= s.x;
+ clone.m5 /= s.y;
+ clone.m10 /= s.z;
+
+ // Extract rotation
+ *rotation = QuaternionFromMatrix(clone);
+ }
+ else
+ {
+ // Set to identity if close to zero
+ *rotation = QuaternionIdentity();
+ }
+}
+
+#endif // RAYMATH_H
diff --git a/thirdparty/raylib_desktop/include/rlgl.h b/thirdparty/raylib_desktop/include/rlgl.h
new file mode 100644
index 0000000..ccb53a6
--- /dev/null
+++ b/thirdparty/raylib_desktop/include/rlgl.h
@@ -0,0 +1,5123 @@
+/**********************************************************************************************
+*
+* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
+*
+* DESCRIPTION:
+* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
+*
+* ADDITIONAL NOTES:
+* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
+* initialized on rlglInit() to accumulate vertex data.
+*
+* When an internal state change is required all the stored vertex data is renderer in batch,
+* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
+*
+* Some resources are also loaded for convenience, here the complete list:
+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
+*
+* Internal buffer (and resources) must be manually unloaded calling rlglClose().
+*
+* CONFIGURATION:
+* #define GRAPHICS_API_OPENGL_11
+* #define GRAPHICS_API_OPENGL_21
+* #define GRAPHICS_API_OPENGL_33
+* #define GRAPHICS_API_OPENGL_43
+* #define GRAPHICS_API_OPENGL_ES2
+* #define GRAPHICS_API_OPENGL_ES3
+* Use selected OpenGL graphics backend, should be supported by platform
+* Those preprocessor defines are only used on rlgl module, if OpenGL version is
+* required by any other module, use rlGetVersion() to check it
+*
+* #define RLGL_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define RLGL_RENDER_TEXTURES_HINT
+* Enable framebuffer objects (fbo) support (enabled by default)
+* Some GPUs could not support them despite the OpenGL version
+*
+* #define RLGL_SHOW_GL_DETAILS_INFO
+* Show OpenGL extensions and capabilities detailed logs on init
+*
+* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
+* Enable debug context (only available on OpenGL 4.3)
+*
+* rlgl capabilities could be customized just defining some internal
+* values before library inclusion (default values listed):
+*
+* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
+* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+*
+* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
+* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
+* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
+*
+* When loading a shader, the following vertex attributes and uniform
+* location names are tried to be set automatically:
+*
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+*
+* DEPENDENCIES:
+* - OpenGL libraries (depending on platform and OpenGL version selected)
+* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2014-2024 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
+
+#define RLGL_VERSION "5.0"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+#elif defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+#endif
+
+// Function specifiers definition
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+// Support TRACELOG macros
+#ifndef 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
+
+// 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_43) && \
+ !defined(GRAPHICS_API_OPENGL_ES2) && \
+ !defined(GRAPHICS_API_OPENGL_ES3)
+ #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_43)
+ #undef GRAPHICS_API_OPENGL_43
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_ES2)
+ #undef GRAPHICS_API_OPENGL_ES2
+ #endif
+#endif
+
+// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
+// WARNING: Specific parts are checked with #if defines
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL 4.3 uses OpenGL 3.3 Core functionality
+#if defined(GRAPHICS_API_OPENGL_43)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ #define GRAPHICS_API_OPENGL_ES2
+#endif
+
+// Support framebuffer objects by default
+// NOTE: Some driver implementation do not support it, despite they should
+#define RLGL_RENDER_TEXTURES_HINT
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Default internal render batch elements limits
+#ifndef RL_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 RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
+ #endif
+ #if 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 RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
+ #endif
+#endif
+#ifndef RL_DEFAULT_BATCH_BUFFERS
+ #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+#endif
+#ifndef RL_DEFAULT_BATCH_DRAWCALLS
+ #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+#endif
+#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
+ #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+#endif
+
+// Internal Matrix stack
+#ifndef RL_MAX_MATRIX_STACK_SIZE
+ #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
+#endif
+
+// Shader limits
+#ifndef RL_MAX_SHADER_LOCATIONS
+ #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations 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_FILTER_NEAREST 0x2600 // GL_NEAREST
+#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
+#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
+#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
+
+#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
+#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
+#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
+#define RL_TEXTURE_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
+
+// GL equivalent data types
+#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
+#define RL_FLOAT 0x1406 // GL_FLOAT
+
+// GL buffer usage hint
+#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
+#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
+#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
+#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
+#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
+#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
+#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
+#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
+#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
+
+// GL Shader type
+#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
+#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
+#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
+
+// GL blending factors
+#define RL_ZERO 0 // GL_ZERO
+#define RL_ONE 1 // GL_ONE
+#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
+#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
+#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
+#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
+#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
+#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
+#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
+#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
+#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
+#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
+#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
+#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
+#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
+
+// GL blending functions/equations
+#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
+#define RL_MIN 0x8007 // GL_MIN
+#define RL_MAX 0x8008 // GL_MAX
+#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
+#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
+#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
+#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
+#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
+#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
+#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
+#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
+#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
+#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
+
+#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
+#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
+
+// Default shader vertex attribute locations
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
+#endif
+ #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include <stdbool.h>
+#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
+ // Boolean type
+typedef enum bool { false = 0, true = !false } bool;
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix, 4x4 components, column major, OpenGL style, right handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct rlVertexBuffer {
+ int elementCount; // Number of elements in the buffer (QUADS)
+
+ 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 *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
+ 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)
+#endif
+#if 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[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data)
+} rlVertexBuffer;
+
+// 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 rlDrawCall {
+ 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.currentShaderId
+ unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
+
+ //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
+ //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
+} rlDrawCall;
+
+// rlRenderBatch type
+typedef struct rlRenderBatch {
+ int bufferCount; // Number of vertex buffers (multi-buffering support)
+ int currentBuffer; // Current buffer tracking in case of multi-buffering
+ rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
+
+ rlDrawCall *draws; // Draw calls array, depends on textureId
+ int drawCounter; // Draw calls counter
+ float currentDepth; // Current depth value for next draw
+} rlRenderBatch;
+
+// OpenGL version
+typedef enum {
+ RL_OPENGL_11 = 1, // OpenGL 1.1
+ RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
+ RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
+ RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
+ RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
+ RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
+} rlGlVersion;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ RL_LOG_ALL = 0, // Display all logs
+ RL_LOG_TRACE, // Trace logging, intended for internal use only
+ RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ RL_LOG_INFO, // Info logging, used for program execution info
+ RL_LOG_WARNING, // Warning logging, used on recoverable failures
+ RL_LOG_ERROR, // Error logging, used on unrecoverable failures
+ RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ RL_LOG_NONE // Disable logging
+} rlTraceLogLevel;
+
+// Texture pixel formats
+// NOTE: Support depends on OpenGL version
+typedef enum {
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} rlPixelFormat;
+
+// 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 {
+ RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
+ RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} rlTextureFilter;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ RL_BLEND_ADDITIVE, // Blend textures adding colors
+ RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
+ RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
+} rlBlendMode;
+
+// Shader location point type
+typedef enum {
+ RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
+ RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
+ RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} rlShaderLocationIndex;
+
+#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
+#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ RL_SHADER_UNIFORM_INT, // Shader uniform type: int
+ RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} rlShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} rlShaderAttributeDataType;
+
+// Framebuffer attachment type
+// NOTE: By default up to 8 color channels defined, but it can be more
+typedef enum {
+ RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
+ RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
+ RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
+ RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
+ RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
+ RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
+ RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
+ RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
+ RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
+ RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
+} rlFramebufferAttachType;
+
+// Framebuffer texture attachment type
+typedef enum {
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
+ RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
+ RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
+} rlFramebufferAttachTextureType;
+
+// Face culling mode
+typedef enum {
+ RL_CULL_FACE_FRONT = 0,
+ RL_CULL_FACE_BACK
+} rlCullMode;
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - Matrix operations
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+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 latest inserted matrix from stack
+RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
+RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
+RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
+RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
+RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
+RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
+RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
+RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
+RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
+
+//------------------------------------------------------------------------------------
+// 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 style functions (common to 1.1, 3.3+, ES2)
+// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
+// some of them are direct wrappers over OpenGL calls, some others are custom
+//------------------------------------------------------------------------------------
+
+// Vertex buffers state
+RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
+RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
+RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
+RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
+RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
+RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
+RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
+RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
+#if defined(GRAPHICS_API_OPENGL_11)
+RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
+RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
+#endif
+
+// Textures state
+RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
+RLAPI void rlEnableTexture(unsigned int id); // Enable texture
+RLAPI void rlDisableTexture(void); // Disable texture
+RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
+RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
+RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
+RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
+
+// Shader state
+RLAPI void rlEnableShader(unsigned int id); // Enable shader program
+RLAPI void rlDisableShader(void); // Disable shader program
+
+// Framebuffer state
+RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
+RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
+RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer
+RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
+RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
+RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
+
+// General render state
+RLAPI void rlEnableColorBlend(void); // Enable color blending
+RLAPI void rlDisableColorBlend(void); // Disable color blending
+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 rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
+RLAPI void rlSetCullFace(int mode); // Set face culling mode
+RLAPI void rlEnableScissorTest(void); // Enable scissor test
+RLAPI void rlDisableScissorTest(void); // Disable scissor test
+RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
+RLAPI void rlEnableWireMode(void); // Enable wire mode
+RLAPI void rlEnablePointMode(void); // Enable point mode
+RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
+RLAPI void rlSetLineWidth(float width); // Set the line drawing width
+RLAPI float rlGetLineWidth(void); // Get the line drawing width
+RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
+RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
+RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
+RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
+RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
+
+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 rlCheckErrors(void); // Check and log OpenGL error codes
+RLAPI void rlSetBlendMode(int mode); // Set blending mode
+RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
+RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - rlgl functionality
+//------------------------------------------------------------------------------------
+// rlgl initialization functions
+RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
+RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
+RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
+RLAPI int rlGetVersion(void); // Get current OpenGL version
+RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
+RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
+RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
+RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
+
+RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
+RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
+RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
+
+// Render batch management
+// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
+// but this render batch API is exposed in case of custom batches are required
+RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
+RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
+RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
+RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
+RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
+RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
+
+RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
+
+//------------------------------------------------------------------------------------------------------------------------
+
+// Vertex buffers management
+RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
+RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
+RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
+RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
+RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
+RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
+RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
+RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
+RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
+RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
+RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
+RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
+RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
+RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
+
+// Textures management
+RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
+RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
+RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data
+RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
+RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
+RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
+RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
+RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
+RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // 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(void); // Load an empty framebuffer
+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
+RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
+RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
+
+// Shaders management
+RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
+RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
+RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
+RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
+RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
+RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
+RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
+RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
+RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
+RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
+
+// Compute shader management
+RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
+RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
+
+// Shader buffer storage object management (ssbo)
+RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
+RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
+RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
+RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
+RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
+RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
+RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
+
+// Buffer management
+RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
+
+// Matrix state management
+RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
+RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
+RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
+RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
+RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
+RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
+
+// Quick and dirty cube/quad buffers load->draw->unload
+RLAPI void rlLoadDrawCube(void); // Load and draw a cube
+RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RLGL_H
+
+/***********************************************************************************
+*
+* RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLGL_IMPLEMENTATION)
+
+// Expose OpenGL functions from glad in raylib
+#if defined(BUILD_LIBTYPE_SHARED)
+ #define GLAD_API_CALL_EXPORT
+ #define GLAD_API_CALL_EXPORT_BUILD
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(__APPLE__)
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
+ #include <OpenGL/glext.h> // OpenGL extensions library
+ #else
+ // APIENTRY for OpenGL function pointer declarations is required
+ #if !defined(APIENTRY)
+ #if defined(_WIN32)
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
+ #endif
+ // WINGDIAPI definition. Some Windows OpenGL headers need it
+ #if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #endif
+
+ #include <GL/gl.h> // OpenGL 1.1 library
+ #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ #define GLAD_MALLOC RL_MALLOC
+ #define GLAD_FREE RL_FREE
+
+ #define GLAD_GL_IMPLEMENTATION
+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ #include <GLES3/gl3.h> // OpenGL ES 3.0 library
+ #define GL_GLEXT_PROTOTYPES
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
+ // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
+ #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+ #define GLAD_GLES2_IMPLEMENTATION
+ #include "external/glad_gles2.h"
+ #else
+ #define GL_GLEXT_PROTOTYPES
+ //#include <EGL/egl.h> // EGL library -> not required, platform layer
+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
+ #endif
+
+ // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
+ // provided headers (despite being defined in official Khronos GLES2 headers)
+ #if defined(PLATFORM_DRM)
+ typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
+ typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
+ typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
+ #endif
+#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: sqrtf(), sinf(), cosf(), floor(), log()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+#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
+
+#ifndef GL_PROGRAM_POINT_SIZE
+ #define GL_PROGRAM_POINT_SIZE 0x8642
+#endif
+
+#ifndef GL_LINE_WIDTH
+ #define GL_LINE_WIDTH 0x0B21
+#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
+ #if !defined(GRAPHICS_API_OPENGL_ES3)
+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
+ #endif
+#endif
+
+// Default shader vertex attribute names to set location points
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+#endif
+
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+typedef struct rlglData {
+ rlRenderBatch *currentBatch; // Current render batch
+ rlRenderBatch defaultBatch; // Default internal render batch
+
+ struct {
+ int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
+ float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
+ float normalx, normaly, normalz; // Current active normal (added on glVertex*())
+ unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
+
+ 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[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
+ int stackCounter; // Matrix stack counter
+
+ unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
+ unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
+ unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+ unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
+ unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
+ int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
+ unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
+ int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
+
+ bool stereoRender; // Stereo rendering flag
+ Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
+ Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
+
+ // Blending variables
+ int currentBlendMode; // Blending mode active
+ int glBlendSrcFactor; // Blending source factor
+ int glBlendDstFactor; // Blending destination factor
+ int glBlendEquation; // Blending equation
+ int glBlendSrcFactorRGB; // Blending source RGB factor
+ int glBlendDestFactorRGB; // Blending destination RGB factor
+ int glBlendSrcFactorAlpha; // Blending source alpha factor
+ int glBlendDestFactorAlpha; // Blending destination alpha factor
+ int glBlendEquationRGB; // Blending equation for RGB
+ int glBlendEquationAlpha; // Blending equation for alpha
+ bool glCustomBlendModeModified; // Custom blending factor and equation modification status
+
+ int framebufferWidth; // Current framebuffer width
+ int framebufferHeight; // Current framebuffer height
+
+ } State; // Renderer state
+ struct {
+ bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
+ bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
+ bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
+ bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
+ bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
+ bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
+ bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
+ bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
+ bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
+ bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
+ bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
+ bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
+ bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
+ bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
+ bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
+ bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
+
+ float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
+ int maxDepthBits; // Maximum bits for depth component
+
+ } ExtSupported; // Extensions supported flags
+} rlglData;
+
+typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
+static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static rlglData RLGL = { 0 };
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
+// NOTE: VAO functionality is exposed through extensions (OES)
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
+
+// NOTE: Instancing functionality could also be available through extension
+static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
+static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
+static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void rlLoadShaderDefault(void); // Load default shader
+static void rlUnloadShaderDefault(void); // Unload default shader
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+
+// Auxiliar matrix math functions
+typedef struct rl_float16 {
+ float v[16];
+} rl_float16;
+static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
+#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
+static Matrix rlMatrixIdentity(void); // Get identity matrix
+static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
+static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
+static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
+
+//----------------------------------------------------------------------------------
+// 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 angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
+#endif
+#if 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 >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_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 = rlMatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+ Matrix matTranslation = {
+ 1.0f, 0.0f, 0.0f, x,
+ 0.0f, 1.0f, 0.0f, y,
+ 0.0f, 0.0f, 1.0f, z,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a rotation matrix
+// NOTE: The provided angle must be in degrees
+void rlRotatef(float angle, float x, float y, float z)
+{
+ Matrix matRotation = rlMatrixIdentity();
+
+ // Axis vector (x, y, z) normalization
+ float lengthSquared = x*x + y*y + z*z;
+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+ {
+ float inverseLength = 1.0f/sqrtf(lengthSquared);
+ x *= inverseLength;
+ y *= inverseLength;
+ z *= inverseLength;
+ }
+
+ // Rotation matrix generation
+ float sinres = sinf(DEG2RAD*angle);
+ float cosres = cosf(DEG2RAD*angle);
+ float t = 1.0f - cosres;
+
+ matRotation.m0 = x*x*t + cosres;
+ matRotation.m1 = y*x*t + z*sinres;
+ matRotation.m2 = z*x*t - y*sinres;
+ matRotation.m3 = 0.0f;
+
+ matRotation.m4 = x*y*t - z*sinres;
+ matRotation.m5 = y*y*t + cosres;
+ matRotation.m6 = z*y*t + x*sinres;
+ matRotation.m7 = 0.0f;
+
+ matRotation.m8 = x*z*t + y*sinres;
+ matRotation.m9 = y*z*t - x*sinres;
+ matRotation.m10 = z*z*t + cosres;
+ matRotation.m11 = 0.0f;
+
+ matRotation.m12 = 0.0f;
+ matRotation.m13 = 0.0f;
+ matRotation.m14 = 0.0f;
+ matRotation.m15 = 1.0f;
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+ Matrix matScale = {
+ x, 0.0f, 0.0f, 0.0f,
+ 0.0f, y, 0.0f, 0.0f,
+ 0.0f, 0.0f, z, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(const 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 = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
+}
+
+// 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 matFrustum = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ matFrustum.m0 = ((float) znear*2.0f)/rl;
+ matFrustum.m1 = 0.0f;
+ matFrustum.m2 = 0.0f;
+ matFrustum.m3 = 0.0f;
+
+ matFrustum.m4 = 0.0f;
+ matFrustum.m5 = ((float) znear*2.0f)/tb;
+ matFrustum.m6 = 0.0f;
+ matFrustum.m7 = 0.0f;
+
+ matFrustum.m8 = ((float)right + (float)left)/rl;
+ matFrustum.m9 = ((float)top + (float)bottom)/tb;
+ matFrustum.m10 = -((float)zfar + (float)znear)/fn;
+ matFrustum.m11 = -1.0f;
+
+ matFrustum.m12 = 0.0f;
+ matFrustum.m13 = 0.0f;
+ matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
+ matFrustum.m15 = 0.0f;
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
+}
+
+// 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)
+{
+ // NOTE: If left-right and top-botton values are equal it could create a division by zero,
+ // response to it is platform/compiler dependant
+ Matrix matOrtho = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ matOrtho.m0 = 2.0f/rl;
+ matOrtho.m1 = 0.0f;
+ matOrtho.m2 = 0.0f;
+ matOrtho.m3 = 0.0f;
+ matOrtho.m4 = 0.0f;
+ matOrtho.m5 = 2.0f/tb;
+ matOrtho.m6 = 0.0f;
+ matOrtho.m7 = 0.0f;
+ matOrtho.m8 = 0.0f;
+ matOrtho.m9 = 0.0f;
+ matOrtho.m10 = -2.0f/fn;
+ matOrtho.m11 = 0.0f;
+ matOrtho.m12 = -((float)left + (float)right)/rl;
+ matOrtho.m13 = -((float)top + (float)bottom)/tb;
+ matOrtho.m14 = -((float)zfar + (float)znear)/fn;
+ matOrtho.m15 = 1.0f;
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
+}
+#endif
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: We store current viewport dimensions
+void rlViewport(int x, int y, int width, int height)
+{
+ glViewport(x, y, width, height);
+}
+
+// Set clip planes distances
+void rlSetClipPlanes(double nearPlane, double farPlane)
+{
+ rlCullDistanceNear = nearPlane;
+ rlCullDistanceFar = farPlane;
+}
+
+// Get cull plane distance near
+double rlGetCullDistanceNear(void)
+{
+ return rlCullDistanceNear;
+}
+
+// Get cull plane distance far
+double rlGetCullDistanceFar(void)
+{
+ return rlCullDistanceFar;
+}
+
+//----------------------------------------------------------------------------------
+// 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(void) { 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); }
+#endif
+#if 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->drawCounter - 1].mode != mode)
+ {
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 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->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+ {
+ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->drawCounter++;
+ }
+ }
+
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
+ }
+}
+
+// Finish vertex providing
+void rlEnd(void)
+{
+ // 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);
+}
+
+// Define one vertex (position)
+// NOTE: Vertex position data is the basic information required for drawing
+void rlVertex3f(float x, float y, float z)
+{
+ float tx = x;
+ float ty = y;
+ float tz = z;
+
+ // Transform provided vector if required
+ if (RLGL.State.transformRequired)
+ {
+ tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
+ ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
+ tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
+ }
+
+ // WARNING: We can't break primitives when launching a new batch.
+ // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
+ // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
+ if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
+ {
+ if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
+ {
+ // Reached the maximum number of vertices for RL_LINES drawing
+ // Launch a draw call but keep current state for next vertices comming
+ // NOTE: We add +1 vertex to the check for security
+ rlCheckRenderBatchLimit(2 + 1);
+ }
+ else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
+ {
+ rlCheckRenderBatchLimit(3 + 1);
+ }
+ else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
+ {
+ rlCheckRenderBatchLimit(4 + 1);
+ }
+ }
+
+ // Add vertices
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
+
+ // Add current texcoord
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
+
+ // Add current normal
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
+
+ // Add current color
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
+
+ RLGL.State.vertexCounter++;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
+}
+
+// Define one vertex (position)
+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.State.texcoordx = x;
+ RLGL.State.texcoordy = y;
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only?
+void rlNormal3f(float x, float y, float z)
+{
+ float normalx = x;
+ float normaly = y;
+ float normalz = z;
+ if (RLGL.State.transformRequired)
+ {
+ normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
+ normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
+ normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
+ }
+ float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
+ if (length != 0.0f)
+ {
+ float ilength = 1.0f/length;
+ normalx *= ilength;
+ normaly *= ilength;
+ normalz *= ilength;
+ }
+ RLGL.State.normalx = normalx;
+ RLGL.State.normaly = normaly;
+ RLGL.State.normalz = normalz;
+}
+
+// Define one vertex (color)
+void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
+{
+ RLGL.State.colorr = x;
+ RLGL.State.colorg = y;
+ RLGL.State.colorb = z;
+ RLGL.State.colora = w;
+}
+
+// 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 style functions (common to 1.1, 3.3+, ES2)
+//--------------------------------------------------------------------------------------
+
+// Set current texture to use
+void rlSetTexture(unsigned int id)
+{
+ if (id == 0)
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ rlDisableTexture();
+#else
+ // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
+ if (RLGL.State.vertexCounter >=
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+ }
+#endif
+ }
+ else
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ rlEnableTexture(id);
+#else
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
+ {
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 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->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+ {
+ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+
+ RLGL.currentBatch->drawCounter++;
+ }
+ }
+
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ }
+#endif
+ }
+}
+
+// Select and active a texture slot
+void rlActiveTextureSlot(int slot)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glActiveTexture(GL_TEXTURE0 + slot);
+#endif
+}
+
+// Enable texture
+void rlEnableTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+#endif
+ glBindTexture(GL_TEXTURE_2D, id);
+}
+
+// Disable texture
+void rlDisableTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_TEXTURE_2D);
+#endif
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable texture cubemap
+void rlEnableTextureCubemap(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+#endif
+}
+
+// Disable texture cubemap
+void rlDisableTextureCubemap(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+#if !defined(GRAPHICS_API_OPENGL_11)
+ // Reset anisotropy filter, in case it was set
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+#endif
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+ {
+#if !defined(GRAPHICS_API_OPENGL_11)
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
+ else TRACELOG(RL_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_FILTER_ANISOTROPIC:
+ {
+#if !defined(GRAPHICS_API_OPENGL_11)
+ if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+#endif
+ } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+ case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Set cubemap parameters (wrap mode/filter mode)
+void rlCubemapParameters(unsigned int id, int param, int value)
+{
+#if !defined(GRAPHICS_API_OPENGL_11)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+ // Reset anisotropy filter, in case it was set
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+ {
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+ else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
+ }
+ else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+
+ } break;
+ case RL_TEXTURE_MAG_FILTER:
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
+ case RL_TEXTURE_FILTER_ANISOTROPIC:
+ {
+ if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+ } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+ case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Enable shader program
+void rlEnableShader(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ glUseProgram(id);
+#endif
+}
+
+// Disable shader program
+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(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+#endif
+}
+
+// return the active render texture (fbo)
+unsigned int rlGetActiveFramebuffer(void)
+{
+ GLint fboId = 0;
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
+#endif
+ return fboId;
+}
+
+// Disable rendering to texture
+void rlDisableFramebuffer(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+// Blit active framebuffer to main framebuffer
+void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
+#endif
+}
+
+// Bind framebuffer object (fbo)
+void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(target, framebuffer);
+#endif
+}
+
+// Activate multiple draw color buffers
+// NOTE: One color buffer is always active by default
+void rlActiveDrawBuffers(int count)
+{
+#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
+ // NOTE: Maximum number of draw buffers supported is implementation dependant,
+ // it can be queried with glGet*() but it must be at least 8
+ //GLint maxDrawBuffers = 0;
+ //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
+
+ if (count > 0)
+ {
+ if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
+ else
+ {
+ unsigned int buffers[8] = {
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_COLOR_ATTACHMENT1_EXT,
+ GL_COLOR_ATTACHMENT2_EXT,
+ GL_COLOR_ATTACHMENT3_EXT,
+ GL_COLOR_ATTACHMENT4_EXT,
+ GL_COLOR_ATTACHMENT5_EXT,
+ GL_COLOR_ATTACHMENT6_EXT,
+ GL_COLOR_ATTACHMENT7_EXT,
+#else
+ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3,
+ GL_COLOR_ATTACHMENT4,
+ GL_COLOR_ATTACHMENT5,
+ GL_COLOR_ATTACHMENT6,
+ GL_COLOR_ATTACHMENT7,
+#endif
+ };
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ glDrawBuffersEXT(count, buffers);
+#else
+ glDrawBuffers(count, buffers);
+#endif
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// General render state configuration
+//----------------------------------------------------------------------------------
+
+// Enable color blending
+void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
+
+// Disable color blending
+void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
+
+// 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); }
+
+// Set color mask active for screen read/draw
+void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
+
+// Set face culling mode
+void rlSetCullFace(int mode)
+{
+ switch (mode)
+ {
+ case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
+ case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
+ default: break;
+ }
+}
+
+// Enable scissor test
+void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
+
+// Disable scissor test
+void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
+
+// Scissor test
+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
+}
+
+void rlEnablePointMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
+ glEnable(GL_PROGRAM_POINT_SIZE);
+#endif
+}
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#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_11)
+ glEnable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Disable line aliasing
+void rlDisableSmoothLines(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Enable stereo rendering
+void rlEnableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ RLGL.State.stereoRender = true;
+#endif
+}
+
+// Disable stereo rendering
+void rlDisableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ RLGL.State.stereoRender = false;
+#endif
+}
+
+// Check if stereo render is enabled
+bool rlIsStereoRenderEnabled(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ return RLGL.State.stereoRender;
+#else
+ return false;
+#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...
+}
+
+// Check and log OpenGL error codes
+void rlCheckErrors(void)
+{
+#if 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: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
+ case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
+ case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
+ case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
+ case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
+ case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
+ case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
+ default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
+ }
+ }
+#endif
+}
+
+// Set blend mode
+void rlSetBlendMode(int mode)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+
+ switch (mode)
+ {
+ case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
+ case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_CUSTOM:
+ {
+ // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
+ glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
+
+ } break;
+ case RL_BLEND_CUSTOM_SEPARATE:
+ {
+ // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
+ glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
+ glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
+
+ } break;
+ default: break;
+ }
+
+ RLGL.State.currentBlendMode = mode;
+ RLGL.State.glCustomBlendModeModified = false;
+ }
+#endif
+}
+
+// Set blending mode factor and equation
+void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
+ (RLGL.State.glBlendDstFactor != glDstFactor) ||
+ (RLGL.State.glBlendEquation != glEquation))
+ {
+ RLGL.State.glBlendSrcFactor = glSrcFactor;
+ RLGL.State.glBlendDstFactor = glDstFactor;
+ RLGL.State.glBlendEquation = glEquation;
+
+ RLGL.State.glCustomBlendModeModified = true;
+ }
+#endif
+}
+
+// Set blending mode factor and equation separately for RGB and alpha
+void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
+ (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
+ (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
+ (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
+ (RLGL.State.glBlendEquationRGB != glEqRGB) ||
+ (RLGL.State.glBlendEquationAlpha != glEqAlpha))
+ {
+ RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
+ RLGL.State.glBlendDestFactorRGB = glDstRGB;
+ RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
+ RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
+ RLGL.State.glBlendEquationRGB = glEqRGB;
+ RLGL.State.glBlendEquationAlpha = glEqAlpha;
+
+ RLGL.State.glCustomBlendModeModified = true;
+ }
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL Debug
+//----------------------------------------------------------------------------------
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+ // Ignore non-significant error/warning codes (NVidia drivers)
+ // NOTE: Here there are the details with a sample output:
+ // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
+ // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
+ // will use VIDEO memory as the source for buffer object operations. (severity: low)
+ // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
+ // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
+ // a defined base level and cannot be used for texture mapping. (severity: low)
+ if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
+
+ const char *msgSource = NULL;
+ switch (source)
+ {
+ case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
+ case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
+ case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
+ case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
+ case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
+ case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
+ default: break;
+ }
+
+ const char *msgType = NULL;
+ switch (type)
+ {
+ case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
+ case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
+ case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
+ case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
+ case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
+ case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
+ case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
+ default: break;
+ }
+
+ const char *msgSeverity = "DEFAULT";
+ switch (severity)
+ {
+ case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
+ case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
+ case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
+ case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
+ default: break;
+ }
+
+ TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
+ TRACELOG(LOG_WARNING, " > Type: %s", msgType);
+ TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
+ TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
+}
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl functionality
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
+{
+ // Enable OpenGL debug context if required
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+ if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
+ {
+ glDebugMessageCallback(rlDebugMessageCallback, 0);
+ // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
+
+ // Debug context options:
+ // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
+ // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
+ glEnable(GL_DEBUG_OUTPUT);
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+ }
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Init default white texture
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
+ RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+
+ if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
+
+ // Init default Shader (customized for GL 3.3 and ES2)
+ // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
+ rlLoadShaderDefault();
+ RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
+ RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
+
+ // Init default vertex arrays buffers
+ // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
+ RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
+ RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
+ RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
+ RLGL.currentBatch = &RLGL.defaultBatch;
+
+ // Init stack matrices (emulating OpenGL 1.1)
+ for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
+
+ // Init internal matrices
+ RLGL.State.transform = rlMatrixIdentity();
+ RLGL.State.projection = rlMatrixIdentity();
+ RLGL.State.modelview = rlMatrixIdentity();
+ 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;
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
+ //----------------------------------------------------------
+#endif
+
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlUnloadRenderBatch(RLGL.defaultBatch);
+
+ rlUnloadShaderDefault(); // Unload default shader
+
+ glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
+#endif
+}
+
+// Load OpenGL extensions
+// NOTE: External loader function must be provided
+void rlLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+ if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ // Get number of supported extensions
+ GLint numExt = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ // Get supported extensions list
+ // WARNING: glGetStringi() not available on OpenGL 2.1
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+ for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ // Register supported extensions flags
+ // Optional OpenGL 2.1 extensions
+ RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
+ RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
+ RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
+ RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
+ RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
+ RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
+ RLGL.ExtSupported.maxDepthBits = 32;
+ RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
+ RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
+#else
+ // Register supported extensions flags
+ // OpenGL 3.3 extensions supported by default (core)
+ RLGL.ExtSupported.vao = true;
+ RLGL.ExtSupported.instancing = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texFloat16 = true;
+ RLGL.ExtSupported.texDepth = true;
+ RLGL.ExtSupported.maxDepthBits = 32;
+ RLGL.ExtSupported.texAnisoFilter = true;
+ RLGL.ExtSupported.texMirrorClamp = true;
+#endif
+
+ // Optional OpenGL 3.3 extensions
+ RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
+ RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
+ RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
+ #if defined(GRAPHICS_API_OPENGL_43)
+ RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
+ RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
+ #endif
+
+#endif // GRAPHICS_API_OPENGL_33
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ // Register supported extensions flags
+ // OpenGL ES 3.0 extensions supported by default (or it should be)
+ RLGL.ExtSupported.vao = true;
+ RLGL.ExtSupported.instancing = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texFloat16 = true;
+ RLGL.ExtSupported.texDepth = true;
+ RLGL.ExtSupported.texDepthWebGL = true;
+ RLGL.ExtSupported.maxDepthBits = 24;
+ RLGL.ExtSupported.texAnisoFilter = true;
+ RLGL.ExtSupported.texMirrorClamp = true;
+ // TODO: Check for additional OpenGL ES 3.0 supported extensions:
+ //RLGL.ExtSupported.texCompDXT = true;
+ //RLGL.ExtSupported.texCompETC1 = true;
+ //RLGL.ExtSupported.texCompETC2 = true;
+ //RLGL.ExtSupported.texCompPVRT = true;
+ //RLGL.ExtSupported.texCompASTC = true;
+ //RLGL.ExtSupported.maxAnisotropyLevel = true;
+ //RLGL.ExtSupported.computeShader = true;
+ //RLGL.ExtSupported.ssbo = true;
+
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+
+ #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+ // TODO: Support GLAD loader for OpenGL ES 3.0
+ if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
+ else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
+ #endif
+
+ // Get supported extensions list
+ GLint numExt = 0;
+ const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
+ const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
+
+ // NOTE: We have to duplicate string because glGetString() returns a const string
+ int size = strlen(extensions) + 1; // Get extensions string size in bytes
+ char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
+ strcpy(extensionsDup, extensions);
+ extList[numExt] = extensionsDup;
+
+ for (int i = 0; i < size; i++)
+ {
+ if (extensionsDup[i] == ' ')
+ {
+ extensionsDup[i] = '\0';
+ numExt++;
+ extList[numExt] = &extensionsDup[i + 1];
+ }
+ }
+
+ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+ for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
+#endif
+
+ // Check required extensions
+ for (int i = 0; i < numExt; i++)
+ {
+ // 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)((rlglLoadProc)loader)("glGenVertexArraysOES");
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
+ //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
+
+ if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
+ }
+
+ // Check instanced rendering support
+ if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
+
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+ }
+ else
+ {
+ if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
+ (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
+
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = 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;
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
+
+ // Check depth texture support
+ if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
+ if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
+ if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
+
+ if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
+ if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
+
+ // Check texture compression support: DXT
+ 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;
+
+ // Check texture compression support: ETC1
+ 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;
+
+ // Check texture compression support: ETC2/EAC
+ if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
+
+ // Check texture compression support: PVR
+ if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
+
+ // Check texture compression support: ASTC
+ if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
+
+ // Check anisotropic texture filter support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
+
+ // Check clamp mirror wrap mode support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
+ }
+
+ // Free extensions pointers
+ RL_FREE(extList);
+ RL_FREE(extensionsDup); // Duplicated string must be deallocated
+#endif // GRAPHICS_API_OPENGL_ES2
+
+ // Check OpenGL information and capabilities
+ //------------------------------------------------------------------------------
+ // Show current OpenGL and GLSL version
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
+ TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
+ TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
+ TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
+ TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Anisotropy levels capability is an extension
+ #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+ #endif
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ // Show some OpenGL GPU capabilities
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
+ GLint capability = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
+ #if !defined(GRAPHICS_API_OPENGL_ES2)
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
+ if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
+ #endif
+ glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
+ GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
+ glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
+ for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
+ RL_FREE(compFormats);
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
+ glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
+#endif // GRAPHICS_API_OPENGL_43
+#else // RLGL_SHOW_GL_DETAILS_INFO
+
+ // Show some basic info about GL supported features
+ if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
+ else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
+ if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
+ else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+ if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
+ if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
+ if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
+ if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
+ if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+}
+
+// Get current OpenGL version
+int rlGetVersion(void)
+{
+ int glVersion = 0;
+#if defined(GRAPHICS_API_OPENGL_11)
+ glVersion = RL_OPENGL_11;
+#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ glVersion = RL_OPENGL_21;
+#elif defined(GRAPHICS_API_OPENGL_43)
+ glVersion = RL_OPENGL_43;
+#elif defined(GRAPHICS_API_OPENGL_33)
+ glVersion = RL_OPENGL_33;
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ glVersion = RL_OPENGL_ES_30;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ glVersion = RL_OPENGL_ES_20;
+#endif
+
+ return glVersion;
+}
+
+// Set current framebuffer width
+void rlSetFramebufferWidth(int width)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.framebufferWidth = width;
+#endif
+}
+
+// Set current framebuffer height
+void rlSetFramebufferHeight(int height)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.framebufferHeight = height;
+#endif
+}
+
+// Get default framebuffer width
+int rlGetFramebufferWidth(void)
+{
+ int width = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ width = RLGL.State.framebufferWidth;
+#endif
+ return width;
+}
+
+// Get default framebuffer height
+int rlGetFramebufferHeight(void)
+{
+ int height = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ height = RLGL.State.framebufferHeight;
+#endif
+ return height;
+}
+
+// Get default internal texture (white texture)
+// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+unsigned int rlGetTextureIdDefault(void)
+{
+ unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ id = RLGL.State.defaultTextureId;
+#endif
+ return id;
+}
+
+// Get default shader id
+unsigned int rlGetShaderIdDefault(void)
+{
+ unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ id = RLGL.State.defaultShaderId;
+#endif
+ return id;
+}
+
+// Get default shader locs
+int *rlGetShaderLocsDefault(void)
+{
+ int *locs = NULL;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ locs = RLGL.State.defaultShaderLocs;
+#endif
+ return locs;
+}
+
+// Render batch management
+//------------------------------------------------------------------------------------------------
+// Load render batch
+rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
+{
+ rlRenderBatch batch = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
+ //--------------------------------------------------------------------------------------------
+ batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
+
+ for (int i = 0; i < numBuffers; i++)
+ {
+ batch.vertexBuffer[i].elementCount = bufferElements;
+
+ batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
+ batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
+ batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
+ batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
+#if defined(GRAPHICS_API_OPENGL_33)
+ batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
+#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 < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[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++;
+ }
+
+ RLGL.State.vertexCounter = 0;
+ }
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded 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.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_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.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+
+ // Vertex normal buffer (shader-location = 2)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+
+ // Vertex color buffer (shader-location = 3)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+ // Fill index buffer
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+ }
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
+
+ // Unbind the current VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
+
+ // Init draw calls tracking system
+ //--------------------------------------------------------------------------------------------
+ batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
+
+ for (int i = 0; i < RL_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 = rlMatrixIdentity();
+ //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
+ }
+
+ batch.bufferCount = numBuffers; // Record buffer count
+ batch.drawCounter = 1; // Reset draws counter
+ batch.currentDepth = -1.0f; // Reset depth value
+ //--------------------------------------------------------------------------------------------
+#endif
+
+ return batch;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+void rlUnloadRenderBatch(rlRenderBatch batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Unbind everything
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Unload all vertex buffers data
+ for (int i = 0; i < batch.bufferCount; i++)
+ {
+ // Unbind VAO attribs data
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(batch.vertexBuffer[i].vaoId);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
+ glBindVertexArray(0);
+ }
+
+ // 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]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+
+ // 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].normals);
+ RL_FREE(batch.vertexBuffer[i].colors);
+ RL_FREE(batch.vertexBuffer[i].indices);
+ }
+
+ // Unload arrays
+ RL_FREE(batch.vertexBuffer);
+ RL_FREE(batch.draws);
+#endif
+}
+
+// Draw render batch
+// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
+void rlDrawRenderBatch(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Update batch vertex buffers
+ //------------------------------------------------------------------------------------------------------------
+ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
+ // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
+ if (RLGL.State.vertexCounter > 0)
+ {
+ // Activate elements VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
+
+ // Vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, 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, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Normals buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, 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 eyeCount = 1;
+ if (RLGL.State.stereoRender) eyeCount = 2;
+
+ for (int eye = 0; eye < eyeCount; eye++)
+ {
+ if (eyeCount == 2)
+ {
+ // Setup current eye viewport (half screen width)
+ rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
+
+ // Set current eye view offset to modelview matrix
+ rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
+ // Set current eye projection matrix
+ rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
+ }
+
+ // Draw buffers
+ if (RLGL.State.vertexCounter > 0)
+ {
+ // Set current shader and upload current MVP matrix
+ glUseProgram(RLGL.State.currentShaderId);
+
+ // Create modelview-projection matrix and upload to shader
+ Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
+ }
+
+ // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
+ // transformations and rendering occur between rlPushMatrix and rlPopMatrix.
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
+ }
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
+ }
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
+ }
+
+ 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.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+
+ // Bind vertex attrib: texcoord (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+
+ // Bind vertex attrib: normal (shader-location = 2)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
+ }
+
+ // Setup some default shader values
+ glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_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 < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; 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->drawCounter; i++)
+ {
+ // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
+ glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
+
+ if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
+ else
+ {
+#if defined(GRAPHICS_API_OPENGL_33)
+ // We need to define the number of indices to be processed: elementCount*6
+ // 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)));
+#endif
+#if 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
+ }
+
+ // Restore viewport to default measures
+ if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //------------------------------------------------------------------------------------------------------------
+
+ // Reset batch buffers
+ //------------------------------------------------------------------------------------------------------------
+ // Reset vertex counter for next frame
+ RLGL.State.vertexCounter = 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 < RL_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 < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
+
+ // Reset draws counter to one draw for the batch
+ batch->drawCounter = 1;
+ //------------------------------------------------------------------------------------------------------------
+
+ // Change to next buffer in the list (in case of multi-buffering)
+ batch->currentBuffer++;
+ if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
+#endif
+}
+
+// Set the active render batch for rlgl
+void rlSetRenderBatchActive(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDrawRenderBatch(RLGL.currentBatch);
+
+ if (batch != NULL) RLGL.currentBatch = batch;
+ else RLGL.currentBatch = &RLGL.defaultBatch;
+#endif
+}
+
+// Update and draw internal render batch
+void rlDrawRenderBatchActive(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Check internal buffer overflow for a given number of vertex
+// and force a rlRenderBatch draw call if required
+bool rlCheckRenderBatchLimit(int vCount)
+{
+ bool overflow = false;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.vertexCounter + vCount) >=
+ (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
+ {
+ overflow = true;
+
+ // Store current primitive drawing mode and texture id
+ int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
+ int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
+
+ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+
+ // Restore state of last batch so we can continue adding vertices
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
+ }
+#endif
+
+ return overflow;
+}
+
+// Textures data management
+//-----------------------------------------------------------------------------------------
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
+{
+ unsigned int id = 0;
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
+
+ // Check texture format support by OpenGL 1.1 (compressed textures not supported)
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
+ return id;
+ }
+#else
+ if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
+ (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
+ {
+ TRACELOG(RL_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 == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
+ {
+ TRACELOG(RL_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
+
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ int mipWidth = width;
+ int mipHeight = height;
+ int mipOffset = 0; // Mipmap data offset, only used for tracelog
+
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned char *dataPtr = NULL;
+ if (data != NULL) dataPtr = (unsigned char *)data;
+
+ // Load the different mipmap levels
+ for (int i = 0; i < mipmapCount; i++)
+ {
+ unsigned int mipSize = rlGetPixelDataSize(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 != 0)
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
+#if !defined(GRAPHICS_API_OPENGL_11)
+ else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
+ {
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+ else if (format == RL_PIXELFORMAT_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; // Increment offset position to next mipmap
+ if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
+
+ // Security check for NPOT textures
+ if (mipWidth < 1) mipWidth = 1;
+ 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(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
+ else TRACELOG(RL_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 and WebGL requires 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) || defined(GRAPHICS_API_OPENGL_ES3))
+ // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
+ // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
+ if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
+ {
+ 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(RL_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(RL_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(const void *data, int size, int format)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int dataSize = rlGetPixelDataSize(size, size, format);
+
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ if (glInternalFormat != 0)
+ {
+ // Load cubemap faces
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ if (data == NULL)
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+ {
+ if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
+ || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
+ TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
+ else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
+ }
+ else
+ {
+ if (format < RL_PIXELFORMAT_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 == RL_PIXELFORMAT_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 == RL_PIXELFORMAT_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(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
+ else TRACELOG(RL_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 != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
+ }
+ else TRACELOG(RL_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 = 0;
+ *glFormat = 0;
+ *glType = 0;
+
+ 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 RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ #if defined(GRAPHICS_API_OPENGL_ES3)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+ #else
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ #if defined(GRAPHICS_API_OPENGL_21)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
+ #else // defined(GRAPHICS_API_OPENGL_ES2)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ #endif
+ #endif
+ #endif
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+ #endif
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_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 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case RL_PIXELFORMAT_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 RL_PIXELFORMAT_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(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
+ }
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+ glDeleteTextures(1, &id);
+}
+
+// Generate mipmap data for selected texture
+// NOTE: Only supports GPU mipmap generation
+void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // Check if texture is power-of-two (POT)
+ bool texIsPOT = false;
+
+ if (((width > 0) && ((width & (width - 1)) == 0)) &&
+ ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
+
+ if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
+ {
+ //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+ glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
+
+ #define MIN(a,b) (((a)<(b))? (a):(b))
+ #define MAX(a,b) (((a)>(b))? (a):(b))
+
+ *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#else
+ TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
+#endif
+}
+
+// Read texture pixel data
+void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
+{
+ void *pixels = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+ // 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(format, &glInternalFormat, &glFormat, &glType);
+ unsigned int size = rlGetPixelDataSize(width, height, format);
+
+ if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+ {
+ pixels = RL_MALLOC(size);
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ // glGetTexImage() is not available on OpenGL ES 2.0
+ // Texture 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();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fboId);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Attach our texture to FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
+
+ // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
+ pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Clean up temporal fbo
+ rlUnloadFramebuffer(fboId);
+#endif
+
+ return pixels;
+}
+
+// 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
+}
+
+// Framebuffer management (fbo)
+//-----------------------------------------------------------------------------------------
+// Load a framebuffer to be used for rendering
+// NOTE: No textures attached
+unsigned int rlLoadFramebuffer(void)
+{
+ unsigned int fboId = 0;
+
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glGenFramebuffers(1, &fboId); // Create the framebuffer object
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
+#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, int mipLevel)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_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, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
+ else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
+
+ } break;
+ case RL_ATTACHMENT_DEPTH:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ case RL_ATTACHMENT_STENCIL:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ default: break;
+ }
+
+ 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(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ switch (status)
+ {
+ case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
+#endif
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_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;
+}
+
+// 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(RLGL_RENDER_TEXTURES_HINT)
+ // Query depth attachment to automatically delete texture/renderbuffer
+ int depthType = 0, depthId = 0;
+ glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
+
+ // TODO: Review warning retrieving object name in WebGL
+ // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
+ // https://registry.khronos.org/webgl/specs/latest/1.0/
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
+
+ unsigned int depthIdU = (unsigned int)depthId;
+ if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
+ else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
+
+ // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
+ // the texture image is automatically detached from the currently bound framebuffer.
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &id);
+
+ TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
+#endif
+}
+
+// Vertex data management
+//-----------------------------------------------------------------------------------------
+// Load a new attributes buffer
+unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glGenBuffers(1, &id);
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+ glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+ return id;
+}
+
+// Load a new attributes element buffer
+unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glGenBuffers(1, &id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+ return id;
+}
+
+// Enable vertex buffer (VBO)
+void rlEnableVertexBuffer(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer (VBO)
+void rlDisableVertexBuffer(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Enable vertex buffer element (VBO element)
+void rlEnableVertexBufferElement(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer element (VBO element)
+void rlDisableVertexBufferElement(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Update vertex buffer with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+ glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Update vertex buffer elements with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Enable vertex array object (VAO)
+bool rlEnableVertexArray(unsigned int vaoId)
+{
+ bool result = false;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(vaoId);
+ result = true;
+ }
+#endif
+ return result;
+}
+
+// Disable vertex array object (VAO)
+void rlDisableVertexArray(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+#endif
+}
+
+// Enable vertex attribute index
+void rlEnableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glEnableVertexAttribArray(index);
+#endif
+}
+
+// Disable vertex attribute index
+void rlDisableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDisableVertexAttribArray(index);
+#endif
+}
+
+// Draw vertex array
+void rlDrawVertexArray(int offset, int count)
+{
+ glDrawArrays(GL_TRIANGLES, offset, count);
+}
+
+// Draw vertex array elements
+void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
+{
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned short *bufferPtr = (unsigned short *)buffer;
+ if (offset > 0) bufferPtr += offset;
+
+ glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
+}
+
+// Draw vertex array instanced
+void rlDrawVertexArrayInstanced(int offset, int count, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
+#endif
+}
+
+// Draw vertex array elements instanced
+void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned short *bufferPtr = (unsigned short *)buffer;
+ if (offset > 0) bufferPtr += offset;
+
+ glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
+#endif
+}
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Enable vertex state pointer
+void rlEnableStatePointer(int vertexAttribType, void *buffer)
+{
+ if (buffer != NULL) glEnableClientState(vertexAttribType);
+ switch (vertexAttribType)
+ {
+ case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
+ case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
+ case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
+ case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
+ //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
+ default: break;
+ }
+}
+
+// Disable vertex state pointer
+void rlDisableStatePointer(int vertexAttribType)
+{
+ glDisableClientState(vertexAttribType);
+}
+#endif
+
+// Load vertex array object (VAO)
+unsigned int rlLoadVertexArray(void)
+{
+ unsigned int vaoId = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glGenVertexArrays(1, &vaoId);
+ }
+#endif
+ return vaoId;
+}
+
+// Set vertex attribute
+void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
+ // Additional types (depends on OpenGL version or extensions):
+ // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
+ // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
+
+ size_t offsetNative = offset;
+ glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
+#endif
+}
+
+// Set vertex attribute divisor
+void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glVertexAttribDivisor(index, divisor);
+#endif
+}
+
+// Unload vertex array object (VAO)
+void rlUnloadVertexArray(unsigned int vaoId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vaoId);
+ TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
+ }
+#endif
+}
+
+// Unload vertex buffer (VBO)
+void rlUnloadVertexBuffer(unsigned int vboId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDeleteBuffers(1, &vboId);
+ //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
+#endif
+}
+
+// Shaders management
+//-----------------------------------------------------------------------------------------------
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int vertexShaderId = 0;
+ unsigned int fragmentShaderId = 0;
+
+ // Compile vertex shader (if provided)
+ if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
+ // In case no vertex shader was provided or compilation failed, we use default vertex shader
+ if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
+
+ // Compile fragment shader (if provided)
+ if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
+ // In case no fragment shader was provided or compilation failed, we use default fragment shader
+ if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
+
+ // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
+ if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
+ else
+ {
+ // One of or both shader are new, we need to compile a new shader program
+ id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+ // We can detach and delete vertex/fragment shaders (if not default ones)
+ // NOTE: We detach shader before deletion to make sure memory is freed
+ if (vertexShaderId != RLGL.State.defaultVShaderId)
+ {
+ // WARNING: Shader program linkage could fail and returned id is 0
+ if (id > 0) glDetachShader(id, vertexShaderId);
+ glDeleteShader(vertexShaderId);
+ }
+ if (fragmentShaderId != RLGL.State.defaultFShaderId)
+ {
+ // WARNING: Shader program linkage could fail and returned id is 0
+ if (id > 0) glDetachShader(id, fragmentShaderId);
+ glDeleteShader(fragmentShaderId);
+ }
+
+ // In case shader program loading failed, we assign default shader
+ if (id == 0)
+ {
+ // In case shader loading fails, we return the default shader
+ TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
+ id = RLGL.State.defaultShaderId;
+ }
+ /*
+ else
+ {
+ // Get available shader uniforms
+ // NOTE: This information is useful for debug...
+ int uniformCount = -1;
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+ for (int i = 0; i < uniformCount; i++)
+ {
+ int namelen = -1;
+ int num = -1;
+ char name[256] = { 0 }; // Assume no variable names longer than 256
+ GLenum type = GL_ZERO;
+
+ // Get the name of the uniforms
+ glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
+
+ name[namelen] = 0;
+ TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
+ }
+ }
+ */
+ }
+#endif
+
+ return id;
+}
+
+// Compile custom shader and return shader id
+unsigned int rlCompileShader(const char *shaderCode, int type)
+{
+ unsigned int shader = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderCode, NULL);
+
+ GLint success = 0;
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ switch (type)
+ {
+ case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
+ case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
+ //case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
+ #endif
+ default: break;
+ }
+
+ int maxLength = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetShaderInfoLog(shader, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
+ RL_FREE(log);
+ }
+ }
+ else
+ {
+ switch (type)
+ {
+ case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
+ case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
+ //case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
+ #endif
+ default: break;
+ }
+ }
+#endif
+
+ return shader;
+}
+
+// Load custom shader strings and return program id
+unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLint success = 0;
+ program = glCreateProgram();
+
+ glAttachShader(program, vShaderId);
+ glAttachShader(program, fShaderId);
+
+ // NOTE: Default attribute shader locations must be Bound before linking
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+
+ // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
+
+ int maxLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetProgramInfoLog(program, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+ RL_FREE(log);
+ }
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else
+ {
+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
+ //GLint binarySize = 0;
+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
+ }
+#endif
+ return program;
+}
+
+// Unload shader program
+void rlUnloadShaderProgram(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDeleteProgram(id);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
+#endif
+}
+
+// Get shader location uniform
+int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetUniformLocation(shaderId, uniformName);
+
+ //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
+ //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
+#endif
+ return location;
+}
+
+// Get shader location attribute
+int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetAttribLocation(shaderId, attribName);
+
+ //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
+ //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
+#endif
+ return location;
+}
+
+// Set shader value uniform
+void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (uniformType)
+ {
+ case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
+ default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
+ }
+#endif
+}
+
+// Set shader value attribute
+void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (attribType)
+ {
+ case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
+ default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
+ }
+#endif
+}
+
+// Set shader value uniform matrix
+void rlSetUniformMatrix(int locIndex, Matrix mat)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ float matfloat[16] = {
+ mat.m0, mat.m1, mat.m2, mat.m3,
+ mat.m4, mat.m5, mat.m6, mat.m7,
+ mat.m8, mat.m9, mat.m10, mat.m11,
+ mat.m12, mat.m13, mat.m14, mat.m15
+ };
+ glUniformMatrix4fv(locIndex, 1, false, matfloat);
+#endif
+}
+
+// Set shader value uniform sampler
+void rlSetUniformSampler(int locIndex, unsigned int textureId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Check if texture is already active
+ for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == textureId)
+ {
+ glUniform1i(locIndex, 1 + i);
+ 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 < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == 0)
+ {
+ glUniform1i(locIndex, 1 + i); // Activate new texture unit
+ RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
+ break;
+ }
+ }
+#endif
+}
+
+// Set shader currently active (id and locations)
+void rlSetShader(unsigned int id, int *locs)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.State.currentShaderId != id)
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+ RLGL.State.currentShaderId = id;
+ RLGL.State.currentShaderLocs = locs;
+ }
+#endif
+}
+
+// Load compute shader program
+unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ GLint success = 0;
+ program = glCreateProgram();
+ glAttachShader(program, shaderId);
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
+
+ int maxLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetProgramInfoLog(program, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+ RL_FREE(log);
+ }
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else
+ {
+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
+ //GLint binarySize = 0;
+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
+ }
+#endif
+
+ return program;
+}
+
+// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
+void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDispatchCompute(groupX, groupY, groupZ);
+#endif
+}
+
+// Load shader storage buffer object (SSBO)
+unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
+{
+ unsigned int ssbo = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glGenBuffers(1, &ssbo);
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
+ glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
+ if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
+#endif
+
+ return ssbo;
+}
+
+// Unload shader storage buffer object (SSBO)
+void rlUnloadShaderBuffer(unsigned int ssboId)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDeleteBuffers(1, &ssboId);
+#endif
+}
+
+// Update SSBO buffer data
+void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Get SSBO buffer size
+unsigned int rlGetShaderBufferSize(unsigned int id)
+{
+ long long size = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
+#endif
+
+ return (size > 0)? (unsigned int)size : 0;
+}
+
+// Read SSBO buffer data (GPU->CPU)
+void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
+#endif
+}
+
+// Bind SSBO buffer
+void rlBindShaderBuffer(unsigned int id, unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
+#endif
+}
+
+// Copy SSBO buffer data
+void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_COPY_READ_BUFFER, srcId);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
+ glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
+#endif
+}
+
+// Bind image texture
+void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
+
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+ glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
+#endif
+}
+
+// Matrix state management
+//-----------------------------------------------------------------------------------------
+// Get internal modelview matrix
+Matrix rlGetMatrixModelview(void)
+{
+ Matrix matrix = rlMatrixIdentity();
+#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;
+}
+
+// Get internal projection matrix
+Matrix rlGetMatrixProjection(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
+}
+
+// Get internal accumulated transform matrix
+Matrix rlGetMatrixTransform(void)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // TODO: Consider possible transform matrices in the RLGL.State.stack
+ // Is this the right order? or should we start with the first stored matrix instead of the last one?
+ //Matrix matStackTransform = rlMatrixIdentity();
+ //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
+ mat = RLGL.State.transform;
+#endif
+ return mat;
+}
+
+// Get internal projection matrix for stereo render (selected eye)
+Matrix rlGetMatrixProjectionStereo(int eye)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mat = RLGL.State.projectionStereo[eye];
+#endif
+ return mat;
+}
+
+// Get internal view offset matrix for stereo render (selected eye)
+Matrix rlGetMatrixViewOffsetStereo(int eye)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mat = RLGL.State.viewOffsetStereo[eye];
+#endif
+ return mat;
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void rlSetMatrixModelview(Matrix view)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.modelview = view;
+#endif
+}
+
+// Set a custom projection matrix (replaces internal projection matrix)
+void rlSetMatrixProjection(Matrix projection)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.projection = projection;
+#endif
+}
+
+// Set eyes projection matrices for stereo rendering
+void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.projectionStereo[0] = right;
+ RLGL.State.projectionStereo[1] = left;
+#endif
+}
+
+// Set eyes view offsets matrices for stereo rendering
+void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.viewOffsetStereo[0] = right;
+ RLGL.State.viewOffsetStereo[1] = left;
+#endif
+}
+
+// Load and draw a quad in NDC
+void rlLoadDrawQuad(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ 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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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);
+#endif
+}
+
+// Load and draw a cube in NDC
+void rlLoadDrawCube(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ 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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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);
+#endif
+}
+
+// Get name string for pixel format
+const char *rlGetPixelFormatName(unsigned int format)
+{
+ switch (format)
+ {
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
+ default: return "UNKNOWN"; break;
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Load default shader (just vertex positioning and texture coloring)
+// NOTE: This shader program is used for internal buffers
+// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlLoadShaderDefault(void)
+{
+ RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
+
+ // Vertex shader directly defined, no external file required
+ const char *defaultVShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ "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
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying 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 *defaultFShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#endif
+
+ // NOTE: Compiled vertex/fragment shaders are not deleted,
+ // they are kept for re-use as default shaders in case some shader loading fails
+ RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
+ RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
+
+ RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
+
+ if (RLGL.State.defaultShaderId > 0)
+ {
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
+
+ // Set default shader locations: attributes locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Set default shader locations: uniform locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
+ }
+ else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
+}
+
+// Unload default shader
+// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlUnloadShaderDefault(void)
+{
+ glUseProgram(0);
+
+ glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
+ glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
+ glDeleteShader(RLGL.State.defaultVShaderId);
+ glDeleteShader(RLGL.State.defaultFShaderId);
+
+ glDeleteProgram(RLGL.State.defaultShaderId);
+
+ RL_FREE(RLGL.State.defaultShaderLocs);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
+}
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+// Get compressed format official GL identifier name
+static const char *rlGetCompressedFormatName(int format)
+{
+ switch (format)
+ {
+ // GL_EXT_texture_compression_s3tc
+ case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
+ case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
+ case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
+ case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
+ // GL_3DFX_texture_compression_FXT1
+ case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
+ case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
+ // GL_IMG_texture_compression_pvrtc
+ case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
+ case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
+ case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
+ case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
+ // GL_OES_compressed_ETC1_RGB8_texture
+ case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
+ // GL_ARB_texture_compression_rgtc
+ case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
+ case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
+ case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
+ case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
+ // GL_ARB_texture_compression_bptc
+ case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
+ case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
+ case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
+ case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
+ // GL_ARB_ES3_compatibility
+ case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
+ case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
+ case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+ case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+ case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
+ case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
+ case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
+ case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
+ case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
+ case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
+ // GL_KHR_texture_compression_astc_hdr
+ case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
+ case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
+ case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
+ case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
+ case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
+ case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
+ case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
+ case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
+ case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
+ case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
+ case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
+ case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
+ case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
+ case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
+ case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
+ case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
+ case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
+ case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
+ case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
+ case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
+ case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
+ case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
+ case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
+ case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
+ case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
+ case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
+ case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
+ case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
+ default: return "GL_COMPRESSED_UNKNOWN"; break;
+ }
+}
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Get pixel data size in bytes (image or texture)
+// NOTE: Size depends on pixel format
+static int rlGetPixelDataSize(int width, int height, int format)
+{
+ int dataSize = 0; // Size in bytes
+ int bpp = 0; // Bits per pixel
+
+ switch (format)
+ {
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
+ 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 >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
+ else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
+ }
+
+ return dataSize;
+}
+
+// Auxiliar math functions
+
+// Get float array of matrix data
+static rl_float16 rlMatrixToFloatV(Matrix mat)
+{
+ rl_float16 result = { 0 };
+
+ result.v[0] = mat.m0;
+ result.v[1] = mat.m1;
+ result.v[2] = mat.m2;
+ result.v[3] = mat.m3;
+ result.v[4] = mat.m4;
+ result.v[5] = mat.m5;
+ result.v[6] = mat.m6;
+ result.v[7] = mat.m7;
+ result.v[8] = mat.m8;
+ result.v[9] = mat.m9;
+ result.v[10] = mat.m10;
+ result.v[11] = mat.m11;
+ result.v[12] = mat.m12;
+ result.v[13] = mat.m13;
+ result.v[14] = mat.m14;
+ result.v[15] = mat.m15;
+
+ return result;
+}
+
+// Get identity matrix
+static Matrix rlMatrixIdentity(void)
+{
+ Matrix result = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ return result;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+static Matrix rlMatrixMultiply(Matrix left, Matrix right)
+{
+ 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;
+}
+
+// Transposes provided matrix
+static Matrix rlMatrixTranspose(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
+static Matrix rlMatrixInvert(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;
+}
+
+#endif // RLGL_IMPLEMENTATION
diff --git a/thirdparty/raylib_desktop/lib/libraylib.a b/thirdparty/raylib_desktop/lib/libraylib.a
new file mode 100644
index 0000000..3e52e74
--- /dev/null
+++ b/thirdparty/raylib_desktop/lib/libraylib.a
Binary files differ
diff --git a/zip_web_build.sh b/zip_web_build.sh
new file mode 100755
index 0000000..ce7d92a
--- /dev/null
+++ b/zip_web_build.sh
@@ -0,0 +1,7 @@
+#!/bin/sh
+
+mkdir ./build/web/zip
+cp ./build/web/game* ./build/web/zip
+mv ./build/web/zip/game.html ./build/web/zip/index.html
+zip -r ./build/web/zip/blaidville_prototype.zip ./build/web/zip/*
+rm ./build/web/zip/game* ./build/web/zip/index.html