diff options
| author | talha <-> | 2024-08-12 19:39:04 +0500 | 
|---|---|---|
| committer | talha <-> | 2024-08-12 19:39:04 +0500 | 
| commit | 0cb9fa1c023033c250fd0bf33c2cee49fc85f178 (patch) | |
| tree | 73a5e945c55998b9dc7acb0eba5a5f40c8252ee6 /thirdparty/raylib_browser | |
Added files to git tracking
Diffstat (limited to 'thirdparty/raylib_browser')
| -rw-r--r-- | thirdparty/raylib_browser/include/raylib.h | 1689 | ||||
| -rw-r--r-- | thirdparty/raylib_browser/include/raymath.h | 2583 | ||||
| -rw-r--r-- | thirdparty/raylib_browser/include/rlgl.h | 5123 | ||||
| -rw-r--r-- | thirdparty/raylib_browser/lib/libraylib.a | bin | 0 -> 1382012 bytes | 
4 files changed, 9395 insertions, 0 deletions
| 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.aBinary files differ new file mode 100644 index 0000000..bbbb6b2 --- /dev/null +++ b/thirdparty/raylib_browser/lib/libraylib.a | 
