WARNING: BREAKING: rlgl module redesign -WIP-

- Some rlgl functions have been moved to core
 - Some functions have been made internal to rlgl
 - rlgl functions prefixed with rl*()
This commit is contained in:
Ray 2021-03-21 01:29:31 +01:00
parent f4f6f665f7
commit ed4ca6a7f3
6 changed files with 462 additions and 537 deletions

View File

@ -13,6 +13,7 @@
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include <time.h> // Required for: localtime(), asctime()
@ -76,7 +77,7 @@ int main(void)
// Try reloading updated shader
Shader updatedShader = LoadShader(0, TextFormat(fragShaderFileName, GLSL_VERSION));
if (updatedShader.id != GetShaderDefault().id) // It was correctly loaded
if (updatedShader.id != rlGetShaderDefault().id) // It was correctly loaded
{
UnloadShader(shader);
shader = updatedShader;

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@ -760,7 +760,7 @@ void InitWindow(int width, int height, const char *title)
LoadFontDefault();
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
rlSetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
#endif
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
@ -1837,7 +1837,7 @@ void EndDrawing(void)
}
#endif
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDrawRenderBatchActive(); // Update and draw internal render batch
#if defined(SUPPORT_GIF_RECORDING)
#define GIF_RECORD_FRAMERATE 10
@ -1854,7 +1854,7 @@ void EndDrawing(void)
unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height);
msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4);
RL_FREE(screenData); // Free image data
RL_FREE(screenData); // Free image data
}
if (((gifFramesCounter/15)%2) == 1)
@ -1863,7 +1863,7 @@ void EndDrawing(void)
DrawText("RECORDING", 50, CORE.Window.screen.height - 25, 10, MAROON);
}
rlglDraw(); // Draw RECORDING message
rlDrawRenderBatchActive(); // Update and draw internal render batch
}
#endif
@ -1894,9 +1894,9 @@ void EndDrawing(void)
// Initialize 2D mode with custom camera (2D)
void BeginMode2D(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlLoadIdentity(); // Reset current matrix (modelview)
rlLoadIdentity(); // Reset current matrix (modelview)
// Apply 2d camera transformation to modelview
rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
@ -1908,20 +1908,20 @@ void BeginMode2D(Camera2D camera)
// Ends 2D mode with custom camera
void EndMode2D(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlLoadIdentity(); // Reset current matrix (modelview)
rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
}
// Initializes 3D mode with custom camera (3D)
void BeginMode3D(Camera3D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (projection)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (projection)
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
@ -1943,53 +1943,53 @@ void BeginMode3D(Camera3D camera)
rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
// Ends 3D mode and returns to default 2D orthographic mode
void EndMode3D(void)
{
rlglDraw(); // Process internal buffers (update + draw)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Initializes render texture for drawing
void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlEnableFramebuffer(target.id); // Enable render target
rlEnableFramebuffer(target.id); // Enable render target
// Set viewport to framebuffer size
rlViewport(0, 0, target.texture.width, target.texture.height);
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlLoadIdentity(); // Reset current matrix (projection)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlLoadIdentity(); // Reset current matrix (projection)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (modelview)
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
// Setup current width/height for proper aspect ratio
// calculation when using BeginMode3D()
@ -2000,9 +2000,9 @@ void BeginTextureMode(RenderTexture2D target)
// Ends drawing to render texture
void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlDisableFramebuffer(); // Disable render target (fbo)
rlDisableFramebuffer(); // Disable render target (fbo)
// Set viewport to default framebuffer size
SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
@ -2012,6 +2012,121 @@ void EndTextureMode(void)
CORE.Window.currentFbo.height = CORE.Window.screen.height;
}
// Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(const char *vsFileName, const char *fsFileName)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
char *vShaderStr = NULL;
char *fShaderStr = NULL;
if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
shader.id = rlLoadShaderCode(vShaderStr, fShaderStr);
if (vShaderStr != NULL) RL_FREE(vShaderStr);
if (fShaderStr != NULL) RL_FREE(fShaderStr);
// After shader loading, we TRY to set default location names
if (shader.id > 0) SetShaderDefaultLocations(&shader);
return shader;
}
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
if (shader.id != rlGetShaderDefault().id)
{
rlUnloadShaderProgram(shader.id);
RL_FREE(shader.locs);
TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
}
}
// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
rlSetShaderCurrent(shader);
}
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
{
BeginShaderMode(rlGetShaderDefault());
}
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
{
int location = rlGetLocationUniform(shader.id, uniformName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location);
return location;
}
// Get shader attribute location
int GetShaderLocationAttrib(Shader shader, const char *attribName)
{
int location = rlGetLocationAttrib(shader.id, attribName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
return location;
}
// Set shader uniform value
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
{
SetShaderValueV(shader, locIndex, value, uniformType, 1);
}
// Set shader uniform value vector
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
{
rlEnableShader(shader.id);
rlSetUniform(locIndex, value, uniformType, count);
//rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
}
// Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
{
rlEnableShader(shader.id);
rlSetUniformMatrix(locIndex, mat);
//rlDisableShader();
}
// Set shader uniform value for texture
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
{
rlEnableShader(shader.id);
rlSetUniformSampler(locIndex, texture);
//rlDisableShader();
}
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
rlSetBlendMode(mode);
}
// End blending mode (reset to default: alpha blending)
void EndBlendMode(void)
{
rlSetBlendMode(BLEND_ALPHA);
}
#if defined(SUPPORT_VR_SIMULATOR)
// Init VR simulator for selected device parameters
@ -2143,9 +2258,9 @@ void EndVrDrawing(void)
rlDisableFramebuffer(); // Unbind current framebuffer
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
SetMatrixProjection(MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0));
SetMatrixModelview(MatrixIdentity());
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
rlSetMatrixProjection(MatrixOrtho(0.0, GetScreenWidth(), GetScreenHeight(), 0.0, 0.0, 1.0));
rlSetMatrixModelview(MatrixIdentity());
rlDisableDepthTest();
}
@ -2157,7 +2272,7 @@ void EndVrDrawing(void)
// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
void BeginScissorMode(int x, int y, int width, int height)
{
rlglDraw(); // Force drawing elements
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlEnableScissorTest();
rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
@ -2166,7 +2281,7 @@ void BeginScissorMode(int x, int y, int width, int height)
// End scissor mode
void EndScissorMode(void)
{
rlglDraw(); // Force drawing elements
rlDrawRenderBatchActive(); // Update and draw internal render batch
rlDisableScissorTest();
}
@ -5057,7 +5172,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
LoadFontDefault();
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
rlSetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
#endif
// TODO: GPU assets reload in case of lost focus (lost context)

View File

@ -131,7 +131,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data);
// Draw a line in 3D world space
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
{
if (rlCheckBufferLimit(2)) rlglDraw();
rlCheckRenderBatchLimit(2);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -143,7 +143,7 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
// Draw a point in 3D space, actually a small line
void DrawPoint3D(Vector3 position, Color color)
{
if (rlCheckBufferLimit(2)) rlglDraw();
rlCheckRenderBatchLimit(2);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -158,7 +158,7 @@ void DrawPoint3D(Vector3 position, Color color)
// Draw a circle in 3D world space
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
{
if (rlCheckBufferLimit(2*36)) rlglDraw();
rlCheckRenderBatchLimit(2*36);
rlPushMatrix();
rlTranslatef(center.x, center.y, center.z);
@ -179,7 +179,7 @@ void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rota
// Draw a color-filled triangle (vertex in counter-clockwise order!)
void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
{
if (rlCheckBufferLimit(3)) rlglDraw();
rlCheckRenderBatchLimit(3);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -194,7 +194,7 @@ void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
if (rlCheckBufferLimit(3*(pointsCount - 2))) rlglDraw();
rlCheckRenderBatchLimit(3*(pointsCount - 2));
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -226,7 +226,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
float y = 0.0f;
float z = 0.0f;
if (rlCheckBufferLimit(36)) rlglDraw();
rlCheckRenderBatchLimit(36);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
@ -307,7 +307,7 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
float y = 0.0f;
float z = 0.0f;
if (rlCheckBufferLimit(36)) rlglDraw();
rlCheckRenderBatchLimit(36);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -384,7 +384,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
float y = position.y;
float z = position.z;
if (rlCheckBufferLimit(36)) rlglDraw();
rlCheckRenderBatchLimit(36);
rlEnableTexture(texture.id);
@ -448,7 +448,7 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
int numVertex = (rings + 2)*slices*6;
if (rlCheckBufferLimit(numVertex)) rlglDraw();
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
@ -491,7 +491,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
int numVertex = (rings + 2)*slices*6;
if (rlCheckBufferLimit(numVertex)) rlglDraw();
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
@ -538,7 +538,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (sides < 3) sides = 3;
int numVertex = sides*6;
if (rlCheckBufferLimit(numVertex)) rlglDraw();
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -597,7 +597,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
if (sides < 3) sides = 3;
int numVertex = sides*8;
if (rlCheckBufferLimit(numVertex)) rlglDraw();
rlCheckRenderBatchLimit(numVertex);
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
@ -626,7 +626,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
if (rlCheckBufferLimit(4)) rlglDraw();
rlCheckRenderBatchLimit(4);
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
@ -664,7 +664,7 @@ void DrawGrid(int slices, float spacing)
{
int halfSlices = slices/2;
if (rlCheckBufferLimit((slices + 2)*4)) rlglDraw();
rlCheckRenderBatchLimit((slices + 2)*4);
rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; i++)
@ -968,7 +968,7 @@ Material *LoadMaterials(const char *fileName, int *materialCount)
// Set materials shader to default (DIFFUSE, SPECULAR, NORMAL)
if (materials != NULL)
{
for (unsigned int i = 0; i < count; i++) materials[i].shader = GetShaderDefault();
for (unsigned int i = 0; i < count; i++) materials[i].shader = rlGetShaderDefault();
}
*materialCount = count;
@ -981,8 +981,8 @@ Material LoadMaterialDefault(void)
Material material = { 0 };
material.maps = (MaterialMap *)RL_CALLOC(MAX_MATERIAL_MAPS, sizeof(MaterialMap));
material.shader = GetShaderDefault();
material.maps[MATERIAL_MAP_DIFFUSE].texture = GetTextureDefault(); // White texture (1x1 pixel)
material.shader = rlGetShaderDefault();
material.maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // White texture (1x1 pixel)
//material.maps[MATERIAL_MAP_NORMAL].texture; // NOTE: By default, not set
//material.maps[MATERIAL_MAP_SPECULAR].texture; // NOTE: By default, not set
@ -996,12 +996,12 @@ Material LoadMaterialDefault(void)
void UnloadMaterial(Material material)
{
// Unload material shader (avoid unloading default shader, managed by raylib)
if (material.shader.id != GetShaderDefault().id) UnloadShader(material.shader);
if (material.shader.id != rlGetShaderDefault().id) UnloadShader(material.shader);
// Unload loaded texture maps (avoid unloading default texture, managed by raylib)
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id != GetTextureDefault().id) rlUnloadTexture(material.maps[i].texture.id);
if (material.maps[i].texture.id != rlGetTextureDefault().id) rlUnloadTexture(material.maps[i].texture.id);
}
RL_FREE(material.maps);
@ -2454,7 +2454,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
Vector3 c = Vector3Add(center, p2);
Vector3 d = Vector3Subtract(center, p1);
if (rlCheckBufferLimit(4)) rlglDraw();
rlCheckRenderBatchLimit(4);
rlEnableTexture(texture.id);
@ -2894,10 +2894,10 @@ static Model LoadOBJ(const char *fileName)
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
model.materials[m] = LoadMaterialDefault();
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = GetTextureDefault(); // Get default texture, in case no texture is defined
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault(); // Get default texture, in case no texture is defined
if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = GetTextureDefault();
else model.materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = rlGetTextureDefault();
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
model.materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;

View File

@ -1095,6 +1095,18 @@ RLAPI void SetCameraAltControl(int keyAlt); // Set camera
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// VR Simulator Functions (Module: core)
//------------------------------------------------------------------------------------
RLAPI void InitVrSimulator(VrDeviceInfo device); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void BeginVrDrawing(RenderTexture2D target); // Begin VR simulator stereo rendering (using provided fbo)
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
RLAPI VrStereoConfig GetVrConfig(VrDeviceInfo device); // Get stereo rendering configuration parameters
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
@ -1414,51 +1426,21 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int 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
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
RLAPI void InitVrSimulator(VrDeviceInfo device); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void BeginVrDrawing(RenderTexture2D target); // Begin VR simulator stereo rendering (using provided fbo)
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
RLAPI VrStereoConfig GetVrConfig(VrDeviceInfo device); // Get stereo rendering configuration parameters
RLAPI Texture2D GetVrTexture(void); // Get VR framebuffer texture
// Shader management functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)

View File

@ -8,7 +8,6 @@
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
* rlglInit() - Initialize internal buffers and auxiliary resources
* rlglDraw() - Process internal buffers and send required draw calls
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
*
* CONFIGURATION:
@ -520,14 +519,13 @@ RLAPI unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *b
//------------------------------------------------------------------------------------
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
RLAPI void rlglDraw(void); // Update and draw default internal buffers
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI int rlGetVersion(void); // Returns current OpenGL version
RLAPI bool rlCheckBufferLimit(int vCount); // Check internal buffer overflow for a given number of vertex
RLAPI void rlSetDebugMarker(const char *text); // Set debug marker for analysis
RLAPI void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation); // // Set blending mode factor and equation (using OpenGL factors)
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions
RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function pointer required)
RLAPI void rlSetBlendMode(int mode);
RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
// Textures data management
RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
@ -561,48 +559,27 @@ RLAPI void rlUnloadMesh(Mesh *mesh); // Unl
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI Shader rlGetShaderDefault(void); // Get default shader
RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
RLAPI Texture2D rlGetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle rlGetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void rlSetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int 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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
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 Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
#endif
RLAPI TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
RLAPI TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
RLAPI TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
#if defined(__cplusplus)
}
@ -618,9 +595,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#if defined(RLGL_IMPLEMENTATION)
#if defined(RLGL_STANDALONE)
#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
#else
#if !defined(RLGL_STANDALONE)
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags
@ -868,7 +843,6 @@ typedef struct rlglData {
bool texCompASTC; // ASTC texture compression support
bool texMirrorClamp; // Clamp mirror wrap mode supported
bool texAnisoFilter; // Anisotropic texture filtering support
bool debugMarker; // Debug marker support
float maxAnisotropicLevel; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits; // Maximum bits for depth component
@ -907,17 +881,18 @@ static Shader LoadShaderDefault(void); // Load default shader (
static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadShaderDefault(void); // Unload default shader
static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
static void UnloadRenderBatch(RenderBatch batch); // Unload render batch system
static void DrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
static void SetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl
static void SetRenderBatchDefault(void); // Set default render batch for rlgl
//static bool CheckRenderBatchLimit(RenderBatch batch, int vCount); // Check render batch vertex buffer limits
static void GenDrawCube(void); // Generate and draw cube
static void GenDrawQuad(void); // Generate and draw quad
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
//static int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
static RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
static void rlUnloadRenderBatch(RenderBatch batch); // Unload render batch system
static void rlDrawRenderBatch(RenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
static void rlSetRenderBatchActive(RenderBatch *batch); // Set the active render batch for rlgl
static void rlSetRenderBatchDefault(void); // Set default render batch for rlgl
#if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@ -1120,11 +1095,9 @@ void rlBegin(int mode)
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
else
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
@ -1134,7 +1107,7 @@ void rlBegin(int mode)
}
}
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
@ -1184,14 +1157,15 @@ void rlEnd(void)
RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckBufferLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
{
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a DrawRenderBatch(),
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
// we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
// If we have multiple matrix pushed, it will require "RLGL.State.stackCounter" pops before launching the draw
for (int i = RLGL.State.stackCounter; i >= 0; i--) rlPopMatrix();
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
}
}
@ -1293,11 +1267,9 @@ void rlEnableTexture(unsigned int id)
// for the next set of vertex to be drawn
if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
if (rlCheckBufferLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) DrawRenderBatch(RLGL.currentBatch);
else
if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
{
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
@ -1307,7 +1279,7 @@ void rlEnableTexture(unsigned int id)
}
}
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) DrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->drawsCounter >= DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
@ -1324,7 +1296,7 @@ void rlDisableTexture(void)
#else
// NOTE: If quads batch limit is reached,
// we force a draw call and next batch starts
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) DrawRenderBatch(RLGL.currentBatch);
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) rlDrawRenderBatch(RLGL.currentBatch);
#endif
}
@ -1704,9 +1676,6 @@ void rlglInit(int width, int height)
// Clamp mirror wrap mode supported
if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
// Debug marker support
if (strcmp(extList[i], (const char *)"GL_EXT_debug_marker") == 0) RLGL.ExtSupported.debugMarker = true;
}
// Free extensions pointers
@ -1733,8 +1702,6 @@ void rlglInit(int width, int height)
if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(LOG_INFO, "GL: Anisotropic textures filtering supported (max: %.0fX)", RLGL.ExtSupported.maxAnisotropicLevel);
if (RLGL.ExtSupported.texMirrorClamp) TRACELOG(LOG_INFO, "GL: Mirror clamp wrap texture mode supported");
if (RLGL.ExtSupported.debugMarker) TRACELOG(LOG_INFO, "GL: Debug Marker supported");
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
// Init default white texture
@ -1749,7 +1716,7 @@ void rlglInit(int width, int height)
RLGL.State.currentShader = RLGL.State.defaultShader;
// Init default vertex arrays buffers
RLGL.defaultBatch = LoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
RLGL.defaultBatch = rlLoadRenderBatch(DEFAULT_BATCH_BUFFERS, DEFAULT_BATCH_BUFFER_ELEMENTS);
RLGL.currentBatch = &RLGL.defaultBatch;
// Init stack matrices (emulating OpenGL 1.1)
@ -1796,7 +1763,7 @@ void rlglInit(int width, int height)
RLGL.State.framebufferHeight = height;
// Init texture and rectangle used on basic shapes drawing
RLGL.State.shapesTexture = GetTextureDefault();
RLGL.State.shapesTexture = rlGetTextureDefault();
RLGL.State.shapesTextureRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
TRACELOG(LOG_INFO, "RLGL: Default state initialized successfully");
@ -1812,7 +1779,7 @@ void rlglInit(int width, int height)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UnloadRenderBatch(RLGL.defaultBatch);
rlUnloadRenderBatch(RLGL.defaultBatch);
UnloadShaderDefault(); // Unload default shader
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
@ -1821,48 +1788,33 @@ void rlglClose(void)
#endif
}
// Update and draw internal buffers
void rlglDraw(void)
// Update and draw internal render batch
void rlDrawRenderBatchActive(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
DrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
#endif
}
// Check and log OpenGL error codes
void rlCheckErrors() {
void rlCheckErrors()
{
#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int check = 1;
while (check) {
while (check)
{
const GLenum err = glGetError();
switch (err) {
case GL_NO_ERROR:
check = 0;
break;
case 0x0500: // GL_INVALID_ENUM:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM");
break;
case 0x0501: //GL_INVALID_VALUE:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE");
break;
case 0x0502: //GL_INVALID_OPERATION:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION");
break;
case 0x0503: // GL_STACK_OVERFLOW:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW");
break;
case 0x0504: // GL_STACK_UNDERFLOW:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW");
break;
case 0x0505: // GL_OUT_OF_MEMORY:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY");
break;
case 0x0506: // GL_INVALID_FRAMEBUFFER_OPERATION:
TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION");
break;
default:
TRACELOG(LOG_WARNING, "GL: Error detected: unknown error code %x", err);
break;
switch (err)
{
case GL_NO_ERROR: check = 0; break;
case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
case 0x0501: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
case 0x0502: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
case 0x0503: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
case 0x0504: TRACELOG(LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
case 0x0505: TRACELOG(LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
case 0x0506: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
default: TRACELOG(LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
}
}
#endif
@ -1890,25 +1842,23 @@ int rlGetVersion(void)
}
// Check internal buffer overflow for a given number of vertex
bool rlCheckBufferLimit(int vCount)
// and force a RenderBatch draw call if required
bool rlCheckRenderBatchLimit(int vCount)
{
bool overflow = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) overflow = true;
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
{
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
}
#endif
return overflow;
}
// Set debug marker
void rlSetDebugMarker(const char *text)
{
#if defined(GRAPHICS_API_OPENGL_33)
if (RLGL.ExtSupported.debugMarker) glInsertEventMarkerEXT(0, text);
#endif
}
// Set blending mode factor and equation
void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation)
void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.glBlendSrcFactor = glSrcFactor;
@ -2862,9 +2812,9 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Set current eye view offset to modelview matrix
SetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
// Set current eye projection matrix
SetMatrixProjection(RLGL.State.eyesProjection[eye]);
rlSetMatrixProjection(RLGL.State.eyesProjection[eye]);
}
// Calculate model-view-projection matrix (MVP)
@ -3132,7 +3082,7 @@ void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
//----------------------------------------------------------------------------------
// Get default internal texture (white texture)
Texture2D GetTextureDefault(void)
Texture2D rlGetTextureDefault(void)
{
Texture2D texture = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -3146,7 +3096,7 @@ Texture2D GetTextureDefault(void)
}
// Get texture to draw shapes (RAII)
Texture2D GetShapesTexture(void)
Texture2D rlGetShapesTexture(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
Texture2D texture = { 0 };
@ -3157,7 +3107,7 @@ Texture2D GetShapesTexture(void)
}
// Get texture rectangle to draw shapes
Rectangle GetShapesTextureRec(void)
Rectangle rlGetShapesTextureRec(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
Rectangle rec = { 0 };
@ -3168,7 +3118,7 @@ Rectangle GetShapesTextureRec(void)
}
// Define default texture used to draw shapes
void SetShapesTexture(Texture2D texture, Rectangle source)
void rlSetShapesTexture(Texture2D texture, Rectangle source)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.shapesTexture = texture;
@ -3177,7 +3127,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
}
// Get default shader
Shader GetShaderDefault(void)
Shader rlGetShaderDefault(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return RLGL.State.defaultShader;
@ -3187,38 +3137,12 @@ Shader GetShaderDefault(void)
#endif
}
// Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(const char *vsFileName, const char *fsFileName)
{
Shader shader = { 0 };
// NOTE: Shader.locs is allocated by LoadShaderCode()
char *vShaderStr = NULL;
char *fShaderStr = NULL;
if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
shader = LoadShaderCode(vShaderStr, fShaderStr);
if (vShaderStr != NULL) RL_FREE(vShaderStr);
if (fShaderStr != NULL) RL_FREE(fShaderStr);
return shader;
}
// Load shader from code strings
// NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShaderCode(const char *vsCode, const char *fsCode)
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
{
Shader shader = { 0 };
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
// NOTE: All locations must be reseted to -1 (no location)
for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
@ -3226,39 +3150,36 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
if (vsCode != NULL) vertexShaderId = CompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = CompileShader(fsCode, GL_FRAGMENT_SHADER);
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) shader = RLGL.State.defaultShader;
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShader.id;
else
{
shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
id = LoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(shader.id, vertexShaderId);
glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(shader.id, fragmentShaderId);
glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
if (shader.id == 0)
if (id == 0)
{
TRACELOG(LOG_WARNING, "SHADER: Failed to load custom shader code");
shader = RLGL.State.defaultShader;
id = RLGL.State.defaultShader.id;
}
// After shader loading, we TRY to set default location names
if (shader.id > 0) SetShaderDefaultLocations(&shader);
}
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount);
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
for (int i = 0; i < uniformCount; i++)
{
@ -3268,89 +3189,79 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
GLenum type = GL_ZERO;
// Get the name of the uniforms
glGetActiveUniform(shader.id, i, sizeof(name) - 1, &namelen, &num, &type, name);
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", shader.id, name, glGetUniformLocation(shader.id, name));
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
}
#endif
return shader;
return id;
}
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
void rlUnloadShaderProgram(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (shader.id != RLGL.State.defaultShader.id)
{
glDeleteProgram(shader.id);
RL_FREE(shader.locs);
TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
}
glDeleteProgram(id);
#endif
}
// Begin custom shader mode
void BeginShaderMode(Shader shader)
void rlSetShaderCurrent(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentShader.id != shader.id)
{
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.State.currentShader = shader;
}
#endif
}
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
void rlSetBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
BeginShaderMode(RLGL.State.defaultShader);
if (RLGL.State.currentBlendMode != mode)
{
rlDrawRenderBatch(RLGL.currentBatch);
switch (mode)
{
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
}
RLGL.State.currentBlendMode = mode;
}
#endif
}
// Get shader uniform location
int GetShaderLocation(Shader shader, const char *uniformName)
int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shader.id, uniformName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shader.id, uniformName, location);
location = glGetUniformLocation(shaderId, uniformName);
#endif
return location;
}
// Get shader attribute location
int GetShaderLocationAttrib(Shader shader, const char *attribName)
int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shader.id, attribName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shader.id, attribName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shader.id, attribName, location);
location = glGetAttribLocation(shaderId, attribName);
#endif
return location;
}
// Set shader uniform value
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
{
SetShaderValueV(shader, locIndex, value, uniformType, 1);
}
// Set shader uniform value vector
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
switch (uniformType)
{
case SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
@ -3362,32 +3273,21 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
default: TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to set uniform, data type not recognized", shader.id);
default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform, data type not recognized");
}
//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
#endif
}
// Set shader uniform value (matrix 4x4)
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
glUniformMatrix4fv(locIndex, 1, false, MatrixToFloat(mat));
//glUseProgram(0);
#endif
}
// Set shader uniform value for texture
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
void rlSetUniformSampler(int locIndex, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(shader.id);
// Check if texture is already active
for (int i = 0; i < MAX_BATCH_ACTIVE_TEXTURES; i++) if (RLGL.State.activeTextureId[i] == texture.id) return;
@ -3402,13 +3302,12 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
break;
}
}
//glUseProgram(0);
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix projection)
void rlSetMatrixProjection(Matrix projection)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.projection = projection;
@ -3416,7 +3315,8 @@ void SetMatrixProjection(Matrix projection)
}
// Return internal projection matrix
Matrix GetMatrixProjection(void) {
Matrix rlGetMatrixProjection(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
float mat[16];
glGetFloatv(GL_PROJECTION_MATRIX,mat);
@ -3433,7 +3333,7 @@ Matrix GetMatrixProjection(void) {
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
void rlSetMatrixModelview(Matrix view)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.State.modelview = view;
@ -3441,7 +3341,7 @@ void SetMatrixModelview(Matrix view)
}
// Return internal modelview matrix
Matrix GetMatrixModelview(void)
Matrix rlGetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
@ -3457,8 +3357,9 @@ Matrix GetMatrixModelview(void)
return matrix;
}
// Generate cubemap texture from HDR texture
TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
TextureCubemap rlGenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
{
TextureCubemap cubemap = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -3480,10 +3381,11 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@ -3495,7 +3397,6 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlEnableShader(shader.id);
#if !defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, panorama.id);
@ -3505,7 +3406,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
rlEnableFramebuffer(fbo);
@ -3517,9 +3418,9 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
#if defined(GENTEXTURECUBEMAP_USE_BATCH_SYSTEM)
// Using internal batch system instead of raw OpenGL cube creating+drawing
// NOTE: DrawCubeV() is actually provided by models.c! -> GenTextureCubemap() should be moved to user code!
// NOTE: DrawCubeV() is actually provided by models.c! -> rlGenTextureCubemap() should be moved to user code!
DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
#endif
}
//------------------------------------------------------------------------------------------
@ -3545,7 +3446,7 @@ TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, in
}
// Generate irradiance texture using cubemap data
TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
TextureCubemap rlGenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap irradiance = { 0 };
@ -3565,10 +3466,11 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@ -3580,7 +3482,6 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
@ -3588,7 +3489,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i);
rlEnableFramebuffer(fbo);
@ -3618,7 +3519,7 @@ TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int s
}
// Generate prefilter texture using cubemap data
TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap prefilter = { 0 };
@ -3717,7 +3618,7 @@ TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int si
// Generate BRDF texture using cubemap data
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
Texture2D GenTextureBRDF(Shader shader, int size)
Texture2D rlGenTextureBRDF(Shader shader, int size)
{
Texture2D brdf = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -3763,37 +3664,6 @@ Texture2D GenTextureBRDF(Shader shader, int size)
return brdf;
}
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.State.currentBlendMode != mode)
{
DrawRenderBatch(RLGL.currentBatch);
switch (mode)
{
case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
default: break;
}
RLGL.State.currentBlendMode = mode;
}
#endif
}
// End blending mode (reset to default: alpha blending)
void EndBlendMode(void)
{
BeginBlendMode(BLEND_ALPHA);
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@ -4035,7 +3905,7 @@ static void UnloadShaderDefault(void)
}
// Load render batch
static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
static RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
{
RenderBatch batch = { 0 };
@ -4160,7 +4030,7 @@ static RenderBatch LoadRenderBatch(int numBuffers, int bufferElements)
// Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
static void DrawRenderBatch(RenderBatch *batch)
static void rlDrawRenderBatch(RenderBatch *batch)
{
// Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------
@ -4222,9 +4092,9 @@ static void DrawRenderBatch(RenderBatch *batch)
rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
// Set current eye view offset to modelview matrix
SetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
// Set current eye projection matrix
SetMatrixProjection(RLGL.State.eyesProjection[eye]);
rlSetMatrixProjection(RLGL.State.eyesProjection[eye]);
}
// Draw buffers
@ -4349,7 +4219,7 @@ static void DrawRenderBatch(RenderBatch *batch)
}
// Unload default internal buffers vertex data from CPU and GPU
static void UnloadRenderBatch(RenderBatch batch)
static void rlUnloadRenderBatch(RenderBatch batch)
{
// Unbind everything
if (RLGL.ExtSupported.vao) glBindVertexArray(0);
@ -4385,19 +4255,20 @@ static void UnloadRenderBatch(RenderBatch batch)
}
// Set the active render batch for rlgl
static void SetRenderBatchActive(RenderBatch *batch)
static void rlSetRenderBatchActive(RenderBatch *batch)
{
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch = batch;
}
// Set default render batch for rlgl
static void SetRenderBatchDefault(void)
static void rlSetRenderBatchDefault(void)
{
DrawRenderBatch(RLGL.currentBatch);
rlDrawRenderBatch(RLGL.currentBatch);
RLGL.currentBatch = &RLGL.defaultBatch;
}
// Renders a 1x1 XY quad in NDC
static void GenDrawQuad(void)
{
@ -4643,50 +4514,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
// Load text data from file, returns a '\0' terminated string
// NOTE: text chars array should be freed manually
char *LoadFileText(const char *fileName)
{
char *text = NULL;
if (fileName != NULL)
{
FILE *file = fopen(fileName, "rt");
if (file != NULL)
{
// WARNING: When reading a file as 'text' file,
// text mode causes carriage return-linefeed translation...
// ...but using fseek() should return correct byte-offset
fseek(file, 0, SEEK_END);
int size = ftell(file);
fseek(file, 0, SEEK_SET);
if (size > 0)
{
text = (char *)RL_MALLOC((size + 1)*sizeof(char));
int count = (int)fread(text, sizeof(char), size, file);
// WARNING: \r\n is converted to \n on reading, so,
// read bytes count gets reduced by the number of lines
if (count < size) text = RL_REALLOC(text, count + 1);
// Zero-terminate the string
text[count] = '\0';
TRACELOG(LOG_INFO, "FILEIO: [%s] Text file loaded successfully", fileName);
}
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to read text file", fileName);
fclose(file);
}
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open text file", fileName);
}
else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid");
return text;
}
// Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format
int GetPixelDataSize(int width, int height, int format)

View File

@ -184,7 +184,7 @@ void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 2)
{
if (rlCheckBufferLimit(pointsCount)) rlglDraw();
rlCheckRenderBatchLimit(pointsCount);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -231,9 +231,9 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
rlCheckRenderBatchLimit(4*segments/2);
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
// NOTE: Every QUAD actually represents two segments
@ -241,16 +241,16 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
@ -261,23 +261,23 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x, center.y);
}
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(3*segments)) rlglDraw();
rlCheckRenderBatchLimit(3*segments);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
@ -324,7 +324,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
int limit = 2*(segments + 2);
if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
rlCheckRenderBatchLimit(limit);
rlBegin(RL_LINES);
if (showCapLines)
@ -357,7 +357,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
// NOTE: Gradient goes from center (color1) to border (color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
{
if (rlCheckBufferLimit(3*36)) rlglDraw();
rlCheckRenderBatchLimit(3*36);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
@ -373,7 +373,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
@ -382,7 +382,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
if (rlCheckBufferLimit(2*36)) rlglDraw();
rlCheckRenderBatchLimit(2*36);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -399,7 +399,7 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
// Draw ellipse
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
{
if (rlCheckBufferLimit(3*36)) rlglDraw();
rlCheckRenderBatchLimit(3*36);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
@ -415,7 +415,7 @@ void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color c
// Draw ellipse outline
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
{
if (rlCheckBufferLimit(2*36)) rlglDraw();
rlCheckRenderBatchLimit(2*36);
rlBegin(RL_LINES);
for (int i = 0; i < 360; i += 10)
@ -470,25 +470,25 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments)) rlglDraw();
rlCheckRenderBatchLimit(4*segments);
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
@ -497,7 +497,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
rlDisableTexture();
#else
if (rlCheckBufferLimit(6*segments)) rlglDraw();
rlCheckRenderBatchLimit(6*segments);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
@ -563,7 +563,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s
int limit = 4*(segments + 1);
if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
rlCheckRenderBatchLimit(limit);
rlBegin(RL_LINES);
if (showCapLines)
@ -602,7 +602,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
}
// Draw a color-filled rectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
@ -617,7 +617,7 @@ void DrawRectangleRec(Rectangle rec, Color color)
// Draw a color-filled rectangle with pro parameters
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
{
if (rlCheckBufferLimit(4)) rlglDraw();
rlCheckRenderBatchLimit(4);
Vector2 bottomLeft = { 0 };
Vector2 bottomRight = { 0 };
@ -656,22 +656,22 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
topLeft.y = y + dx*sinRotation + dy*cosRotation;
}
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(bottomLeft.x, bottomLeft.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(bottomRight.x, bottomRight.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(topRight.x, topRight.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(topLeft.x, topLeft.y);
rlEnd();
@ -696,7 +696,7 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
{
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlPushMatrix();
rlBegin(RL_QUADS);
@ -704,19 +704,19 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
// NOTE: Default raylib font character 95 is a white square
rlColor4ub(col1.r, col1.g, col1.b, col1.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(rec.x, rec.y);
rlColor4ub(col2.r, col2.g, col2.b, col2.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(rec.x, rec.y + rec.height);
rlColor4ub(col3.r, col3.g, col3.b, col3.a);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
rlColor4ub(col4.r, col4.g, col4.b, col4.a);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(rec.x + rec.width, rec.y);
rlEnd();
rlPopMatrix();
@ -725,7 +725,7 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
}
// Draw rectangle outline
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
@ -821,9 +821,9 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
rlCheckRenderBatchLimit(16*segments/2 + 5*4);
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
@ -835,13 +835,13 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
}
@ -849,76 +849,76 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x, center.y);
}
}
// [2] Upper Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[0].x, point[0].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[1].x, point[1].y);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[2].x, point[2].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[5].x, point[5].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[4].x, point[4].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
// [8] Left Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[7].x, point[7].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[6].x, point[6].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
rlBegin(RL_TRIANGLES);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
@ -1050,9 +1050,9 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
if (lineThick > 1)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
rlCheckRenderBatchLimit(4*4*segments + 4*4); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
@ -1063,13 +1063,13 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
@ -1078,52 +1078,52 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
// Upper rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[0].x, point[0].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[1].x, point[1].y);
// Right rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[2].x, point[2].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[13].x, point[13].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[5].x, point[5].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[4].x, point[4].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[12].x, point[12].y);
// Left rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[15].x, point[15].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[7].x, point[7].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(point[6].x, point[6].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(point[14].x, point[14].y);
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
rlCheckRenderBatchLimit(4*6*segments + 4*6); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
rlBegin(RL_TRIANGLES);
@ -1190,7 +1190,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
else
{
// Use LINES to draw the outline
if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
rlCheckRenderBatchLimit(8*segments + 4*2); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
rlBegin(RL_LINES);
@ -1225,24 +1225,24 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
if (rlCheckBufferLimit(4)) rlglDraw();
rlCheckRenderBatchLimit(4);
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(v1.x, v1.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(v2.x, v2.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(v2.x, v2.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(v3.x, v3.y);
rlEnd();
@ -1261,7 +1261,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
if (rlCheckBufferLimit(6)) rlglDraw();
rlCheckRenderBatchLimit(6);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -1283,24 +1283,24 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw();
rlCheckRenderBatchLimit((pointsCount - 2)*4);
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 1; i < pointsCount - 1; i++)
{
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(points[0].x, points[0].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(points[i].x, points[i].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
@ -1314,7 +1314,7 @@ void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
if (rlCheckBufferLimit(3*(pointsCount - 2))) rlglDraw();
rlCheckRenderBatchLimit(3*(pointsCount - 2));
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -1344,31 +1344,31 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();
rlCheckRenderBatchLimit(4*(360/sides));
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetShapesTexture().id);
rlEnableTexture(rlGetShapesTexture().id);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(0, 0);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
@ -1396,7 +1396,7 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
if (rlCheckBufferLimit(3*(360/sides))) rlglDraw();
rlCheckRenderBatchLimit(3*(360/sides));
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);