431 lines
23 KiB
C
431 lines
23 KiB
C
/**********************************************************************************************
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*
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* rlgl - raylib OpenGL abstraction layer
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*
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* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
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* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
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*
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* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
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* VBO buffers (and VAOs if available). It requires calling 3 functions:
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* rlglInit() - Initialize internal buffers and auxiliar resources
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* rlglDraw() - Process internal buffers and send required draw calls
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* rlglClose() - De-initialize internal buffers data and other auxiliar resources
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*
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* CONFIGURATION:
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*
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* #define GRAPHICS_API_OPENGL_11
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* #define GRAPHICS_API_OPENGL_21
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* #define GRAPHICS_API_OPENGL_33
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* #define GRAPHICS_API_OPENGL_ES2
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* Use selected OpenGL backend
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*
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* #define RLGL_STANDALONE
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* Use rlgl as standalone library (no raylib dependency)
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*
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* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
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* Support VR simulation functionality (stereo rendering)
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*
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* #define SUPPORT_SHADER_DISTORTION
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* Include stereo rendering distortion shader (shader_distortion.h)
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*
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* DEPENDENCIES:
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLGL_H
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#define RLGL_H
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//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
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#ifndef RLGL_STANDALONE
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#include "raylib.h" // Required for: Model, Shader, Texture2D
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#include "utils.h" // Required for: TraceLog()
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#endif
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#ifdef RLGL_STANDALONE
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#define RAYMATH_STANDALONE
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#endif
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#include "raymath.h" // Required for: Vector3, Matrix
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// Select desired OpenGL version
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// NOTE: Those preprocessor defines are only used on rlgl module,
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// if OpenGL version is required by any other module, it uses rlGetVersion()
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// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
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//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
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//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
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//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
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#define GRAPHICS_API_OPENGL_11
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#endif
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// Security check in case multiple GRAPHICS_API_OPENGL_* defined
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_21)
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#undef GRAPHICS_API_OPENGL_21
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#undef GRAPHICS_API_OPENGL_33
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#undef GRAPHICS_API_OPENGL_ES2
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_21)
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#define GRAPHICS_API_OPENGL_33
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
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// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
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#define MAX_LINES_BATCH 8192
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#define MAX_TRIANGLES_BATCH 4096
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#define MAX_QUADS_BATCH 8192
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
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// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
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#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
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#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
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#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
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#endif
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// Texture parameters (equivalent to OpenGL defines)
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#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
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#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
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#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
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#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
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#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier)
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#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST
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#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR
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#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT
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#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
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#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
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#define RL_PROJECTION 0x1701 // GL_PROJECTION
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#define RL_TEXTURE 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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#define RL_LINES 0x0001 // GL_LINES
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#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
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#define RL_QUADS 0x0007 // GL_QUADS
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
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typedef unsigned char byte;
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#if defined(RLGL_STANDALONE)
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Texture formats (support depends on OpenGL version)
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA,
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} TextureFormat;
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// vertex indices (in case vertex data comes indexed)
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int colDiffuseLoc; // Color uniform location point (fragment shader)
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int colAmbientLoc; // Ambient color uniform location point (fragment shader)
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int colSpecularLoc; // Specular color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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} Shader;
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// Texture2D type
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// Material type
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typedef struct Material {
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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} Material;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 2: Filter is accordingly set for minification and magnification
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typedef enum {
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FILTER_POINT = 0, // No filter, just pixel aproximation
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FILTER_BILINEAR, // Linear filtering
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FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
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FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
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FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
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FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
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} TextureFilterMode;
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// Texture parameters: wrap mode
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typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
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// Color blending modes (pre-defined)
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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// TraceLog message types
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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// VR Head Mounted Display devices
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typedef enum {
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HMD_DEFAULT_DEVICE = 0,
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HMD_OCULUS_RIFT_DK2,
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HMD_OCULUS_RIFT_CV1,
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HMD_VALVE_HTC_VIVE,
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HMD_SAMSUNG_GEAR_VR,
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HMD_GOOGLE_CARDBOARD,
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HMD_SONY_PLAYSTATION_VR,
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HMD_RAZER_OSVR,
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HMD_FOVE_VR,
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} VrDevice;
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#endif
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration - Matrix operations
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//------------------------------------------------------------------------------------
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void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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void rlPushMatrix(void); // Push the current matrix to stack
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void rlPopMatrix(void); // Pop lattest inserted matrix from stack
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void rlLoadIdentity(void); // Reset current matrix to identity matrix
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void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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void rlEnd(void); // Finish vertex providing
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void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
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void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
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// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
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void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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//------------------------------------------------------------------------------------
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void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
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void rlglClose(void); // De-init rlgl
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void rlglDraw(void); // Draw VAO/VBO
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void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
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void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
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// VR functions exposed to core module but not to raylib users
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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#if defined(RLGL_STANDALONE)
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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void TraceLog(int msgType, const char *text, ...);
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float *MatrixToFloat(Matrix mat);
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void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
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void CloseVrSimulator(void); // Close VR simulator for current device
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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void BeginVrDrawing(void); // Begin VR stereo rendering
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void EndVrDrawing(void); // End VR stereo rendering
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif // RLGL_H
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