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32 KiB
Odin

/**********************************************************************************************
*
* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
*
* DESCRIPTION:
* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
*
* ADDITIONAL NOTES:
* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
* initialized on rlglInit() to accumulate vertex data.
*
* When an internal state change is required all the stored vertex data is renderer in batch,
* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
*
* Some resources are also loaded for convenience, here the complete list:
* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
*
* Internal buffer (and resources) must be manually unloaded calling rlglClose().
*
* CONFIGURATION:
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* #define GRAPHICS_API_OPENGL_ES3
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
* required by any other module, use rlGetVersion() to check it
*
* #define RLGL_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RLGL_RENDER_TEXTURES_HINT
* Enable framebuffer objects (fbo) support (enabled by default)
* Some GPUs could not support them despite the OpenGL version
*
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
* Enable debug context (only available on OpenGL 4.3)
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
*
* DEPENDENCIES:
* - OpenGL libraries (depending on platform and OpenGL version selected)
* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
package rlgl
import rl "../."
import "core:c"
VERSION :: "5.0"
RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
// Note: We pull in the full raylib library. If you want a truly stand-alone rlgl, then:
// - Compile a separate rlgl library and use that in the foreign import blocks below.
// - Remove the `import rl "../."` line
// - Copy the code from raylib.odin for any types we alias from that package (see PixelFormat etc)
when ODIN_OS == .Windows {
@(extra_linker_flags = "/NODEFAULTLIB:" + ("msvcrt" when RAYLIB_SHARED else "libcmt"))
foreign import lib {"../zig-out-shared/lib/raylib.lib" when RAYLIB_SHARED else "../zig-out-static/lib/raylib.lib", "system:Winmm.lib", "system:Gdi32.lib", "system:User32.lib", "system:Shell32.lib"}
} else when ODIN_OS == .Linux {
foreign import lib {"../zig-out-shared/lib/libraylib.so" when RAYLIB_SHARED else "../zig-out-static/lib/libraylib.a", "system:dl", "system:pthread"} // Note(bumbread): I'm not sure why in `linux/` folder there are// multiple copies of raylib.so, but since these bindings are for// particular version of the library, I better specify it. Ideally,// though, it's best specified in terms of major (.so.4)
} else when ODIN_OS == .Darwin {
foreign import lib {"../zig-out-shared/lib/libraylib.dylib" when RAYLIB_SHARED else "../zig-out-static/lib/libraylib.a", "system:Cocoa.framework", "system:OpenGL.framework", "system:IOKit.framework"}
} else {
foreign import lib "system:raylib"
}
GRAPHICS_API_OPENGL_11 :: false
GRAPHICS_API_OPENGL_21 :: true
GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21 // default currently
GRAPHICS_API_OPENGL_ES2 :: false
GRAPHICS_API_OPENGL_43 :: false
GRAPHICS_API_OPENGL_ES3 :: false
when GRAPHICS_API_OPENGL_ES3 {
GRAPHICS_API_OPENGL_ES2 :: true
}
when !GRAPHICS_API_OPENGL_ES2 {
// This is the maximum amount of elements (quads) per batch
// NOTE: Be careful with text, every letter maps to a quad
DEFAULT_BATCH_BUFFER_ELEMENTS :: 8192
} else {
// We reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care...
DEFAULT_BATCH_BUFFER_ELEMENTS :: 2048
}
DEFAULT_BATCH_BUFFERS :: 1 // Default number of batch buffers (multi-buffering)
DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batch draw calls (by state changes: mode, texture)
DEFAULT_BATCH_MAX_TEXTURE_UNITS :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
// Internal Matrix stack
MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
// Shader limits
MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
// Projection matrix culling
CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
// Texture parameters (equivalent to OpenGL defines)
TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
TEXTURE_FILTER_MIP_NEAREST :: 0x2700 // GL_NEAREST_MIPMAP_NEAREST
TEXTURE_FILTER_NEAREST_MIP_LINEAR :: 0x2702 // GL_NEAREST_MIPMAP_LINEAR
TEXTURE_FILTER_LINEAR_MIP_NEAREST :: 0x2701 // GL_LINEAR_MIPMAP_NEAREST
TEXTURE_FILTER_MIP_LINEAR :: 0x2703 // GL_LINEAR_MIPMAP_LINEAR
TEXTURE_FILTER_ANISOTROPIC :: 0x3000 // Anisotropic filter (custom identifier)
TEXTURE_WRAP_REPEAT :: 0x2901 // GL_REPEAT
TEXTURE_WRAP_CLAMP :: 0x812F // GL_CLAMP_TO_EDGE
TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
MODELVIEW :: 0x1700 // GL_MODELVIEW
PROJECTION :: 0x1701 // GL_PROJECTION
TEXTURE :: 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
LINES :: 0x0001 // GL_LINES
TRIANGLES :: 0x0004 // GL_TRIANGLES
QUADS :: 0x0007 // GL_QUADS
// GL equivalent data types
UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
FLOAT :: 0x1406 // GL_FLOAT
// Buffer usage hint
STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW
STREAM_READ :: 0x88E1 // GL_STREAM_READ
STREAM_COPY :: 0x88E2 // GL_STREAM_COPY
STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW
STATIC_READ :: 0x88E5 // GL_STATIC_READ
STATIC_COPY :: 0x88E6 // GL_STATIC_COPY
DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW
DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ
DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER
VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER
COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER
// GL blending factors
ZERO :: 0 // GL_ZERO
ONE :: 1 // GL_ONE
SRC_COLOR :: 0x0300 // GL_SRC_COLOR
ONE_MINUS_SRC_COLOR :: 0x0301 // GL_ONE_MINUS_SRC_COLOR
SRC_ALPHA :: 0x0302 // GL_SRC_ALPHA
ONE_MINUS_SRC_ALPHA :: 0x0303 // GL_ONE_MINUS_SRC_ALPHA
DST_ALPHA :: 0x0304 // GL_DST_ALPHA
ONE_MINUS_DST_ALPHA :: 0x0305 // GL_ONE_MINUS_DST_ALPHA
DST_COLOR :: 0x0306 // GL_DST_COLOR
ONE_MINUS_DST_COLOR :: 0x0307 // GL_ONE_MINUS_DST_COLOR
SRC_ALPHA_SATURATE :: 0x0308 // GL_SRC_ALPHA_SATURATE
CONSTANT_COLOR :: 0x8001 // GL_CONSTANT_COLOR
ONE_MINUS_CONSTANT_COLOR :: 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
CONSTANT_ALPHA :: 0x8003 // GL_CONSTANT_ALPHA
ONE_MINUS_CONSTANT_ALPHA :: 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
// GL blending functions/equations
FUNC_ADD :: 0x8006 // GL_FUNC_ADD
MIN :: 0x8007 // GL_MIN
MAX :: 0x8008 // GL_MAX
FUNC_SUBTRACT :: 0x800A // GL_FUNC_SUBTRACT
FUNC_REVERSE_SUBTRACT :: 0x800B // GL_FUNC_REVERSE_SUBTRACT
BLEND_EQUATION :: 0x8009 // GL_BLEND_EQUATION
BLEND_EQUATION_RGB :: 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
BLEND_EQUATION_ALPHA :: 0x883D // GL_BLEND_EQUATION_ALPHA
BLEND_DST_RGB :: 0x80C8 // GL_BLEND_DST_RGB
BLEND_SRC_RGB :: 0x80C9 // GL_BLEND_SRC_RGB
BLEND_DST_ALPHA :: 0x80CA // GL_BLEND_DST_ALPHA
BLEND_SRC_ALPHA :: 0x80CB // GL_BLEND_SRC_ALPHA
BLEND_COLOR :: 0x8005 // GL_BLEND_COLOR
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
VertexBufferIndexType :: c.ushort when GRAPHICS_API_OPENGL_ES2 else c.uint
// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
VertexBuffer :: struct {
elementCount: c.int, // Number of elements in the buffer (QUADS)
vertices: [^]f32, // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: [^]f32, // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
colors: [^]u8, // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: [^]VertexBufferIndexType, // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
vaoId: c.uint, // OpenGL Vertex Array Object id
vboId: [4]c.uint, // OpenGL Vertex Buffer Objects id (4 types of vertex data)
}
// Draw call type
// NOTE: Only texture changes register a new draw, other state-change-related elements are not
// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
// of those state-change happens (this is done in core module)
DrawCall :: struct {
mode: c.int, // Drawing mode: LINES, TRIANGLES, QUADS
vertexCount: c.int, // Number of vertex of the draw
vertexAlignment: c.int, // Number of vertex required for index alignment (LINES, TRIANGLES)
textureId: c.uint, // Texture id to be used on the draw -> Use to create new draw call if changes
}
// RenderBatch type
RenderBatch :: struct {
bufferCount: c.int, // Number of vertex buffers (multi-buffering support)
currentBuffer: c.int, // Current buffer tracking in case of multi-buffering
vertexBuffer: [^]VertexBuffer, // Dynamic buffer(s) for vertex data
draws: [^]DrawCall, // Draw calls array, depends on textureId
drawCounter: c.int, // Draw calls counter
currentDepth: f32, // Current depth value for next draw
}
// OpenGL version
GlVersion :: enum c.int {
OPENGL_11 = 1, // OpenGL 1.1
OPENGL_21, // OpenGL 2.1 (GLSL 120)
OPENGL_33, // OpenGL 3.3 (GLSL 330)
OPENGL_43, // OpenGL 4.3 (using GLSL 330)
OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
OPENGL_ES_30, // OpenGL ES 3.0 (GLSL 300 es)
}
PixelFormat :: rl.PixelFormat
TextureFilter :: rl.TextureFilter
BlendMode :: rl.BlendMode
ShaderLocationIndex :: rl.ShaderLocationIndex
ShaderUniformDataType :: rl.ShaderUniformDataType
// Shader attribute data types
ShaderAttributeDataType :: enum c.int {
FLOAT = 0, // Shader attribute type: float
VEC2, // Shader attribute type: vec2 (2 float)
VEC3, // Shader attribute type: vec3 (3 float)
VEC4, // Shader attribute type: vec4 (4 float)
}
// Framebuffer attachment type
// NOTE: By default up to 8 color channels defined, but it can be more
FramebufferAttachType :: enum c.int {
COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
DEPTH = 100, // Framebuffer attachment type: depth
STENCIL = 200, // Framebuffer attachment type: stencil
}
// Framebuffer texture attachment type
FramebufferAttachTextureType :: enum c.int {
CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
}
CullMode :: enum c.int {
FRONT = 0,
BACK,
}
Matrix :: rl.Matrix
@(default_calling_convention = "c", link_prefix = "rl")
foreign lib {
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
MatrixMode :: proc(mode: c.int) --- // Choose the current matrix to be transformed
PushMatrix :: proc() --- // Push the current matrix to stack
PopMatrix :: proc() --- // Pop lattest inserted matrix from stack
LoadIdentity :: proc() --- // Reset current matrix to identity matrix
Translatef :: proc(x, y, z: f32) --- // Multiply the current matrix by a translation matrix
Rotatef :: proc(angleDeg: f32, x, y, z: f32) --- // Multiply the current matrix by a rotation matrix
Scalef :: proc(x, y, z: f32) --- // Multiply the current matrix by a scaling matrix
MultMatrixf :: proc(matf: [^]f32) --- // Multiply the current matrix by another matrix
Frustum :: proc(left, right, bottom, top, znear, zfar: f64) ---
Ortho :: proc(left, right, bottom, top, znear, zfar: f64) ---
Viewport :: proc(x, y, width, height: c.int) --- // Set the viewport area
SetClipPlanes :: proc(nearPlane, farPlane: f64) --- // Set clip planes
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
Begin :: proc(mode: c.int) --- // Initialize drawing mode (how to organize vertex)
End :: proc() --- // Finish vertex providing
Vertex2i :: proc(x, y: c.int) --- // Define one vertex (position) - 2 int
Vertex2f :: proc(x, y: f32) --- // Define one vertex (position) - 2 f32
Vertex3f :: proc(x, y, z: f32) --- // Define one vertex (position) - 3 f32
TexCoord2f :: proc(x, y: f32) --- // Define one vertex (texture coordinate) - 2 f32
Normal3f :: proc(x, y, z: f32) --- // Define one vertex (normal) - 3 f32
Color4ub :: proc(r, g, b, a: u8) --- // Define one vertex (color) - 4 byte
Color3f :: proc(x, y, z: f32) --- // Define one vertex (color) - 3 f32
Color4f :: proc(x, y, z, w: f32) --- // Define one vertex (color) - 4 f32
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
// some of them are direct wrappers over OpenGL calls, some others are custom
//------------------------------------------------------------------------------------
// Vertex buffers state
EnableVertexArray :: proc(vaoId: c.uint) -> bool --- // Enable vertex array (VAO, if supported)
DisableVertexArray :: proc() --- // Disable vertex array (VAO, if supported)
EnableVertexBuffer :: proc(id: c.uint) --- // Enable vertex buffer (VBO)
DisableVertexBuffer :: proc() --- // Disable vertex buffer (VBO)
EnableVertexBufferElement :: proc(id: c.uint) --- // Enable vertex buffer element (VBO element)
DisableVertexBufferElement :: proc() --- // Disable vertex buffer element (VBO element)
EnableVertexAttribute :: proc(index: c.uint) --- // Enable vertex attribute index
DisableVertexAttribute :: proc(index: c.uint) --- // Disable vertex attribute index
when GRAPHICS_API_OPENGL_11 {
EnableStatePointer :: proc(vertexAttribType: c.int, buffer: rawptr) ---
DisableStatePointer :: proc(vertexAttribType: c.int) ---
}
// Textures state
ActiveTextureSlot :: proc(slot: c.int) --- // Select and active a texture slot
EnableTexture :: proc(id: c.uint) --- // Enable texture
DisableTexture :: proc() --- // Disable texture
EnableTextureCubemap :: proc(id: c.uint) --- // Enable texture cubemap
DisableTextureCubemap :: proc() --- // Disable texture cubemap
TextureParameters :: proc(id: c.uint, param: c.int, value: c.int) --- // Set texture parameters (filter, wrap)
CubemapParameters :: proc(id: i32, param: c.int, value: c.int) --- // Set cubemap parameters (filter, wrap)
// Shader state
EnableShader :: proc(id: c.uint) --- // Enable shader program
DisableShader :: proc() --- // Disable shader program
// Framebuffer state
EnableFramebuffer :: proc(id: c.uint) --- // Enable render texture (fbo)
DisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
ActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
BlitFramebuffer :: proc(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask: c.int) --- // Blit active framebuffer to main framebuffer
// General render state
EnableColorBlend :: proc() --- // Enable color blending
DisableColorBlend :: proc() --- // Disable color blending
EnableDepthTest :: proc() --- // Enable depth test
DisableDepthTest :: proc() --- // Disable depth test
EnableDepthMask :: proc() --- // Enable depth write
DisableDepthMask :: proc() --- // Disable depth write
EnableBackfaceCulling :: proc() --- // Enable backface culling
DisableBackfaceCulling :: proc() --- // Disable backface culling
SetCullFace :: proc(mode: CullMode) --- // Set face culling mode
EnableScissorTest :: proc() --- // Enable scissor test
DisableScissorTest :: proc() --- // Disable scissor test
Scissor :: proc(x, y, width, height: c.int) --- // Scissor test
EnableWireMode :: proc() --- // Enable wire mode
EnablePointMode :: proc() --- // Enable point mode
DisableWireMode :: proc() --- // Disable wire and point modes
SetLineWidth :: proc(width: f32) --- // Set the line drawing width
GetLineWidth :: proc() -> f32 --- // Get the line drawing width
EnableSmoothLines :: proc() --- // Enable line aliasing
DisableSmoothLines :: proc() --- // Disable line aliasing
EnableStereoRender :: proc() --- // Enable stereo rendering
DisableStereoRender :: proc() --- // Disable stereo rendering
IsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
ClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
ClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
CheckErrors :: proc() --- // Check and log OpenGL error codes
SetBlendMode :: proc(mode: c.int) --- // Set blending mode
SetBlendFactors :: proc(glSrcFactor, glDstFactor, glEquation: c.int) --- // Set blending mode factor and equation (using OpenGL factors)
SetBlendFactorsSeparate :: proc(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha: c.int) --- // Set blending mode factors and equations separately (using OpenGL factors)
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
// rlgl initialization functions
@(link_prefix = "rlgl")
Init :: proc(width, height: c.int) --- // Initialize rlgl (buffers, shaders, textures, states)
@(link_prefix = "rlgl")
Close :: proc() --- // De-initialize rlgl (buffers, shaders, textures)
LoadExtensions :: proc(loader: rawptr) --- // Load OpenGL extensions (loader function required)
GetVersion :: proc() -> GlVersion --- // Get current OpenGL version
SetFramebufferWidth :: proc(width: c.int) --- // Set current framebuffer width
GetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
SetFramebufferHeight :: proc(height: c.int) --- // Set current framebuffer height
GetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
GetTextureIdDefault :: proc() -> c.uint --- // Get default texture id
GetShaderIdDefault :: proc() -> c.uint --- // Get default shader id
GetShaderLocsDefault :: proc() -> [^]c.int --- // Get default shader locations
// Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
// but this render batch API is exposed in case of custom batches are required
LoadRenderBatch :: proc(numBuffers, bufferElements: c.int) -> RenderBatch --- // Load a render batch system
UnloadRenderBatch :: proc(batch: RenderBatch) --- // Unload render batch system
DrawRenderBatch :: proc(batch: ^RenderBatch) --- // Draw render batch data (Update->Draw->Reset)
SetRenderBatchActive :: proc(batch: ^RenderBatch) --- // Set the active render batch for rlgl (NULL for default internal)
DrawRenderBatchActive :: proc() --- // Update and draw internal render batch
CheckRenderBatchLimit :: proc(vCount: c.int) -> c.int --- // Check internal buffer overflow for a given number of vertex
SetTexture :: proc(id: c.uint) --- // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management
LoadVertexArray :: proc() -> c.uint --- // Load vertex array (vao) if supported
LoadVertexBuffer :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a vertex buffer attribute
LoadVertexBufferElement :: proc(buffer: rawptr, size: c.int, is_dynamic: bool) -> c.uint --- // Load a new attributes element buffer
UpdateVertexBuffer :: proc(bufferId: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update GPU buffer with new data
UpdateVertexBufferElements :: proc(id: c.uint, data: rawptr, dataSize: c.int, offset: c.int) --- // Update vertex buffer elements with new data
UnloadVertexArray :: proc(vaoId: c.uint) ---
UnloadVertexBuffer :: proc(vboId: c.uint) ---
SetVertexAttribute :: proc(index: c.uint, compSize: c.int, type: c.int, normalized: bool, stride: c.int, pointer: rawptr) ---
SetVertexAttributeDivisor :: proc(index: c.uint, divisor: c.int) ---
SetVertexAttributeDefault :: proc(locIndex: c.int, value: rawptr, attribType: c.int, count: c.int) --- // Set vertex attribute default value
DrawVertexArray :: proc(offset: c.int, count: c.int) ---
DrawVertexArrayElements :: proc(offset: c.int, count: c.int, buffer: rawptr) ---
DrawVertexArrayInstanced :: proc(offset: c.int, count: c.int, instances: c.int) ---
DrawVertexArrayElementsInstanced :: proc(offset: c.int, count: c.int, buffer: rawptr, instances: c.int) ---
// Textures management
LoadTexture :: proc(data: rawptr, width, height: c.int, format: c.int, mipmapCount: c.int) -> c.uint --- // Load texture in GPU
LoadTextureDepth :: proc(width, height: c.int, useRenderBuffer: bool) -> c.uint --- // Load depth texture/renderbuffer (to be attached to fbo)
LoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> c.uint --- // Load texture cubemap
UpdateTexture :: proc(id: c.uint, offsetX, offsetY: c.int, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
GetGlTextureFormats :: proc(format: c.int, glInternalFormat, glFormat, glType: ^c.uint) --- // Get OpenGL internal formats
GetPixelFormatName :: proc(format: c.uint) -> cstring --- // Get name string for pixel format
UnloadTexture :: proc(id: c.uint) --- // Unload texture from GPU memory
GenTextureMipmaps :: proc(id: c.uint, width, height: c.int, format: c.int, mipmaps: ^c.int) --- // Generate mipmap data for selected texture
ReadTexturePixels :: proc(id: c.uint, width, height: c.int, format: c.int) -> rawptr --- // Read texture pixel data
ReadScreenPixels :: proc(width, height: c.int) -> [^]byte --- // Read screen pixel data (color buffer)
// Framebuffer management (fbo)
LoadFramebuffer :: proc(width, height: c.int) -> c.uint --- // Load an empty framebuffer
FramebufferAttach :: proc(fboId, texId: c.uint, attachType: c.int, texType: c.int, mipLevel: c.int) --- // Attach texture/renderbuffer to a framebuffer
FramebufferComplete :: proc(id: c.uint) -> bool --- // Verify framebuffer is complete
UnloadFramebuffer :: proc(id: c.uint) --- // Delete framebuffer from GPU
// Shaders management
LoadShaderCode :: proc(vsCode, fsCode: cstring) -> c.uint --- // Load shader from code strings
CompileShader :: proc(shaderCode: cstring, type: c.int) -> c.uint --- // Compile custom shader and return shader id (type: VERTEX_SHADER, FRAGMENT_SHADER, COMPUTE_SHADER)
LoadShaderProgram :: proc(vShaderId, fShaderId: c.uint) -> c.uint --- // Load custom shader program
UnloadShaderProgram :: proc(id: c.uint) --- // Unload shader program
GetLocationUniform :: proc(shaderId: c.uint, uniformName: cstring) -> c.int --- // Get shader location uniform
GetLocationAttrib :: proc(shaderId: c.uint, attribName: cstring) -> c.int --- // Get shader location attribute
SetUniform :: proc(locIndex: c.int, value: rawptr, uniformType: c.int, count: c.int) --- // Set shader value uniform
SetUniformMatrix :: proc(locIndex: c.int, mat: Matrix) --- // Set shader value matrix
SetUniformSampler :: proc(locIndex: c.int, textureId: c.uint) --- // Set shader value sampler
SetShader :: proc(id: c.uint, locs: [^]c.int) --- // Set shader currently active (id and locations)
// Compute shader management
LoadComputeShaderProgram :: proc(shaderId: c.uint) -> c.uint --- // Load compute shader program
ComputeShaderDispatch :: proc(groupX, groupY, groupZ: c.uint) --- // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
// Shader buffer storage object management (ssbo)
LoadShaderBuffer :: proc(size: c.uint, data: rawptr, usageHint: c.int) -> c.uint --- // Load shader storage buffer object (SSBO)
UnloadShaderBuffer :: proc(ssboId: c.uint) --- // Unload shader storage buffer object (SSBO)
UpdateShaderBuffer :: proc(id: c.uint, data: rawptr, dataSize: c.uint, offset: c.uint) --- // Update SSBO buffer data
BindShaderBuffer :: proc(id: c.uint, index: c.uint) --- // Bind SSBO buffer
ReadShaderBuffer :: proc(id: c.uint, dest: rawptr, count: c.uint, offset: c.uint) --- // Read SSBO buffer data (GPU->CPU)
CopyShaderBuffer :: proc(destId, srcId: c.uint, destOffset, srcOffset: c.uint, count: c.uint) --- // Copy SSBO data between buffers
GetShaderBufferSize :: proc(id: c.uint) -> c.uint --- // Get SSBO buffer size
// Buffer management
BindImageTexture :: proc(id: c.uint, index: c.uint, format: c.int, readonly: bool) --- // Bind image texture
// Matrix state management
GetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
GetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
GetMatrixTransform :: proc() -> Matrix --- // Get internal accumulated transform matrix
GetMatrixProjectionStereo :: proc(eye: c.int) -> Matrix --- // Get internal projection matrix for stereo render (selected eye)
GetMatrixViewOffsetStereo :: proc(eye: c.int) -> Matrix --- // Get internal view offset matrix for stereo render (selected eye)
SetMatrixProjection :: proc(proj: Matrix) --- // Set a custom projection matrix (replaces internal projection matrix)
SetMatrixModelview :: proc(view: Matrix) --- // Set a custom modelview matrix (replaces internal modelview matrix)
SetMatrixProjectionStereo :: proc(right, left: Matrix) --- // Set eyes projection matrices for stereo rendering
SetMatrixViewOffsetStereo :: proc(right, left: Matrix) --- // Set eyes view offsets matrices for stereo rendering
// Quick and dirty cube/quad buffers load->draw->unload
LoadDrawCube :: proc() --- // Load and draw a cube
LoadDrawQuad :: proc() --- // Load and draw a quad
}