minesweeper

A minewseeper implementation to play around with Hare and Raylib
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rlgl.h (250204B)


      1 /**********************************************************************************************
      2 *
      3 *   rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
      4 *
      5 *   DESCRIPTION:
      6 *       An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
      7 *       that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
      8 *
      9 *   ADDITIONAL NOTES:
     10 *       When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
     11 *       initialized on rlglInit() to accumulate vertex data
     12 *
     13 *       When an internal state change is required all the stored vertex data is renderer in batch,
     14 *       additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
     15 *
     16 *       Some resources are also loaded for convenience, here the complete list:
     17 *          - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
     18 *          - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
     19 *          - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
     20 *
     21 *       Internal buffer (and resources) must be manually unloaded calling rlglClose()
     22 *
     23 *   CONFIGURATION:
     24 *       #define GRAPHICS_API_OPENGL_11
     25 *       #define GRAPHICS_API_OPENGL_21
     26 *       #define GRAPHICS_API_OPENGL_33
     27 *       #define GRAPHICS_API_OPENGL_43
     28 *       #define GRAPHICS_API_OPENGL_ES2
     29 *       #define GRAPHICS_API_OPENGL_ES3
     30 *           Use selected OpenGL graphics backend, should be supported by platform
     31 *           Those preprocessor defines are only used on rlgl module, if OpenGL version is
     32 *           required by any other module, use rlGetVersion() to check it
     33 *
     34 *       #define RLGL_IMPLEMENTATION
     35 *           Generates the implementation of the library into the included file
     36 *           If not defined, the library is in header only mode and can be included in other headers
     37 *           or source files without problems. But only ONE file should hold the implementation
     38 *
     39 *       #define RLGL_RENDER_TEXTURES_HINT
     40 *           Enable framebuffer objects (fbo) support (enabled by default)
     41 *           Some GPUs could not support them despite the OpenGL version
     42 *
     43 *       #define RLGL_SHOW_GL_DETAILS_INFO
     44 *           Show OpenGL extensions and capabilities detailed logs on init
     45 *
     46 *       #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
     47 *           Enable debug context (only available on OpenGL 4.3)
     48 *
     49 *       rlgl capabilities could be customized just defining some internal
     50 *       values before library inclusion (default values listed):
     51 *
     52 *       #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
     53 *       #define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
     54 *       #define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
     55 *       #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
     56 *
     57 *       #define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
     58 *       #define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
     59 *       #define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
     60 *       #define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
     61 *
     62 *       When loading a shader, the following vertex attributes and uniform
     63 *       location names are tried to be set automatically:
     64 *
     65 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
     66 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
     67 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
     68 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
     69 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
     70 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
     71 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
     72 *       #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
     73 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
     74 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
     75 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
     76 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
     77 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView)))
     78 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
     79 *       #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES  "boneMatrices"   // bone matrices
     80 *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
     81 *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
     82 *       #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
     83 *
     84 *   DEPENDENCIES:
     85 *      - OpenGL libraries (depending on platform and OpenGL version selected)
     86 *      - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
     87 *
     88 *
     89 *   LICENSE: zlib/libpng
     90 *
     91 *   Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
     92 *
     93 *   This software is provided "as-is", without any express or implied warranty. In no event
     94 *   will the authors be held liable for any damages arising from the use of this software.
     95 *
     96 *   Permission is granted to anyone to use this software for any purpose, including commercial
     97 *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
     98 *
     99 *     1. The origin of this software must not be misrepresented; you must not claim that you
    100 *     wrote the original software. If you use this software in a product, an acknowledgment
    101 *     in the product documentation would be appreciated but is not required.
    102 *
    103 *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
    104 *     as being the original software.
    105 *
    106 *     3. This notice may not be removed or altered from any source distribution.
    107 *
    108 **********************************************************************************************/
    109 
    110 #ifndef RLGL_H
    111 #define RLGL_H
    112 
    113 #define RLGL_VERSION  "5.0"
    114 
    115 // Function specifiers in case library is build/used as a shared library
    116 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
    117 // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
    118 #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
    119     #define RLAPI __declspec(dllexport)     // We are building the library as a Win32 shared library (.dll)
    120 #elif defined(BUILD_LIBTYPE_SHARED)
    121     #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
    122 #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
    123     #define RLAPI __declspec(dllimport)     // We are using the library as a Win32 shared library (.dll)
    124 #endif
    125 
    126 // Function specifiers definition
    127 #ifndef RLAPI
    128     #define RLAPI       // Functions defined as 'extern' by default (implicit specifiers)
    129 #endif
    130 
    131 // Support TRACELOG macros
    132 #ifndef TRACELOG
    133     #define TRACELOG(level, ...) (void)0
    134     #define TRACELOGD(...) (void)0
    135 #endif
    136 
    137 // Allow custom memory allocators
    138 #ifndef RL_MALLOC
    139     #define RL_MALLOC(sz)     malloc(sz)
    140 #endif
    141 #ifndef RL_CALLOC
    142     #define RL_CALLOC(n,sz)   calloc(n,sz)
    143 #endif
    144 #ifndef RL_REALLOC
    145     #define RL_REALLOC(n,sz)  realloc(n,sz)
    146 #endif
    147 #ifndef RL_FREE
    148     #define RL_FREE(p)        free(p)
    149 #endif
    150 
    151 // Security check in case no GRAPHICS_API_OPENGL_* defined
    152 #if !defined(GRAPHICS_API_OPENGL_11) && \
    153     !defined(GRAPHICS_API_OPENGL_21) && \
    154     !defined(GRAPHICS_API_OPENGL_33) && \
    155     !defined(GRAPHICS_API_OPENGL_43) && \
    156     !defined(GRAPHICS_API_OPENGL_ES2) && \
    157     !defined(GRAPHICS_API_OPENGL_ES3)
    158         #define GRAPHICS_API_OPENGL_33
    159 #endif
    160 
    161 // Security check in case multiple GRAPHICS_API_OPENGL_* defined
    162 #if defined(GRAPHICS_API_OPENGL_11)
    163     #if defined(GRAPHICS_API_OPENGL_21)
    164         #undef GRAPHICS_API_OPENGL_21
    165     #endif
    166     #if defined(GRAPHICS_API_OPENGL_33)
    167         #undef GRAPHICS_API_OPENGL_33
    168     #endif
    169     #if defined(GRAPHICS_API_OPENGL_43)
    170         #undef GRAPHICS_API_OPENGL_43
    171     #endif
    172     #if defined(GRAPHICS_API_OPENGL_ES2)
    173         #undef GRAPHICS_API_OPENGL_ES2
    174     #endif
    175 #endif
    176 
    177 // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
    178 // WARNING: Specific parts are checked with #if defines
    179 #if defined(GRAPHICS_API_OPENGL_21)
    180     #define GRAPHICS_API_OPENGL_33
    181 #endif
    182 
    183 // OpenGL 4.3 uses OpenGL 3.3 Core functionality
    184 #if defined(GRAPHICS_API_OPENGL_43)
    185     #define GRAPHICS_API_OPENGL_33
    186 #endif
    187 
    188 // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
    189 #if defined(GRAPHICS_API_OPENGL_ES3)
    190     #define GRAPHICS_API_OPENGL_ES2
    191 #endif
    192 
    193 // Support framebuffer objects by default
    194 // NOTE: Some driver implementation do not support it, despite they should
    195 #define RLGL_RENDER_TEXTURES_HINT
    196 
    197 //----------------------------------------------------------------------------------
    198 // Defines and Macros
    199 //----------------------------------------------------------------------------------
    200 
    201 // Default internal render batch elements limits
    202 #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
    203     #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
    204         // This is the maximum amount of elements (quads) per batch
    205         // NOTE: Be careful with text, every letter maps to a quad
    206         #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  8192
    207     #endif
    208     #if defined(GRAPHICS_API_OPENGL_ES2)
    209         // We reduce memory sizes for embedded systems (RPI and HTML5)
    210         // NOTE: On HTML5 (emscripten) this is allocated on heap,
    211         // by default it's only 16MB!...just take care...
    212         #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS  2048
    213     #endif
    214 #endif
    215 #ifndef RL_DEFAULT_BATCH_BUFFERS
    216     #define RL_DEFAULT_BATCH_BUFFERS                 1      // Default number of batch buffers (multi-buffering)
    217 #endif
    218 #ifndef RL_DEFAULT_BATCH_DRAWCALLS
    219     #define RL_DEFAULT_BATCH_DRAWCALLS             256      // Default number of batch draw calls (by state changes: mode, texture)
    220 #endif
    221 #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
    222     #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS       4      // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
    223 #endif
    224 
    225 // Internal Matrix stack
    226 #ifndef RL_MAX_MATRIX_STACK_SIZE
    227     #define RL_MAX_MATRIX_STACK_SIZE                32      // Maximum size of Matrix stack
    228 #endif
    229 
    230 // Shader limits
    231 #ifndef RL_MAX_SHADER_LOCATIONS
    232     #define RL_MAX_SHADER_LOCATIONS                 32      // Maximum number of shader locations supported
    233 #endif
    234 
    235 // Projection matrix culling
    236 #ifndef RL_CULL_DISTANCE_NEAR
    237     #define RL_CULL_DISTANCE_NEAR                 0.01      // Default near cull distance
    238 #endif
    239 #ifndef RL_CULL_DISTANCE_FAR
    240     #define RL_CULL_DISTANCE_FAR                1000.0      // Default far cull distance
    241 #endif
    242 
    243 // Texture parameters (equivalent to OpenGL defines)
    244 #define RL_TEXTURE_WRAP_S                       0x2802      // GL_TEXTURE_WRAP_S
    245 #define RL_TEXTURE_WRAP_T                       0x2803      // GL_TEXTURE_WRAP_T
    246 #define RL_TEXTURE_MAG_FILTER                   0x2800      // GL_TEXTURE_MAG_FILTER
    247 #define RL_TEXTURE_MIN_FILTER                   0x2801      // GL_TEXTURE_MIN_FILTER
    248 
    249 #define RL_TEXTURE_FILTER_NEAREST               0x2600      // GL_NEAREST
    250 #define RL_TEXTURE_FILTER_LINEAR                0x2601      // GL_LINEAR
    251 #define RL_TEXTURE_FILTER_MIP_NEAREST           0x2700      // GL_NEAREST_MIPMAP_NEAREST
    252 #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR    0x2702      // GL_NEAREST_MIPMAP_LINEAR
    253 #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST    0x2701      // GL_LINEAR_MIPMAP_NEAREST
    254 #define RL_TEXTURE_FILTER_MIP_LINEAR            0x2703      // GL_LINEAR_MIPMAP_LINEAR
    255 #define RL_TEXTURE_FILTER_ANISOTROPIC           0x3000      // Anisotropic filter (custom identifier)
    256 #define RL_TEXTURE_MIPMAP_BIAS_RATIO            0x4000      // Texture mipmap bias, percentage ratio (custom identifier)
    257 
    258 #define RL_TEXTURE_WRAP_REPEAT                  0x2901      // GL_REPEAT
    259 #define RL_TEXTURE_WRAP_CLAMP                   0x812F      // GL_CLAMP_TO_EDGE
    260 #define RL_TEXTURE_WRAP_MIRROR_REPEAT           0x8370      // GL_MIRRORED_REPEAT
    261 #define RL_TEXTURE_WRAP_MIRROR_CLAMP            0x8742      // GL_MIRROR_CLAMP_EXT
    262 
    263 // Matrix modes (equivalent to OpenGL)
    264 #define RL_MODELVIEW                            0x1700      // GL_MODELVIEW
    265 #define RL_PROJECTION                           0x1701      // GL_PROJECTION
    266 #define RL_TEXTURE                              0x1702      // GL_TEXTURE
    267 
    268 // Primitive assembly draw modes
    269 #define RL_LINES                                0x0001      // GL_LINES
    270 #define RL_TRIANGLES                            0x0004      // GL_TRIANGLES
    271 #define RL_QUADS                                0x0007      // GL_QUADS
    272 
    273 // GL equivalent data types
    274 #define RL_UNSIGNED_BYTE                        0x1401      // GL_UNSIGNED_BYTE
    275 #define RL_FLOAT                                0x1406      // GL_FLOAT
    276 
    277 // GL buffer usage hint
    278 #define RL_STREAM_DRAW                          0x88E0      // GL_STREAM_DRAW
    279 #define RL_STREAM_READ                          0x88E1      // GL_STREAM_READ
    280 #define RL_STREAM_COPY                          0x88E2      // GL_STREAM_COPY
    281 #define RL_STATIC_DRAW                          0x88E4      // GL_STATIC_DRAW
    282 #define RL_STATIC_READ                          0x88E5      // GL_STATIC_READ
    283 #define RL_STATIC_COPY                          0x88E6      // GL_STATIC_COPY
    284 #define RL_DYNAMIC_DRAW                         0x88E8      // GL_DYNAMIC_DRAW
    285 #define RL_DYNAMIC_READ                         0x88E9      // GL_DYNAMIC_READ
    286 #define RL_DYNAMIC_COPY                         0x88EA      // GL_DYNAMIC_COPY
    287 
    288 // GL Shader type
    289 #define RL_FRAGMENT_SHADER                      0x8B30      // GL_FRAGMENT_SHADER
    290 #define RL_VERTEX_SHADER                        0x8B31      // GL_VERTEX_SHADER
    291 #define RL_COMPUTE_SHADER                       0x91B9      // GL_COMPUTE_SHADER
    292 
    293 // GL blending factors
    294 #define RL_ZERO                                 0           // GL_ZERO
    295 #define RL_ONE                                  1           // GL_ONE
    296 #define RL_SRC_COLOR                            0x0300      // GL_SRC_COLOR
    297 #define RL_ONE_MINUS_SRC_COLOR                  0x0301      // GL_ONE_MINUS_SRC_COLOR
    298 #define RL_SRC_ALPHA                            0x0302      // GL_SRC_ALPHA
    299 #define RL_ONE_MINUS_SRC_ALPHA                  0x0303      // GL_ONE_MINUS_SRC_ALPHA
    300 #define RL_DST_ALPHA                            0x0304      // GL_DST_ALPHA
    301 #define RL_ONE_MINUS_DST_ALPHA                  0x0305      // GL_ONE_MINUS_DST_ALPHA
    302 #define RL_DST_COLOR                            0x0306      // GL_DST_COLOR
    303 #define RL_ONE_MINUS_DST_COLOR                  0x0307      // GL_ONE_MINUS_DST_COLOR
    304 #define RL_SRC_ALPHA_SATURATE                   0x0308      // GL_SRC_ALPHA_SATURATE
    305 #define RL_CONSTANT_COLOR                       0x8001      // GL_CONSTANT_COLOR
    306 #define RL_ONE_MINUS_CONSTANT_COLOR             0x8002      // GL_ONE_MINUS_CONSTANT_COLOR
    307 #define RL_CONSTANT_ALPHA                       0x8003      // GL_CONSTANT_ALPHA
    308 #define RL_ONE_MINUS_CONSTANT_ALPHA             0x8004      // GL_ONE_MINUS_CONSTANT_ALPHA
    309 
    310 // GL blending functions/equations
    311 #define RL_FUNC_ADD                             0x8006      // GL_FUNC_ADD
    312 #define RL_MIN                                  0x8007      // GL_MIN
    313 #define RL_MAX                                  0x8008      // GL_MAX
    314 #define RL_FUNC_SUBTRACT                        0x800A      // GL_FUNC_SUBTRACT
    315 #define RL_FUNC_REVERSE_SUBTRACT                0x800B      // GL_FUNC_REVERSE_SUBTRACT
    316 #define RL_BLEND_EQUATION                       0x8009      // GL_BLEND_EQUATION
    317 #define RL_BLEND_EQUATION_RGB                   0x8009      // GL_BLEND_EQUATION_RGB   // (Same as BLEND_EQUATION)
    318 #define RL_BLEND_EQUATION_ALPHA                 0x883D      // GL_BLEND_EQUATION_ALPHA
    319 #define RL_BLEND_DST_RGB                        0x80C8      // GL_BLEND_DST_RGB
    320 #define RL_BLEND_SRC_RGB                        0x80C9      // GL_BLEND_SRC_RGB
    321 #define RL_BLEND_DST_ALPHA                      0x80CA      // GL_BLEND_DST_ALPHA
    322 #define RL_BLEND_SRC_ALPHA                      0x80CB      // GL_BLEND_SRC_ALPHA
    323 #define RL_BLEND_COLOR                          0x8005      // GL_BLEND_COLOR
    324 
    325 #define RL_READ_FRAMEBUFFER                     0x8CA8      // GL_READ_FRAMEBUFFER
    326 #define RL_DRAW_FRAMEBUFFER                     0x8CA9      // GL_DRAW_FRAMEBUFFER
    327 
    328 // Default shader vertex attribute locations
    329 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
    330     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION    0
    331 #endif
    332 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
    333     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD    1
    334 #endif
    335 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
    336     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL      2
    337 #endif
    338 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
    339     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR       3
    340 #endif
    341     #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
    342 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT         4
    343 #endif
    344 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
    345     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2   5
    346 #endif
    347 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
    348     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES     6
    349 #endif
    350 #ifdef RL_SUPPORT_MESH_GPU_SKINNING
    351 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
    352     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS     7
    353 #endif
    354 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
    355     #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
    356 #endif
    357 #endif
    358 
    359 //----------------------------------------------------------------------------------
    360 // Types and Structures Definition
    361 //----------------------------------------------------------------------------------
    362 #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
    363     #include <stdbool.h>
    364 #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
    365     // Boolean type
    366 typedef enum bool { false = 0, true = !false } bool;
    367 #endif
    368 
    369 #if !defined(RL_MATRIX_TYPE)
    370 // Matrix, 4x4 components, column major, OpenGL style, right handed
    371 typedef struct Matrix {
    372     float m0, m4, m8, m12;      // Matrix first row (4 components)
    373     float m1, m5, m9, m13;      // Matrix second row (4 components)
    374     float m2, m6, m10, m14;     // Matrix third row (4 components)
    375     float m3, m7, m11, m15;     // Matrix fourth row (4 components)
    376 } Matrix;
    377 #define RL_MATRIX_TYPE
    378 #endif
    379 
    380 // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
    381 typedef struct rlVertexBuffer {
    382     int elementCount;           // Number of elements in the buffer (QUADS)
    383 
    384     float *vertices;            // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
    385     float *texcoords;           // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
    386     float *normals;             // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
    387     unsigned char *colors;      // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
    388 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
    389     unsigned int *indices;      // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
    390 #endif
    391 #if defined(GRAPHICS_API_OPENGL_ES2)
    392     unsigned short *indices;    // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
    393 #endif
    394     unsigned int vaoId;         // OpenGL Vertex Array Object id
    395     unsigned int vboId[5];      // OpenGL Vertex Buffer Objects id (5 types of vertex data)
    396 } rlVertexBuffer;
    397 
    398 // Draw call type
    399 // NOTE: Only texture changes register a new draw, other state-change-related elements are not
    400 // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
    401 // of those state-change happens (this is done in core module)
    402 typedef struct rlDrawCall {
    403     int mode;                   // Drawing mode: LINES, TRIANGLES, QUADS
    404     int vertexCount;            // Number of vertex of the draw
    405     int vertexAlignment;        // Number of vertex required for index alignment (LINES, TRIANGLES)
    406     //unsigned int vaoId;       // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
    407     //unsigned int shaderId;    // Shader id to be used on the draw -> Using RLGL.currentShaderId
    408     unsigned int textureId;     // Texture id to be used on the draw -> Use to create new draw call if changes
    409 
    410     //Matrix projection;        // Projection matrix for this draw -> Using RLGL.projection by default
    411     //Matrix modelview;         // Modelview matrix for this draw -> Using RLGL.modelview by default
    412 } rlDrawCall;
    413 
    414 // rlRenderBatch type
    415 typedef struct rlRenderBatch {
    416     int bufferCount;            // Number of vertex buffers (multi-buffering support)
    417     int currentBuffer;          // Current buffer tracking in case of multi-buffering
    418     rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
    419 
    420     rlDrawCall *draws;          // Draw calls array, depends on textureId
    421     int drawCounter;            // Draw calls counter
    422     float currentDepth;         // Current depth value for next draw
    423 } rlRenderBatch;
    424 
    425 // OpenGL version
    426 typedef enum {
    427     RL_OPENGL_11 = 1,           // OpenGL 1.1
    428     RL_OPENGL_21,               // OpenGL 2.1 (GLSL 120)
    429     RL_OPENGL_33,               // OpenGL 3.3 (GLSL 330)
    430     RL_OPENGL_43,               // OpenGL 4.3 (using GLSL 330)
    431     RL_OPENGL_ES_20,            // OpenGL ES 2.0 (GLSL 100)
    432     RL_OPENGL_ES_30             // OpenGL ES 3.0 (GLSL 300 es)
    433 } rlGlVersion;
    434 
    435 // Trace log level
    436 // NOTE: Organized by priority level
    437 typedef enum {
    438     RL_LOG_ALL = 0,             // Display all logs
    439     RL_LOG_TRACE,               // Trace logging, intended for internal use only
    440     RL_LOG_DEBUG,               // Debug logging, used for internal debugging, it should be disabled on release builds
    441     RL_LOG_INFO,                // Info logging, used for program execution info
    442     RL_LOG_WARNING,             // Warning logging, used on recoverable failures
    443     RL_LOG_ERROR,               // Error logging, used on unrecoverable failures
    444     RL_LOG_FATAL,               // Fatal logging, used to abort program: exit(EXIT_FAILURE)
    445     RL_LOG_NONE                 // Disable logging
    446 } rlTraceLogLevel;
    447 
    448 // Texture pixel formats
    449 // NOTE: Support depends on OpenGL version
    450 typedef enum {
    451     RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,     // 8 bit per pixel (no alpha)
    452     RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,        // 8*2 bpp (2 channels)
    453     RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5,            // 16 bpp
    454     RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8,            // 24 bpp
    455     RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,          // 16 bpp (1 bit alpha)
    456     RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,          // 16 bpp (4 bit alpha)
    457     RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,          // 32 bpp
    458     RL_PIXELFORMAT_UNCOMPRESSED_R32,               // 32 bpp (1 channel - float)
    459     RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32,         // 32*3 bpp (3 channels - float)
    460     RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,      // 32*4 bpp (4 channels - float)
    461     RL_PIXELFORMAT_UNCOMPRESSED_R16,               // 16 bpp (1 channel - half float)
    462     RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16,         // 16*3 bpp (3 channels - half float)
    463     RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16,      // 16*4 bpp (4 channels - half float)
    464     RL_PIXELFORMAT_COMPRESSED_DXT1_RGB,            // 4 bpp (no alpha)
    465     RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA,           // 4 bpp (1 bit alpha)
    466     RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA,           // 8 bpp
    467     RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA,           // 8 bpp
    468     RL_PIXELFORMAT_COMPRESSED_ETC1_RGB,            // 4 bpp
    469     RL_PIXELFORMAT_COMPRESSED_ETC2_RGB,            // 4 bpp
    470     RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,       // 8 bpp
    471     RL_PIXELFORMAT_COMPRESSED_PVRT_RGB,            // 4 bpp
    472     RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA,           // 4 bpp
    473     RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
    474     RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
    475 } rlPixelFormat;
    476 
    477 // Texture parameters: filter mode
    478 // NOTE 1: Filtering considers mipmaps if available in the texture
    479 // NOTE 2: Filter is accordingly set for minification and magnification
    480 typedef enum {
    481     RL_TEXTURE_FILTER_POINT = 0,        // No filter, just pixel approximation
    482     RL_TEXTURE_FILTER_BILINEAR,         // Linear filtering
    483     RL_TEXTURE_FILTER_TRILINEAR,        // Trilinear filtering (linear with mipmaps)
    484     RL_TEXTURE_FILTER_ANISOTROPIC_4X,   // Anisotropic filtering 4x
    485     RL_TEXTURE_FILTER_ANISOTROPIC_8X,   // Anisotropic filtering 8x
    486     RL_TEXTURE_FILTER_ANISOTROPIC_16X,  // Anisotropic filtering 16x
    487 } rlTextureFilter;
    488 
    489 // Color blending modes (pre-defined)
    490 typedef enum {
    491     RL_BLEND_ALPHA = 0,                 // Blend textures considering alpha (default)
    492     RL_BLEND_ADDITIVE,                  // Blend textures adding colors
    493     RL_BLEND_MULTIPLIED,                // Blend textures multiplying colors
    494     RL_BLEND_ADD_COLORS,                // Blend textures adding colors (alternative)
    495     RL_BLEND_SUBTRACT_COLORS,           // Blend textures subtracting colors (alternative)
    496     RL_BLEND_ALPHA_PREMULTIPLY,         // Blend premultiplied textures considering alpha
    497     RL_BLEND_CUSTOM,                    // Blend textures using custom src/dst factors (use rlSetBlendFactors())
    498     RL_BLEND_CUSTOM_SEPARATE            // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
    499 } rlBlendMode;
    500 
    501 // Shader location point type
    502 typedef enum {
    503     RL_SHADER_LOC_VERTEX_POSITION = 0,  // Shader location: vertex attribute: position
    504     RL_SHADER_LOC_VERTEX_TEXCOORD01,    // Shader location: vertex attribute: texcoord01
    505     RL_SHADER_LOC_VERTEX_TEXCOORD02,    // Shader location: vertex attribute: texcoord02
    506     RL_SHADER_LOC_VERTEX_NORMAL,        // Shader location: vertex attribute: normal
    507     RL_SHADER_LOC_VERTEX_TANGENT,       // Shader location: vertex attribute: tangent
    508     RL_SHADER_LOC_VERTEX_COLOR,         // Shader location: vertex attribute: color
    509     RL_SHADER_LOC_MATRIX_MVP,           // Shader location: matrix uniform: model-view-projection
    510     RL_SHADER_LOC_MATRIX_VIEW,          // Shader location: matrix uniform: view (camera transform)
    511     RL_SHADER_LOC_MATRIX_PROJECTION,    // Shader location: matrix uniform: projection
    512     RL_SHADER_LOC_MATRIX_MODEL,         // Shader location: matrix uniform: model (transform)
    513     RL_SHADER_LOC_MATRIX_NORMAL,        // Shader location: matrix uniform: normal
    514     RL_SHADER_LOC_VECTOR_VIEW,          // Shader location: vector uniform: view
    515     RL_SHADER_LOC_COLOR_DIFFUSE,        // Shader location: vector uniform: diffuse color
    516     RL_SHADER_LOC_COLOR_SPECULAR,       // Shader location: vector uniform: specular color
    517     RL_SHADER_LOC_COLOR_AMBIENT,        // Shader location: vector uniform: ambient color
    518     RL_SHADER_LOC_MAP_ALBEDO,           // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
    519     RL_SHADER_LOC_MAP_METALNESS,        // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
    520     RL_SHADER_LOC_MAP_NORMAL,           // Shader location: sampler2d texture: normal
    521     RL_SHADER_LOC_MAP_ROUGHNESS,        // Shader location: sampler2d texture: roughness
    522     RL_SHADER_LOC_MAP_OCCLUSION,        // Shader location: sampler2d texture: occlusion
    523     RL_SHADER_LOC_MAP_EMISSION,         // Shader location: sampler2d texture: emission
    524     RL_SHADER_LOC_MAP_HEIGHT,           // Shader location: sampler2d texture: height
    525     RL_SHADER_LOC_MAP_CUBEMAP,          // Shader location: samplerCube texture: cubemap
    526     RL_SHADER_LOC_MAP_IRRADIANCE,       // Shader location: samplerCube texture: irradiance
    527     RL_SHADER_LOC_MAP_PREFILTER,        // Shader location: samplerCube texture: prefilter
    528     RL_SHADER_LOC_MAP_BRDF              // Shader location: sampler2d texture: brdf
    529 } rlShaderLocationIndex;
    530 
    531 #define RL_SHADER_LOC_MAP_DIFFUSE       RL_SHADER_LOC_MAP_ALBEDO
    532 #define RL_SHADER_LOC_MAP_SPECULAR      RL_SHADER_LOC_MAP_METALNESS
    533 
    534 // Shader uniform data type
    535 typedef enum {
    536     RL_SHADER_UNIFORM_FLOAT = 0,        // Shader uniform type: float
    537     RL_SHADER_UNIFORM_VEC2,             // Shader uniform type: vec2 (2 float)
    538     RL_SHADER_UNIFORM_VEC3,             // Shader uniform type: vec3 (3 float)
    539     RL_SHADER_UNIFORM_VEC4,             // Shader uniform type: vec4 (4 float)
    540     RL_SHADER_UNIFORM_INT,              // Shader uniform type: int
    541     RL_SHADER_UNIFORM_IVEC2,            // Shader uniform type: ivec2 (2 int)
    542     RL_SHADER_UNIFORM_IVEC3,            // Shader uniform type: ivec3 (3 int)
    543     RL_SHADER_UNIFORM_IVEC4,            // Shader uniform type: ivec4 (4 int)
    544     RL_SHADER_UNIFORM_UINT,             // Shader uniform type: unsigned int
    545     RL_SHADER_UNIFORM_UIVEC2,           // Shader uniform type: uivec2 (2 unsigned int)
    546     RL_SHADER_UNIFORM_UIVEC3,           // Shader uniform type: uivec3 (3 unsigned int)
    547     RL_SHADER_UNIFORM_UIVEC4,           // Shader uniform type: uivec4 (4 unsigned int)
    548     RL_SHADER_UNIFORM_SAMPLER2D         // Shader uniform type: sampler2d
    549 } rlShaderUniformDataType;
    550 
    551 // Shader attribute data types
    552 typedef enum {
    553     RL_SHADER_ATTRIB_FLOAT = 0,         // Shader attribute type: float
    554     RL_SHADER_ATTRIB_VEC2,              // Shader attribute type: vec2 (2 float)
    555     RL_SHADER_ATTRIB_VEC3,              // Shader attribute type: vec3 (3 float)
    556     RL_SHADER_ATTRIB_VEC4               // Shader attribute type: vec4 (4 float)
    557 } rlShaderAttributeDataType;
    558 
    559 // Framebuffer attachment type
    560 // NOTE: By default up to 8 color channels defined, but it can be more
    561 typedef enum {
    562     RL_ATTACHMENT_COLOR_CHANNEL0 = 0,       // Framebuffer attachment type: color 0
    563     RL_ATTACHMENT_COLOR_CHANNEL1 = 1,       // Framebuffer attachment type: color 1
    564     RL_ATTACHMENT_COLOR_CHANNEL2 = 2,       // Framebuffer attachment type: color 2
    565     RL_ATTACHMENT_COLOR_CHANNEL3 = 3,       // Framebuffer attachment type: color 3
    566     RL_ATTACHMENT_COLOR_CHANNEL4 = 4,       // Framebuffer attachment type: color 4
    567     RL_ATTACHMENT_COLOR_CHANNEL5 = 5,       // Framebuffer attachment type: color 5
    568     RL_ATTACHMENT_COLOR_CHANNEL6 = 6,       // Framebuffer attachment type: color 6
    569     RL_ATTACHMENT_COLOR_CHANNEL7 = 7,       // Framebuffer attachment type: color 7
    570     RL_ATTACHMENT_DEPTH = 100,              // Framebuffer attachment type: depth
    571     RL_ATTACHMENT_STENCIL = 200,            // Framebuffer attachment type: stencil
    572 } rlFramebufferAttachType;
    573 
    574 // Framebuffer texture attachment type
    575 typedef enum {
    576     RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,   // Framebuffer texture attachment type: cubemap, +X side
    577     RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1,   // Framebuffer texture attachment type: cubemap, -X side
    578     RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2,   // Framebuffer texture attachment type: cubemap, +Y side
    579     RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3,   // Framebuffer texture attachment type: cubemap, -Y side
    580     RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4,   // Framebuffer texture attachment type: cubemap, +Z side
    581     RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5,   // Framebuffer texture attachment type: cubemap, -Z side
    582     RL_ATTACHMENT_TEXTURE2D = 100,          // Framebuffer texture attachment type: texture2d
    583     RL_ATTACHMENT_RENDERBUFFER = 200,       // Framebuffer texture attachment type: renderbuffer
    584 } rlFramebufferAttachTextureType;
    585 
    586 // Face culling mode
    587 typedef enum {
    588     RL_CULL_FACE_FRONT = 0,
    589     RL_CULL_FACE_BACK
    590 } rlCullMode;
    591 
    592 //------------------------------------------------------------------------------------
    593 // Functions Declaration - Matrix operations
    594 //------------------------------------------------------------------------------------
    595 
    596 #if defined(__cplusplus)
    597 extern "C" {            // Prevents name mangling of functions
    598 #endif
    599 
    600 RLAPI void rlMatrixMode(int mode);                      // Choose the current matrix to be transformed
    601 RLAPI void rlPushMatrix(void);                          // Push the current matrix to stack
    602 RLAPI void rlPopMatrix(void);                           // Pop latest inserted matrix from stack
    603 RLAPI void rlLoadIdentity(void);                        // Reset current matrix to identity matrix
    604 RLAPI void rlTranslatef(float x, float y, float z);     // Multiply the current matrix by a translation matrix
    605 RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
    606 RLAPI void rlScalef(float x, float y, float z);         // Multiply the current matrix by a scaling matrix
    607 RLAPI void rlMultMatrixf(const float *matf);            // Multiply the current matrix by another matrix
    608 RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
    609 RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
    610 RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
    611 RLAPI void rlSetClipPlanes(double nearPlane, double farPlane);    // Set clip planes distances
    612 RLAPI double rlGetCullDistanceNear(void);               // Get cull plane distance near
    613 RLAPI double rlGetCullDistanceFar(void);                // Get cull plane distance far
    614 
    615 //------------------------------------------------------------------------------------
    616 // Functions Declaration - Vertex level operations
    617 //------------------------------------------------------------------------------------
    618 RLAPI void rlBegin(int mode);                           // Initialize drawing mode (how to organize vertex)
    619 RLAPI void rlEnd(void);                                 // Finish vertex providing
    620 RLAPI void rlVertex2i(int x, int y);                    // Define one vertex (position) - 2 int
    621 RLAPI void rlVertex2f(float x, float y);                // Define one vertex (position) - 2 float
    622 RLAPI void rlVertex3f(float x, float y, float z);       // Define one vertex (position) - 3 float
    623 RLAPI void rlTexCoord2f(float x, float y);              // Define one vertex (texture coordinate) - 2 float
    624 RLAPI void rlNormal3f(float x, float y, float z);       // Define one vertex (normal) - 3 float
    625 RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
    626 RLAPI void rlColor3f(float x, float y, float z);        // Define one vertex (color) - 3 float
    627 RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
    628 
    629 //------------------------------------------------------------------------------------
    630 // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
    631 // NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
    632 // some of them are direct wrappers over OpenGL calls, some others are custom
    633 //------------------------------------------------------------------------------------
    634 
    635 // Vertex buffers state
    636 RLAPI bool rlEnableVertexArray(unsigned int vaoId);     // Enable vertex array (VAO, if supported)
    637 RLAPI void rlDisableVertexArray(void);                  // Disable vertex array (VAO, if supported)
    638 RLAPI void rlEnableVertexBuffer(unsigned int id);       // Enable vertex buffer (VBO)
    639 RLAPI void rlDisableVertexBuffer(void);                 // Disable vertex buffer (VBO)
    640 RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
    641 RLAPI void rlDisableVertexBufferElement(void);          // Disable vertex buffer element (VBO element)
    642 RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
    643 RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
    644 #if defined(GRAPHICS_API_OPENGL_11)
    645 RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
    646 RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
    647 #endif
    648 
    649 // Textures state
    650 RLAPI void rlActiveTextureSlot(int slot);               // Select and active a texture slot
    651 RLAPI void rlEnableTexture(unsigned int id);            // Enable texture
    652 RLAPI void rlDisableTexture(void);                      // Disable texture
    653 RLAPI void rlEnableTextureCubemap(unsigned int id);     // Enable texture cubemap
    654 RLAPI void rlDisableTextureCubemap(void);               // Disable texture cubemap
    655 RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
    656 RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
    657 
    658 // Shader state
    659 RLAPI void rlEnableShader(unsigned int id);             // Enable shader program
    660 RLAPI void rlDisableShader(void);                       // Disable shader program
    661 
    662 // Framebuffer state
    663 RLAPI void rlEnableFramebuffer(unsigned int id);        // Enable render texture (fbo)
    664 RLAPI void rlDisableFramebuffer(void);                  // Disable render texture (fbo), return to default framebuffer
    665 RLAPI unsigned int rlGetActiveFramebuffer(void);        // Get the currently active render texture (fbo), 0 for default framebuffer
    666 RLAPI void rlActiveDrawBuffers(int count);              // Activate multiple draw color buffers
    667 RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
    668 RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
    669 
    670 // General render state
    671 RLAPI void rlEnableColorBlend(void);                    // Enable color blending
    672 RLAPI void rlDisableColorBlend(void);                   // Disable color blending
    673 RLAPI void rlEnableDepthTest(void);                     // Enable depth test
    674 RLAPI void rlDisableDepthTest(void);                    // Disable depth test
    675 RLAPI void rlEnableDepthMask(void);                     // Enable depth write
    676 RLAPI void rlDisableDepthMask(void);                    // Disable depth write
    677 RLAPI void rlEnableBackfaceCulling(void);               // Enable backface culling
    678 RLAPI void rlDisableBackfaceCulling(void);              // Disable backface culling
    679 RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
    680 RLAPI void rlSetCullFace(int mode);                     // Set face culling mode
    681 RLAPI void rlEnableScissorTest(void);                   // Enable scissor test
    682 RLAPI void rlDisableScissorTest(void);                  // Disable scissor test
    683 RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
    684 RLAPI void rlEnableWireMode(void);                      // Enable wire mode
    685 RLAPI void rlEnablePointMode(void);                     // Enable point mode
    686 RLAPI void rlDisableWireMode(void);                     // Disable wire (and point) mode
    687 RLAPI void rlSetLineWidth(float width);                 // Set the line drawing width
    688 RLAPI float rlGetLineWidth(void);                       // Get the line drawing width
    689 RLAPI void rlEnableSmoothLines(void);                   // Enable line aliasing
    690 RLAPI void rlDisableSmoothLines(void);                  // Disable line aliasing
    691 RLAPI void rlEnableStereoRender(void);                  // Enable stereo rendering
    692 RLAPI void rlDisableStereoRender(void);                 // Disable stereo rendering
    693 RLAPI bool rlIsStereoRenderEnabled(void);               // Check if stereo render is enabled
    694 
    695 RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
    696 RLAPI void rlClearScreenBuffers(void);                  // Clear used screen buffers (color and depth)
    697 RLAPI void rlCheckErrors(void);                         // Check and log OpenGL error codes
    698 RLAPI void rlSetBlendMode(int mode);                    // Set blending mode
    699 RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
    700 RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
    701 
    702 //------------------------------------------------------------------------------------
    703 // Functions Declaration - rlgl functionality
    704 //------------------------------------------------------------------------------------
    705 // rlgl initialization functions
    706 RLAPI void rlglInit(int width, int height);             // Initialize rlgl (buffers, shaders, textures, states)
    707 RLAPI void rlglClose(void);                             // De-initialize rlgl (buffers, shaders, textures)
    708 RLAPI void rlLoadExtensions(void *loader);              // Load OpenGL extensions (loader function required)
    709 RLAPI int rlGetVersion(void);                           // Get current OpenGL version
    710 RLAPI void rlSetFramebufferWidth(int width);            // Set current framebuffer width
    711 RLAPI int rlGetFramebufferWidth(void);                  // Get default framebuffer width
    712 RLAPI void rlSetFramebufferHeight(int height);          // Set current framebuffer height
    713 RLAPI int rlGetFramebufferHeight(void);                 // Get default framebuffer height
    714 
    715 RLAPI unsigned int rlGetTextureIdDefault(void);         // Get default texture id
    716 RLAPI unsigned int rlGetShaderIdDefault(void);          // Get default shader id
    717 RLAPI int *rlGetShaderLocsDefault(void);                // Get default shader locations
    718 
    719 // Render batch management
    720 // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
    721 // but this render batch API is exposed in case of custom batches are required
    722 RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
    723 RLAPI void rlUnloadRenderBatch(rlRenderBatch batch);    // Unload render batch system
    724 RLAPI void rlDrawRenderBatch(rlRenderBatch *batch);     // Draw render batch data (Update->Draw->Reset)
    725 RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
    726 RLAPI void rlDrawRenderBatchActive(void);               // Update and draw internal render batch
    727 RLAPI bool rlCheckRenderBatchLimit(int vCount);         // Check internal buffer overflow for a given number of vertex
    728 
    729 RLAPI void rlSetTexture(unsigned int id);               // Set current texture for render batch and check buffers limits
    730 
    731 //------------------------------------------------------------------------------------------------------------------------
    732 
    733 // Vertex buffers management
    734 RLAPI unsigned int rlLoadVertexArray(void);             // Load vertex array (vao) if supported
    735 RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
    736 RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
    737 RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
    738 RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
    739 RLAPI void rlUnloadVertexArray(unsigned int vaoId);     // Unload vertex array (vao)
    740 RLAPI void rlUnloadVertexBuffer(unsigned int vboId);    // Unload vertex buffer object
    741 RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
    742 RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
    743 RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
    744 RLAPI void rlDrawVertexArray(int offset, int count);    // Draw vertex array (currently active vao)
    745 RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
    746 RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
    747 RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
    748 
    749 // Textures management
    750 RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
    751 RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
    752 RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
    753 RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
    754 RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
    755 RLAPI const char *rlGetPixelFormatName(unsigned int format);              // Get name string for pixel format
    756 RLAPI void rlUnloadTexture(unsigned int id);                              // Unload texture from GPU memory
    757 RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
    758 RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
    759 RLAPI unsigned char *rlReadScreenPixels(int width, int height);           // Read screen pixel data (color buffer)
    760 
    761 // Framebuffer management (fbo)
    762 RLAPI unsigned int rlLoadFramebuffer(void);                               // Load an empty framebuffer
    763 RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
    764 RLAPI bool rlFramebufferComplete(unsigned int id);                        // Verify framebuffer is complete
    765 RLAPI void rlUnloadFramebuffer(unsigned int id);                          // Delete framebuffer from GPU
    766 
    767 // Shaders management
    768 RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode);    // Load shader from code strings
    769 RLAPI unsigned int rlCompileShader(const char *shaderCode, int type);           // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
    770 RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
    771 RLAPI void rlUnloadShaderProgram(unsigned int id);                              // Unload shader program
    772 RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
    773 RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName);   // Get shader location attribute
    774 RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
    775 RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);                        // Set shader value matrix
    776 RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count);    // Set shader value matrices
    777 RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId);           // Set shader value sampler
    778 RLAPI void rlSetShader(unsigned int id, int *locs);                             // Set shader currently active (id and locations)
    779 
    780 // Compute shader management
    781 RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);           // Load compute shader program
    782 RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
    783 
    784 // Shader buffer storage object management (ssbo)
    785 RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
    786 RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);                           // Unload shader storage buffer object (SSBO)
    787 RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
    788 RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);             // Bind SSBO buffer
    789 RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
    790 RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
    791 RLAPI unsigned int rlGetShaderBufferSize(unsigned int id);                      // Get SSBO buffer size
    792 
    793 // Buffer management
    794 RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly);  // Bind image texture
    795 
    796 // Matrix state management
    797 RLAPI Matrix rlGetMatrixModelview(void);                                  // Get internal modelview matrix
    798 RLAPI Matrix rlGetMatrixProjection(void);                                 // Get internal projection matrix
    799 RLAPI Matrix rlGetMatrixTransform(void);                                  // Get internal accumulated transform matrix
    800 RLAPI Matrix rlGetMatrixProjectionStereo(int eye);                        // Get internal projection matrix for stereo render (selected eye)
    801 RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye);                        // Get internal view offset matrix for stereo render (selected eye)
    802 RLAPI void rlSetMatrixProjection(Matrix proj);                            // Set a custom projection matrix (replaces internal projection matrix)
    803 RLAPI void rlSetMatrixModelview(Matrix view);                             // Set a custom modelview matrix (replaces internal modelview matrix)
    804 RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left);        // Set eyes projection matrices for stereo rendering
    805 RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left);        // Set eyes view offsets matrices for stereo rendering
    806 
    807 // Quick and dirty cube/quad buffers load->draw->unload
    808 RLAPI void rlLoadDrawCube(void);     // Load and draw a cube
    809 RLAPI void rlLoadDrawQuad(void);     // Load and draw a quad
    810 
    811 #if defined(__cplusplus)
    812 }
    813 #endif
    814 
    815 #endif // RLGL_H
    816 
    817 /***********************************************************************************
    818 *
    819 *   RLGL IMPLEMENTATION
    820 *
    821 ************************************************************************************/
    822 
    823 #if defined(RLGL_IMPLEMENTATION)
    824 
    825 // Expose OpenGL functions from glad in raylib
    826 #if defined(BUILD_LIBTYPE_SHARED)
    827     #define GLAD_API_CALL_EXPORT
    828     #define GLAD_API_CALL_EXPORT_BUILD
    829 #endif
    830 
    831 #if defined(GRAPHICS_API_OPENGL_11)
    832     #if defined(__APPLE__)
    833         #include <OpenGL/gl.h>          // OpenGL 1.1 library for OSX
    834         #include <OpenGL/glext.h>       // OpenGL extensions library
    835     #else
    836         // APIENTRY for OpenGL function pointer declarations is required
    837         #if !defined(APIENTRY)
    838             #if defined(_WIN32)
    839                 #define APIENTRY __stdcall
    840             #else
    841                 #define APIENTRY
    842             #endif
    843         #endif
    844         // WINGDIAPI definition. Some Windows OpenGL headers need it
    845         #if !defined(WINGDIAPI) && defined(_WIN32)
    846             #define WINGDIAPI __declspec(dllimport)
    847         #endif
    848 
    849         #include <GL/gl.h>              // OpenGL 1.1 library
    850     #endif
    851 #endif
    852 
    853 #if defined(GRAPHICS_API_OPENGL_33)
    854     #define GLAD_MALLOC RL_MALLOC
    855     #define GLAD_FREE RL_FREE
    856 
    857     #define GLAD_GL_IMPLEMENTATION
    858     #include "external/glad.h"          // GLAD extensions loading library, includes OpenGL headers
    859 #endif
    860 
    861 #if defined(GRAPHICS_API_OPENGL_ES3)
    862     #include <GLES3/gl3.h>              // OpenGL ES 3.0 library
    863     #define GL_GLEXT_PROTOTYPES
    864     #include <GLES2/gl2ext.h>           // OpenGL ES 2.0 extensions library
    865 #elif defined(GRAPHICS_API_OPENGL_ES2)
    866     // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
    867     // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
    868     #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
    869         #define GLAD_GLES2_IMPLEMENTATION
    870         #include "external/glad_gles2.h"
    871     #else
    872         #define GL_GLEXT_PROTOTYPES
    873         //#include <EGL/egl.h>          // EGL library -> not required, platform layer
    874         #include <GLES2/gl2.h>          // OpenGL ES 2.0 library
    875         #include <GLES2/gl2ext.h>       // OpenGL ES 2.0 extensions library
    876     #endif
    877 
    878     // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
    879     // provided headers (despite being defined in official Khronos GLES2 headers)
    880     #if defined(PLATFORM_DRM)
    881     typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
    882     typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
    883     typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
    884     #endif
    885 #endif
    886 
    887 #include <stdlib.h>                     // Required for: malloc(), free()
    888 #include <string.h>                     // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
    889 #include <math.h>                       // Required for: sqrtf(), sinf(), cosf(), floor(), log()
    890 
    891 //----------------------------------------------------------------------------------
    892 // Defines and Macros
    893 //----------------------------------------------------------------------------------
    894 #ifndef PI
    895     #define PI 3.14159265358979323846f
    896 #endif
    897 #ifndef DEG2RAD
    898     #define DEG2RAD (PI/180.0f)
    899 #endif
    900 #ifndef RAD2DEG
    901     #define RAD2DEG (180.0f/PI)
    902 #endif
    903 
    904 #ifndef GL_SHADING_LANGUAGE_VERSION
    905     #define GL_SHADING_LANGUAGE_VERSION         0x8B8C
    906 #endif
    907 
    908 #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
    909     #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT     0x83F0
    910 #endif
    911 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
    912     #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT    0x83F1
    913 #endif
    914 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
    915     #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT    0x83F2
    916 #endif
    917 #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
    918     #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT    0x83F3
    919 #endif
    920 #ifndef GL_ETC1_RGB8_OES
    921     #define GL_ETC1_RGB8_OES                    0x8D64
    922 #endif
    923 #ifndef GL_COMPRESSED_RGB8_ETC2
    924     #define GL_COMPRESSED_RGB8_ETC2             0x9274
    925 #endif
    926 #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
    927     #define GL_COMPRESSED_RGBA8_ETC2_EAC        0x9278
    928 #endif
    929 #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
    930     #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG  0x8C00
    931 #endif
    932 #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
    933     #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
    934 #endif
    935 #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
    936     #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR     0x93b0
    937 #endif
    938 #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
    939     #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR     0x93b7
    940 #endif
    941 
    942 #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
    943     #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT   0x84FF
    944 #endif
    945 #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
    946     #define GL_TEXTURE_MAX_ANISOTROPY_EXT       0x84FE
    947 #endif
    948 
    949 #ifndef GL_PROGRAM_POINT_SIZE
    950     #define GL_PROGRAM_POINT_SIZE               0x8642
    951 #endif
    952 
    953 #ifndef GL_LINE_WIDTH
    954     #define GL_LINE_WIDTH                       0x0B21
    955 #endif
    956 
    957 #if defined(GRAPHICS_API_OPENGL_11)
    958     #define GL_UNSIGNED_SHORT_5_6_5             0x8363
    959     #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
    960     #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
    961 #endif
    962 
    963 #if defined(GRAPHICS_API_OPENGL_21)
    964     #define GL_LUMINANCE                        0x1909
    965     #define GL_LUMINANCE_ALPHA                  0x190A
    966 #endif
    967 
    968 #if defined(GRAPHICS_API_OPENGL_ES2)
    969     #define glClearDepth                 glClearDepthf
    970     #if !defined(GRAPHICS_API_OPENGL_ES3)
    971         #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
    972         #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
    973     #endif
    974 #endif
    975 
    976 // Default shader vertex attribute names to set location points
    977 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
    978     #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION     "vertexPosition"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
    979 #endif
    980 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
    981     #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD     "vertexTexCoord"    // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
    982 #endif
    983 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
    984     #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL       "vertexNormal"      // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
    985 #endif
    986 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
    987     #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR        "vertexColor"       // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
    988 #endif
    989 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
    990     #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT      "vertexTangent"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
    991 #endif
    992 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
    993     #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2    "vertexTexCoord2"   // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
    994 #endif
    995 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
    996     #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS      "vertexBoneIds"     // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
    997 #endif
    998 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
    999     #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS  "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
   1000 #endif
   1001 
   1002 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
   1003     #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP         "mvp"               // model-view-projection matrix
   1004 #endif
   1005 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
   1006     #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW        "matView"           // view matrix
   1007 #endif
   1008 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
   1009     #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION  "matProjection"     // projection matrix
   1010 #endif
   1011 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
   1012     #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL       "matModel"          // model matrix
   1013 #endif
   1014 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
   1015     #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL      "matNormal"         // normal matrix (transpose(inverse(matModelView))
   1016 #endif
   1017 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
   1018     #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR       "colDiffuse"        // color diffuse (base tint color, multiplied by texture color)
   1019 #endif
   1020 #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
   1021     #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES  "boneMatrices"   // bone matrices
   1022 #endif
   1023 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
   1024     #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0  "texture0"          // texture0 (texture slot active 0)
   1025 #endif
   1026 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
   1027     #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1  "texture1"          // texture1 (texture slot active 1)
   1028 #endif
   1029 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
   1030     #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2  "texture2"          // texture2 (texture slot active 2)
   1031 #endif
   1032 
   1033 //----------------------------------------------------------------------------------
   1034 // Types and Structures Definition
   1035 //----------------------------------------------------------------------------------
   1036 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1037 typedef struct rlglData {
   1038     rlRenderBatch *currentBatch;            // Current render batch
   1039     rlRenderBatch defaultBatch;             // Default internal render batch
   1040 
   1041     struct {
   1042         int vertexCounter;                  // Current active render batch vertex counter (generic, used for all batches)
   1043         float texcoordx, texcoordy;         // Current active texture coordinate (added on glVertex*())
   1044         float normalx, normaly, normalz;    // Current active normal (added on glVertex*())
   1045         unsigned char colorr, colorg, colorb, colora;   // Current active color (added on glVertex*())
   1046 
   1047         int currentMatrixMode;              // Current matrix mode
   1048         Matrix *currentMatrix;              // Current matrix pointer
   1049         Matrix modelview;                   // Default modelview matrix
   1050         Matrix projection;                  // Default projection matrix
   1051         Matrix transform;                   // Transform matrix to be used with rlTranslate, rlRotate, rlScale
   1052         bool transformRequired;             // Require transform matrix application to current draw-call vertex (if required)
   1053         Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
   1054         int stackCounter;                   // Matrix stack counter
   1055 
   1056         unsigned int defaultTextureId;      // Default texture used on shapes/poly drawing (required by shader)
   1057         unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS];    // Active texture ids to be enabled on batch drawing (0 active by default)
   1058         unsigned int defaultVShaderId;      // Default vertex shader id (used by default shader program)
   1059         unsigned int defaultFShaderId;      // Default fragment shader id (used by default shader program)
   1060         unsigned int defaultShaderId;       // Default shader program id, supports vertex color and diffuse texture
   1061         int *defaultShaderLocs;             // Default shader locations pointer to be used on rendering
   1062         unsigned int currentShaderId;       // Current shader id to be used on rendering (by default, defaultShaderId)
   1063         int *currentShaderLocs;             // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
   1064 
   1065         bool stereoRender;                  // Stereo rendering flag
   1066         Matrix projectionStereo[2];         // VR stereo rendering eyes projection matrices
   1067         Matrix viewOffsetStereo[2];         // VR stereo rendering eyes view offset matrices
   1068 
   1069         // Blending variables
   1070         int currentBlendMode;               // Blending mode active
   1071         int glBlendSrcFactor;               // Blending source factor
   1072         int glBlendDstFactor;               // Blending destination factor
   1073         int glBlendEquation;                // Blending equation
   1074         int glBlendSrcFactorRGB;            // Blending source RGB factor
   1075         int glBlendDestFactorRGB;           // Blending destination RGB factor
   1076         int glBlendSrcFactorAlpha;          // Blending source alpha factor
   1077         int glBlendDestFactorAlpha;         // Blending destination alpha factor
   1078         int glBlendEquationRGB;             // Blending equation for RGB
   1079         int glBlendEquationAlpha;           // Blending equation for alpha
   1080         bool glCustomBlendModeModified;     // Custom blending factor and equation modification status
   1081 
   1082         int framebufferWidth;               // Current framebuffer width
   1083         int framebufferHeight;              // Current framebuffer height
   1084 
   1085     } State;            // Renderer state
   1086     struct {
   1087         bool vao;                           // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
   1088         bool instancing;                    // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
   1089         bool texNPOT;                       // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
   1090         bool texDepth;                      // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
   1091         bool texDepthWebGL;                 // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
   1092         bool texFloat32;                    // float textures support (32 bit per channel) (GL_OES_texture_float)
   1093         bool texFloat16;                    // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
   1094         bool texCompDXT;                    // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
   1095         bool texCompETC1;                   // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
   1096         bool texCompETC2;                   // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
   1097         bool texCompPVRT;                   // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
   1098         bool texCompASTC;                   // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
   1099         bool texMirrorClamp;                // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
   1100         bool texAnisoFilter;                // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
   1101         bool computeShader;                 // Compute shaders support (GL_ARB_compute_shader)
   1102         bool ssbo;                          // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
   1103 
   1104         float maxAnisotropyLevel;           // Maximum anisotropy level supported (minimum is 2.0f)
   1105         int maxDepthBits;                   // Maximum bits for depth component
   1106 
   1107     } ExtSupported;     // Extensions supported flags
   1108 } rlglData;
   1109 
   1110 typedef void *(*rlglLoadProc)(const char *name);   // OpenGL extension functions loader signature (same as GLADloadproc)
   1111 
   1112 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
   1113 
   1114 //----------------------------------------------------------------------------------
   1115 // Global Variables Definition
   1116 //----------------------------------------------------------------------------------
   1117 static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
   1118 static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
   1119 
   1120 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1121 static rlglData RLGL = { 0 };
   1122 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
   1123 
   1124 #if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
   1125 // NOTE: VAO functionality is exposed through extensions (OES)
   1126 static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
   1127 static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
   1128 static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
   1129 
   1130 // NOTE: Instancing functionality could also be available through extension
   1131 static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
   1132 static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
   1133 static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
   1134 #endif
   1135 
   1136 //----------------------------------------------------------------------------------
   1137 // Module specific Functions Declaration
   1138 //----------------------------------------------------------------------------------
   1139 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1140 static void rlLoadShaderDefault(void);      // Load default shader
   1141 static void rlUnloadShaderDefault(void);    // Unload default shader
   1142 #if defined(RLGL_SHOW_GL_DETAILS_INFO)
   1143 static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
   1144 #endif  // RLGL_SHOW_GL_DETAILS_INFO
   1145 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
   1146 
   1147 static int rlGetPixelDataSize(int width, int height, int format);   // Get pixel data size in bytes (image or texture)
   1148 
   1149 // Auxiliar matrix math functions
   1150 typedef struct rl_float16 {
   1151     float v[16];
   1152 } rl_float16;
   1153 static rl_float16 rlMatrixToFloatV(Matrix mat);             // Get float array of matrix data
   1154 #define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v)      // Get float vector for Matrix
   1155 static Matrix rlMatrixIdentity(void);                       // Get identity matrix
   1156 static Matrix rlMatrixMultiply(Matrix left, Matrix right);  // Multiply two matrices
   1157 static Matrix rlMatrixTranspose(Matrix mat);                // Transposes provided matrix
   1158 static Matrix rlMatrixInvert(Matrix mat);                   // Invert provided matrix
   1159 
   1160 //----------------------------------------------------------------------------------
   1161 // Module Functions Definition - Matrix operations
   1162 //----------------------------------------------------------------------------------
   1163 
   1164 #if defined(GRAPHICS_API_OPENGL_11)
   1165 // Fallback to OpenGL 1.1 function calls
   1166 //---------------------------------------
   1167 void rlMatrixMode(int mode)
   1168 {
   1169     switch (mode)
   1170     {
   1171         case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
   1172         case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
   1173         case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
   1174         default: break;
   1175     }
   1176 }
   1177 
   1178 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
   1179 {
   1180     glFrustum(left, right, bottom, top, znear, zfar);
   1181 }
   1182 
   1183 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
   1184 {
   1185     glOrtho(left, right, bottom, top, znear, zfar);
   1186 }
   1187 
   1188 void rlPushMatrix(void) { glPushMatrix(); }
   1189 void rlPopMatrix(void) { glPopMatrix(); }
   1190 void rlLoadIdentity(void) { glLoadIdentity(); }
   1191 void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
   1192 void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
   1193 void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
   1194 void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
   1195 #endif
   1196 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1197 // Choose the current matrix to be transformed
   1198 void rlMatrixMode(int mode)
   1199 {
   1200     if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
   1201     else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
   1202     //else if (mode == RL_TEXTURE) // Not supported
   1203 
   1204     RLGL.State.currentMatrixMode = mode;
   1205 }
   1206 
   1207 // Push the current matrix into RLGL.State.stack
   1208 void rlPushMatrix(void)
   1209 {
   1210     if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
   1211 
   1212     if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
   1213     {
   1214         RLGL.State.transformRequired = true;
   1215         RLGL.State.currentMatrix = &RLGL.State.transform;
   1216     }
   1217 
   1218     RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
   1219     RLGL.State.stackCounter++;
   1220 }
   1221 
   1222 // Pop lattest inserted matrix from RLGL.State.stack
   1223 void rlPopMatrix(void)
   1224 {
   1225     if (RLGL.State.stackCounter > 0)
   1226     {
   1227         Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
   1228         *RLGL.State.currentMatrix = mat;
   1229         RLGL.State.stackCounter--;
   1230     }
   1231 
   1232     if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
   1233     {
   1234         RLGL.State.currentMatrix = &RLGL.State.modelview;
   1235         RLGL.State.transformRequired = false;
   1236     }
   1237 }
   1238 
   1239 // Reset current matrix to identity matrix
   1240 void rlLoadIdentity(void)
   1241 {
   1242     *RLGL.State.currentMatrix = rlMatrixIdentity();
   1243 }
   1244 
   1245 // Multiply the current matrix by a translation matrix
   1246 void rlTranslatef(float x, float y, float z)
   1247 {
   1248     Matrix matTranslation = {
   1249         1.0f, 0.0f, 0.0f, x,
   1250         0.0f, 1.0f, 0.0f, y,
   1251         0.0f, 0.0f, 1.0f, z,
   1252         0.0f, 0.0f, 0.0f, 1.0f
   1253     };
   1254 
   1255     // NOTE: We transpose matrix with multiplication order
   1256     *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
   1257 }
   1258 
   1259 // Multiply the current matrix by a rotation matrix
   1260 // NOTE: The provided angle must be in degrees
   1261 void rlRotatef(float angle, float x, float y, float z)
   1262 {
   1263     Matrix matRotation = rlMatrixIdentity();
   1264 
   1265     // Axis vector (x, y, z) normalization
   1266     float lengthSquared = x*x + y*y + z*z;
   1267     if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
   1268     {
   1269         float inverseLength = 1.0f/sqrtf(lengthSquared);
   1270         x *= inverseLength;
   1271         y *= inverseLength;
   1272         z *= inverseLength;
   1273     }
   1274 
   1275     // Rotation matrix generation
   1276     float sinres = sinf(DEG2RAD*angle);
   1277     float cosres = cosf(DEG2RAD*angle);
   1278     float t = 1.0f - cosres;
   1279 
   1280     matRotation.m0 = x*x*t + cosres;
   1281     matRotation.m1 = y*x*t + z*sinres;
   1282     matRotation.m2 = z*x*t - y*sinres;
   1283     matRotation.m3 = 0.0f;
   1284 
   1285     matRotation.m4 = x*y*t - z*sinres;
   1286     matRotation.m5 = y*y*t + cosres;
   1287     matRotation.m6 = z*y*t + x*sinres;
   1288     matRotation.m7 = 0.0f;
   1289 
   1290     matRotation.m8 = x*z*t + y*sinres;
   1291     matRotation.m9 = y*z*t - x*sinres;
   1292     matRotation.m10 = z*z*t + cosres;
   1293     matRotation.m11 = 0.0f;
   1294 
   1295     matRotation.m12 = 0.0f;
   1296     matRotation.m13 = 0.0f;
   1297     matRotation.m14 = 0.0f;
   1298     matRotation.m15 = 1.0f;
   1299 
   1300     // NOTE: We transpose matrix with multiplication order
   1301     *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
   1302 }
   1303 
   1304 // Multiply the current matrix by a scaling matrix
   1305 void rlScalef(float x, float y, float z)
   1306 {
   1307     Matrix matScale = {
   1308         x, 0.0f, 0.0f, 0.0f,
   1309         0.0f, y, 0.0f, 0.0f,
   1310         0.0f, 0.0f, z, 0.0f,
   1311         0.0f, 0.0f, 0.0f, 1.0f
   1312     };
   1313 
   1314     // NOTE: We transpose matrix with multiplication order
   1315     *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
   1316 }
   1317 
   1318 // Multiply the current matrix by another matrix
   1319 void rlMultMatrixf(const float *matf)
   1320 {
   1321     // Matrix creation from array
   1322     Matrix mat = { matf[0], matf[4], matf[8], matf[12],
   1323                    matf[1], matf[5], matf[9], matf[13],
   1324                    matf[2], matf[6], matf[10], matf[14],
   1325                    matf[3], matf[7], matf[11], matf[15] };
   1326 
   1327     *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
   1328 }
   1329 
   1330 // Multiply the current matrix by a perspective matrix generated by parameters
   1331 void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
   1332 {
   1333     Matrix matFrustum = { 0 };
   1334 
   1335     float rl = (float)(right - left);
   1336     float tb = (float)(top - bottom);
   1337     float fn = (float)(zfar - znear);
   1338 
   1339     matFrustum.m0 = ((float) znear*2.0f)/rl;
   1340     matFrustum.m1 = 0.0f;
   1341     matFrustum.m2 = 0.0f;
   1342     matFrustum.m3 = 0.0f;
   1343 
   1344     matFrustum.m4 = 0.0f;
   1345     matFrustum.m5 = ((float) znear*2.0f)/tb;
   1346     matFrustum.m6 = 0.0f;
   1347     matFrustum.m7 = 0.0f;
   1348 
   1349     matFrustum.m8 = ((float)right + (float)left)/rl;
   1350     matFrustum.m9 = ((float)top + (float)bottom)/tb;
   1351     matFrustum.m10 = -((float)zfar + (float)znear)/fn;
   1352     matFrustum.m11 = -1.0f;
   1353 
   1354     matFrustum.m12 = 0.0f;
   1355     matFrustum.m13 = 0.0f;
   1356     matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
   1357     matFrustum.m15 = 0.0f;
   1358 
   1359     *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
   1360 }
   1361 
   1362 // Multiply the current matrix by an orthographic matrix generated by parameters
   1363 void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
   1364 {
   1365     // NOTE: If left-right and top-botton values are equal it could create a division by zero,
   1366     // response to it is platform/compiler dependant
   1367     Matrix matOrtho = { 0 };
   1368 
   1369     float rl = (float)(right - left);
   1370     float tb = (float)(top - bottom);
   1371     float fn = (float)(zfar - znear);
   1372 
   1373     matOrtho.m0 = 2.0f/rl;
   1374     matOrtho.m1 = 0.0f;
   1375     matOrtho.m2 = 0.0f;
   1376     matOrtho.m3 = 0.0f;
   1377     matOrtho.m4 = 0.0f;
   1378     matOrtho.m5 = 2.0f/tb;
   1379     matOrtho.m6 = 0.0f;
   1380     matOrtho.m7 = 0.0f;
   1381     matOrtho.m8 = 0.0f;
   1382     matOrtho.m9 = 0.0f;
   1383     matOrtho.m10 = -2.0f/fn;
   1384     matOrtho.m11 = 0.0f;
   1385     matOrtho.m12 = -((float)left + (float)right)/rl;
   1386     matOrtho.m13 = -((float)top + (float)bottom)/tb;
   1387     matOrtho.m14 = -((float)zfar + (float)znear)/fn;
   1388     matOrtho.m15 = 1.0f;
   1389 
   1390     *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
   1391 }
   1392 #endif
   1393 
   1394 // Set the viewport area (transformation from normalized device coordinates to window coordinates)
   1395 // NOTE: We store current viewport dimensions
   1396 void rlViewport(int x, int y, int width, int height)
   1397 {
   1398     glViewport(x, y, width, height);
   1399 }
   1400 
   1401 // Set clip planes distances
   1402 void rlSetClipPlanes(double nearPlane, double farPlane)
   1403 {
   1404     rlCullDistanceNear = nearPlane;
   1405     rlCullDistanceFar = farPlane;
   1406 }
   1407 
   1408 // Get cull plane distance near
   1409 double rlGetCullDistanceNear(void)
   1410 {
   1411     return rlCullDistanceNear;
   1412 }
   1413 
   1414 // Get cull plane distance far
   1415 double rlGetCullDistanceFar(void)
   1416 {
   1417     return rlCullDistanceFar;
   1418 }
   1419 
   1420 //----------------------------------------------------------------------------------
   1421 // Module Functions Definition - Vertex level operations
   1422 //----------------------------------------------------------------------------------
   1423 #if defined(GRAPHICS_API_OPENGL_11)
   1424 // Fallback to OpenGL 1.1 function calls
   1425 //---------------------------------------
   1426 void rlBegin(int mode)
   1427 {
   1428     switch (mode)
   1429     {
   1430         case RL_LINES: glBegin(GL_LINES); break;
   1431         case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
   1432         case RL_QUADS: glBegin(GL_QUADS); break;
   1433         default: break;
   1434     }
   1435 }
   1436 
   1437 void rlEnd(void) { glEnd(); }
   1438 void rlVertex2i(int x, int y) { glVertex2i(x, y); }
   1439 void rlVertex2f(float x, float y) { glVertex2f(x, y); }
   1440 void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
   1441 void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
   1442 void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
   1443 void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
   1444 void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
   1445 void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
   1446 #endif
   1447 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1448 // Initialize drawing mode (how to organize vertex)
   1449 void rlBegin(int mode)
   1450 {
   1451     // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
   1452     // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
   1453     if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
   1454     {
   1455         if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
   1456         {
   1457             // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
   1458             // that way, following QUADS drawing will keep aligned with index processing
   1459             // It implies adding some extra alignment vertex at the end of the draw,
   1460             // those vertex are not processed but they are considered as an additional offset
   1461             // for the next set of vertex to be drawn
   1462             if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
   1463             else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
   1464             else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
   1465 
   1466             if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
   1467             {
   1468                 RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
   1469                 RLGL.currentBatch->drawCounter++;
   1470             }
   1471         }
   1472 
   1473         if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
   1474 
   1475         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
   1476         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
   1477         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
   1478     }
   1479 }
   1480 
   1481 // Finish vertex providing
   1482 void rlEnd(void)
   1483 {
   1484     // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
   1485     // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
   1486     // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
   1487     RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
   1488 }
   1489 
   1490 // Define one vertex (position)
   1491 // NOTE: Vertex position data is the basic information required for drawing
   1492 void rlVertex3f(float x, float y, float z)
   1493 {
   1494     float tx = x;
   1495     float ty = y;
   1496     float tz = z;
   1497 
   1498     // Transform provided vector if required
   1499     if (RLGL.State.transformRequired)
   1500     {
   1501         tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
   1502         ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
   1503         tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
   1504     }
   1505 
   1506     // WARNING: We can't break primitives when launching a new batch
   1507     // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices
   1508     // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
   1509     if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
   1510     {
   1511         if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
   1512             (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
   1513         {
   1514             // Reached the maximum number of vertices for RL_LINES drawing
   1515             // Launch a draw call but keep current state for next vertices comming
   1516             // NOTE: We add +1 vertex to the check for security
   1517             rlCheckRenderBatchLimit(2 + 1);
   1518         }
   1519         else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
   1520             (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
   1521         {
   1522             rlCheckRenderBatchLimit(3 + 1);
   1523         }
   1524         else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
   1525             (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
   1526         {
   1527             rlCheckRenderBatchLimit(4 + 1);
   1528         }
   1529     }
   1530 
   1531     // Add vertices
   1532     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
   1533     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
   1534     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
   1535 
   1536     // Add current texcoord
   1537     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
   1538     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
   1539 
   1540     // Add current normal
   1541     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
   1542     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
   1543     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
   1544 
   1545     // Add current color
   1546     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
   1547     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
   1548     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
   1549     RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
   1550 
   1551     RLGL.State.vertexCounter++;
   1552     RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
   1553 }
   1554 
   1555 // Define one vertex (position)
   1556 void rlVertex2f(float x, float y)
   1557 {
   1558     rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
   1559 }
   1560 
   1561 // Define one vertex (position)
   1562 void rlVertex2i(int x, int y)
   1563 {
   1564     rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
   1565 }
   1566 
   1567 // Define one vertex (texture coordinate)
   1568 // NOTE: Texture coordinates are limited to QUADS only
   1569 void rlTexCoord2f(float x, float y)
   1570 {
   1571     RLGL.State.texcoordx = x;
   1572     RLGL.State.texcoordy = y;
   1573 }
   1574 
   1575 // Define one vertex (normal)
   1576 // NOTE: Normals limited to TRIANGLES only?
   1577 void rlNormal3f(float x, float y, float z)
   1578 {
   1579     float normalx = x;
   1580     float normaly = y;
   1581     float normalz = z;
   1582     if (RLGL.State.transformRequired)
   1583     {
   1584         normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
   1585         normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
   1586         normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
   1587     }
   1588     float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
   1589     if (length != 0.0f)
   1590     {
   1591         float ilength = 1.0f/length;
   1592         normalx *= ilength;
   1593         normaly *= ilength;
   1594         normalz *= ilength;
   1595     }
   1596     RLGL.State.normalx = normalx;
   1597     RLGL.State.normaly = normaly;
   1598     RLGL.State.normalz = normalz;
   1599 }
   1600 
   1601 // Define one vertex (color)
   1602 void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
   1603 {
   1604     RLGL.State.colorr = x;
   1605     RLGL.State.colorg = y;
   1606     RLGL.State.colorb = z;
   1607     RLGL.State.colora = w;
   1608 }
   1609 
   1610 // Define one vertex (color)
   1611 void rlColor4f(float r, float g, float b, float a)
   1612 {
   1613     rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
   1614 }
   1615 
   1616 // Define one vertex (color)
   1617 void rlColor3f(float x, float y, float z)
   1618 {
   1619     rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
   1620 }
   1621 
   1622 #endif
   1623 
   1624 //--------------------------------------------------------------------------------------
   1625 // Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
   1626 //--------------------------------------------------------------------------------------
   1627 
   1628 // Set current texture to use
   1629 void rlSetTexture(unsigned int id)
   1630 {
   1631     if (id == 0)
   1632     {
   1633 #if defined(GRAPHICS_API_OPENGL_11)
   1634         rlDisableTexture();
   1635 #else
   1636         // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
   1637         if (RLGL.State.vertexCounter >=
   1638             RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
   1639         {
   1640             rlDrawRenderBatch(RLGL.currentBatch);
   1641         }
   1642 #endif
   1643     }
   1644     else
   1645     {
   1646 #if defined(GRAPHICS_API_OPENGL_11)
   1647         rlEnableTexture(id);
   1648 #else
   1649         if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
   1650         {
   1651             if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
   1652             {
   1653                 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
   1654                 // that way, following QUADS drawing will keep aligned with index processing
   1655                 // It implies adding some extra alignment vertex at the end of the draw,
   1656                 // those vertex are not processed but they are considered as an additional offset
   1657                 // for the next set of vertex to be drawn
   1658                 if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
   1659                 else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
   1660                 else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
   1661 
   1662                 if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
   1663                 {
   1664                     RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
   1665 
   1666                     RLGL.currentBatch->drawCounter++;
   1667                 }
   1668             }
   1669 
   1670             if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
   1671 
   1672             RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
   1673             RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
   1674         }
   1675 #endif
   1676     }
   1677 }
   1678 
   1679 // Select and active a texture slot
   1680 void rlActiveTextureSlot(int slot)
   1681 {
   1682 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1683     glActiveTexture(GL_TEXTURE0 + slot);
   1684 #endif
   1685 }
   1686 
   1687 // Enable texture
   1688 void rlEnableTexture(unsigned int id)
   1689 {
   1690 #if defined(GRAPHICS_API_OPENGL_11)
   1691     glEnable(GL_TEXTURE_2D);
   1692 #endif
   1693     glBindTexture(GL_TEXTURE_2D, id);
   1694 }
   1695 
   1696 // Disable texture
   1697 void rlDisableTexture(void)
   1698 {
   1699 #if defined(GRAPHICS_API_OPENGL_11)
   1700     glDisable(GL_TEXTURE_2D);
   1701 #endif
   1702     glBindTexture(GL_TEXTURE_2D, 0);
   1703 }
   1704 
   1705 // Enable texture cubemap
   1706 void rlEnableTextureCubemap(unsigned int id)
   1707 {
   1708 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1709     glBindTexture(GL_TEXTURE_CUBE_MAP, id);
   1710 #endif
   1711 }
   1712 
   1713 // Disable texture cubemap
   1714 void rlDisableTextureCubemap(void)
   1715 {
   1716 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   1717     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
   1718 #endif
   1719 }
   1720 
   1721 // Set texture parameters (wrap mode/filter mode)
   1722 void rlTextureParameters(unsigned int id, int param, int value)
   1723 {
   1724     glBindTexture(GL_TEXTURE_2D, id);
   1725 
   1726 #if !defined(GRAPHICS_API_OPENGL_11)
   1727     // Reset anisotropy filter, in case it was set
   1728     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
   1729 #endif
   1730 
   1731     switch (param)
   1732     {
   1733         case RL_TEXTURE_WRAP_S:
   1734         case RL_TEXTURE_WRAP_T:
   1735         {
   1736             if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
   1737             {
   1738 #if !defined(GRAPHICS_API_OPENGL_11)
   1739                 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
   1740                 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
   1741 #endif
   1742             }
   1743             else glTexParameteri(GL_TEXTURE_2D, param, value);
   1744 
   1745         } break;
   1746         case RL_TEXTURE_MAG_FILTER:
   1747         case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
   1748         case RL_TEXTURE_FILTER_ANISOTROPIC:
   1749         {
   1750 #if !defined(GRAPHICS_API_OPENGL_11)
   1751             if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
   1752             else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
   1753             {
   1754                 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
   1755                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
   1756             }
   1757             else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
   1758 #endif
   1759         } break;
   1760 #if defined(GRAPHICS_API_OPENGL_33)
   1761         case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
   1762 #endif
   1763         default: break;
   1764     }
   1765 
   1766     glBindTexture(GL_TEXTURE_2D, 0);
   1767 }
   1768 
   1769 // Set cubemap parameters (wrap mode/filter mode)
   1770 void rlCubemapParameters(unsigned int id, int param, int value)
   1771 {
   1772 #if !defined(GRAPHICS_API_OPENGL_11)
   1773     glBindTexture(GL_TEXTURE_CUBE_MAP, id);
   1774 
   1775     // Reset anisotropy filter, in case it was set
   1776     glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
   1777 
   1778     switch (param)
   1779     {
   1780         case RL_TEXTURE_WRAP_S:
   1781         case RL_TEXTURE_WRAP_T:
   1782         {
   1783             if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
   1784             {
   1785                 if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
   1786                 else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
   1787             }
   1788             else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
   1789 
   1790         } break;
   1791         case RL_TEXTURE_MAG_FILTER:
   1792         case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
   1793         case RL_TEXTURE_FILTER_ANISOTROPIC:
   1794         {
   1795             if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
   1796             else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
   1797             {
   1798                 TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
   1799                 glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
   1800             }
   1801             else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
   1802         } break;
   1803 #if defined(GRAPHICS_API_OPENGL_33)
   1804         case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
   1805 #endif
   1806         default: break;
   1807     }
   1808 
   1809     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
   1810 #endif
   1811 }
   1812 
   1813 // Enable shader program
   1814 void rlEnableShader(unsigned int id)
   1815 {
   1816 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
   1817     glUseProgram(id);
   1818 #endif
   1819 }
   1820 
   1821 // Disable shader program
   1822 void rlDisableShader(void)
   1823 {
   1824 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
   1825     glUseProgram(0);
   1826 #endif
   1827 }
   1828 
   1829 // Enable rendering to texture (fbo)
   1830 void rlEnableFramebuffer(unsigned int id)
   1831 {
   1832 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   1833     glBindFramebuffer(GL_FRAMEBUFFER, id);
   1834 #endif
   1835 }
   1836 
   1837 // return the active render texture (fbo)
   1838 unsigned int rlGetActiveFramebuffer(void)
   1839 {
   1840     GLint fboId = 0;
   1841 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
   1842     glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
   1843 #endif
   1844     return fboId;
   1845 }
   1846 
   1847 // Disable rendering to texture
   1848 void rlDisableFramebuffer(void)
   1849 {
   1850 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   1851     glBindFramebuffer(GL_FRAMEBUFFER, 0);
   1852 #endif
   1853 }
   1854 
   1855 // Blit active framebuffer to main framebuffer
   1856 void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
   1857 {
   1858 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
   1859     glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
   1860 #endif
   1861 }
   1862 
   1863 // Bind framebuffer object (fbo)
   1864 void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
   1865 {
   1866 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   1867     glBindFramebuffer(target, framebuffer);
   1868 #endif
   1869 }
   1870 
   1871 // Activate multiple draw color buffers
   1872 // NOTE: One color buffer is always active by default
   1873 void rlActiveDrawBuffers(int count)
   1874 {
   1875 #if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
   1876     // NOTE: Maximum number of draw buffers supported is implementation dependant,
   1877     // it can be queried with glGet*() but it must be at least 8
   1878     //GLint maxDrawBuffers = 0;
   1879     //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
   1880 
   1881     if (count > 0)
   1882     {
   1883         if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
   1884         else
   1885         {
   1886             unsigned int buffers[8] = {
   1887 #if defined(GRAPHICS_API_OPENGL_ES3)
   1888                 GL_COLOR_ATTACHMENT0_EXT,
   1889                 GL_COLOR_ATTACHMENT1_EXT,
   1890                 GL_COLOR_ATTACHMENT2_EXT,
   1891                 GL_COLOR_ATTACHMENT3_EXT,
   1892                 GL_COLOR_ATTACHMENT4_EXT,
   1893                 GL_COLOR_ATTACHMENT5_EXT,
   1894                 GL_COLOR_ATTACHMENT6_EXT,
   1895                 GL_COLOR_ATTACHMENT7_EXT,
   1896 #else
   1897                 GL_COLOR_ATTACHMENT0,
   1898                 GL_COLOR_ATTACHMENT1,
   1899                 GL_COLOR_ATTACHMENT2,
   1900                 GL_COLOR_ATTACHMENT3,
   1901                 GL_COLOR_ATTACHMENT4,
   1902                 GL_COLOR_ATTACHMENT5,
   1903                 GL_COLOR_ATTACHMENT6,
   1904                 GL_COLOR_ATTACHMENT7,
   1905 #endif
   1906             };
   1907 
   1908 #if defined(GRAPHICS_API_OPENGL_ES3)
   1909             glDrawBuffersEXT(count, buffers);
   1910 #else
   1911             glDrawBuffers(count, buffers);
   1912 #endif
   1913         }
   1914     }
   1915     else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
   1916 #endif
   1917 }
   1918 
   1919 //----------------------------------------------------------------------------------
   1920 // General render state configuration
   1921 //----------------------------------------------------------------------------------
   1922 
   1923 // Enable color blending
   1924 void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
   1925 
   1926 // Disable color blending
   1927 void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
   1928 
   1929 // Enable depth test
   1930 void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
   1931 
   1932 // Disable depth test
   1933 void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
   1934 
   1935 // Enable depth write
   1936 void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
   1937 
   1938 // Disable depth write
   1939 void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
   1940 
   1941 // Enable backface culling
   1942 void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
   1943 
   1944 // Disable backface culling
   1945 void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
   1946 
   1947 // Set color mask active for screen read/draw
   1948 void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
   1949 
   1950 // Set face culling mode
   1951 void rlSetCullFace(int mode)
   1952 {
   1953     switch (mode)
   1954     {
   1955         case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
   1956         case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
   1957         default: break;
   1958     }
   1959 }
   1960 
   1961 // Enable scissor test
   1962 void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
   1963 
   1964 // Disable scissor test
   1965 void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
   1966 
   1967 // Scissor test
   1968 void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
   1969 
   1970 // Enable wire mode
   1971 void rlEnableWireMode(void)
   1972 {
   1973 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
   1974     // NOTE: glPolygonMode() not available on OpenGL ES
   1975     glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
   1976 #endif
   1977 }
   1978 
   1979 // Enable point mode
   1980 void rlEnablePointMode(void)
   1981 {
   1982 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
   1983     // NOTE: glPolygonMode() not available on OpenGL ES
   1984     glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
   1985     glEnable(GL_PROGRAM_POINT_SIZE);
   1986 #endif
   1987 }
   1988 
   1989 // Disable wire mode
   1990 void rlDisableWireMode(void)
   1991 {
   1992 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
   1993     // NOTE: glPolygonMode() not available on OpenGL ES
   1994     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
   1995 #endif
   1996 }
   1997 
   1998 // Set the line drawing width
   1999 void rlSetLineWidth(float width) { glLineWidth(width); }
   2000 
   2001 // Get the line drawing width
   2002 float rlGetLineWidth(void)
   2003 {
   2004     float width = 0;
   2005     glGetFloatv(GL_LINE_WIDTH, &width);
   2006     return width;
   2007 }
   2008 
   2009 // Enable line aliasing
   2010 void rlEnableSmoothLines(void)
   2011 {
   2012 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
   2013     glEnable(GL_LINE_SMOOTH);
   2014 #endif
   2015 }
   2016 
   2017 // Disable line aliasing
   2018 void rlDisableSmoothLines(void)
   2019 {
   2020 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
   2021     glDisable(GL_LINE_SMOOTH);
   2022 #endif
   2023 }
   2024 
   2025 // Enable stereo rendering
   2026 void rlEnableStereoRender(void)
   2027 {
   2028 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
   2029     RLGL.State.stereoRender = true;
   2030 #endif
   2031 }
   2032 
   2033 // Disable stereo rendering
   2034 void rlDisableStereoRender(void)
   2035 {
   2036 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
   2037     RLGL.State.stereoRender = false;
   2038 #endif
   2039 }
   2040 
   2041 // Check if stereo render is enabled
   2042 bool rlIsStereoRenderEnabled(void)
   2043 {
   2044 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
   2045     return RLGL.State.stereoRender;
   2046 #else
   2047     return false;
   2048 #endif
   2049 }
   2050 
   2051 // Clear color buffer with color
   2052 void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
   2053 {
   2054     // Color values clamp to 0.0f(0) and 1.0f(255)
   2055     float cr = (float)r/255;
   2056     float cg = (float)g/255;
   2057     float cb = (float)b/255;
   2058     float ca = (float)a/255;
   2059 
   2060     glClearColor(cr, cg, cb, ca);
   2061 }
   2062 
   2063 // Clear used screen buffers (color and depth)
   2064 void rlClearScreenBuffers(void)
   2065 {
   2066     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear used buffers: Color and Depth (Depth is used for 3D)
   2067     //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);     // Stencil buffer not used...
   2068 }
   2069 
   2070 // Check and log OpenGL error codes
   2071 void rlCheckErrors(void)
   2072 {
   2073 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2074     int check = 1;
   2075     while (check)
   2076     {
   2077         const GLenum err = glGetError();
   2078         switch (err)
   2079         {
   2080             case GL_NO_ERROR: check = 0; break;
   2081             case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
   2082             case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
   2083             case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
   2084             case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
   2085             case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
   2086             case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
   2087             case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
   2088             default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
   2089         }
   2090     }
   2091 #endif
   2092 }
   2093 
   2094 // Set blend mode
   2095 void rlSetBlendMode(int mode)
   2096 {
   2097 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2098     if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
   2099     {
   2100         rlDrawRenderBatch(RLGL.currentBatch);
   2101 
   2102         switch (mode)
   2103         {
   2104             case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
   2105             case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
   2106             case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
   2107             case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
   2108             case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
   2109             case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
   2110             case RL_BLEND_CUSTOM:
   2111             {
   2112                 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
   2113                 glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
   2114 
   2115             } break;
   2116             case RL_BLEND_CUSTOM_SEPARATE:
   2117             {
   2118                 // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
   2119                 glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
   2120                 glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
   2121 
   2122             } break;
   2123             default: break;
   2124         }
   2125 
   2126         RLGL.State.currentBlendMode = mode;
   2127         RLGL.State.glCustomBlendModeModified = false;
   2128     }
   2129 #endif
   2130 }
   2131 
   2132 // Set blending mode factor and equation
   2133 void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
   2134 {
   2135 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2136     if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
   2137         (RLGL.State.glBlendDstFactor != glDstFactor) ||
   2138         (RLGL.State.glBlendEquation != glEquation))
   2139     {
   2140         RLGL.State.glBlendSrcFactor = glSrcFactor;
   2141         RLGL.State.glBlendDstFactor = glDstFactor;
   2142         RLGL.State.glBlendEquation = glEquation;
   2143 
   2144         RLGL.State.glCustomBlendModeModified = true;
   2145     }
   2146 #endif
   2147 }
   2148 
   2149 // Set blending mode factor and equation separately for RGB and alpha
   2150 void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
   2151 {
   2152 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2153     if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
   2154         (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
   2155         (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
   2156         (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
   2157         (RLGL.State.glBlendEquationRGB != glEqRGB) ||
   2158         (RLGL.State.glBlendEquationAlpha != glEqAlpha))
   2159     {
   2160         RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
   2161         RLGL.State.glBlendDestFactorRGB = glDstRGB;
   2162         RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
   2163         RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
   2164         RLGL.State.glBlendEquationRGB = glEqRGB;
   2165         RLGL.State.glBlendEquationAlpha = glEqAlpha;
   2166 
   2167         RLGL.State.glCustomBlendModeModified = true;
   2168     }
   2169 #endif
   2170 }
   2171 
   2172 //----------------------------------------------------------------------------------
   2173 // Module Functions Definition - OpenGL Debug
   2174 //----------------------------------------------------------------------------------
   2175 #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
   2176 static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
   2177 {
   2178     // Ignore non-significant error/warning codes (NVidia drivers)
   2179     // NOTE: Here there are the details with a sample output:
   2180     // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
   2181     // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
   2182     //             will use VIDEO memory as the source for buffer object operations. (severity: low)
   2183     // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
   2184     // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
   2185     //             a defined base level and cannot be used for texture mapping. (severity: low)
   2186     if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
   2187 
   2188     const char *msgSource = NULL;
   2189     switch (source)
   2190     {
   2191         case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
   2192         case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
   2193         case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
   2194         case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
   2195         case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
   2196         case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
   2197         default: break;
   2198     }
   2199 
   2200     const char *msgType = NULL;
   2201     switch (type)
   2202     {
   2203         case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
   2204         case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
   2205         case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
   2206         case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
   2207         case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
   2208         case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
   2209         case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
   2210         case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
   2211         case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
   2212         default: break;
   2213     }
   2214 
   2215     const char *msgSeverity = "DEFAULT";
   2216     switch (severity)
   2217     {
   2218         case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
   2219         case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
   2220         case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
   2221         case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
   2222         default: break;
   2223     }
   2224 
   2225     TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
   2226     TRACELOG(LOG_WARNING, "    > Type: %s", msgType);
   2227     TRACELOG(LOG_WARNING, "    > Source = %s", msgSource);
   2228     TRACELOG(LOG_WARNING, "    > Severity = %s", msgSeverity);
   2229 }
   2230 #endif
   2231 
   2232 //----------------------------------------------------------------------------------
   2233 // Module Functions Definition - rlgl functionality
   2234 //----------------------------------------------------------------------------------
   2235 
   2236 // Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
   2237 void rlglInit(int width, int height)
   2238 {
   2239     // Enable OpenGL debug context if required
   2240 #if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
   2241     if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
   2242     {
   2243         glDebugMessageCallback(rlDebugMessageCallback, 0);
   2244         // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
   2245 
   2246         // Debug context options:
   2247         //  - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
   2248         //  - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
   2249         glEnable(GL_DEBUG_OUTPUT);
   2250         glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
   2251     }
   2252 #endif
   2253 
   2254 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2255     // Init default white texture
   2256     unsigned char pixels[4] = { 255, 255, 255, 255 };   // 1 pixel RGBA (4 bytes)
   2257     RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
   2258 
   2259     if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
   2260     else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
   2261 
   2262     // Init default Shader (customized for GL 3.3 and ES2)
   2263     // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
   2264     rlLoadShaderDefault();
   2265     RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
   2266     RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
   2267 
   2268     // Init default vertex arrays buffers
   2269     // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
   2270     RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
   2271     RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
   2272     RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
   2273     RLGL.currentBatch = &RLGL.defaultBatch;
   2274 
   2275     // Init stack matrices (emulating OpenGL 1.1)
   2276     for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
   2277 
   2278     // Init internal matrices
   2279     RLGL.State.transform = rlMatrixIdentity();
   2280     RLGL.State.projection = rlMatrixIdentity();
   2281     RLGL.State.modelview = rlMatrixIdentity();
   2282     RLGL.State.currentMatrix = &RLGL.State.modelview;
   2283 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
   2284 
   2285     // Initialize OpenGL default states
   2286     //----------------------------------------------------------
   2287     // Init state: Depth test
   2288     glDepthFunc(GL_LEQUAL);                                 // Type of depth testing to apply
   2289     glDisable(GL_DEPTH_TEST);                               // Disable depth testing for 2D (only used for 3D)
   2290 
   2291     // Init state: Blending mode
   2292     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);      // Color blending function (how colors are mixed)
   2293     glEnable(GL_BLEND);                                     // Enable color blending (required to work with transparencies)
   2294 
   2295     // Init state: Culling
   2296     // NOTE: All shapes/models triangles are drawn CCW
   2297     glCullFace(GL_BACK);                                    // Cull the back face (default)
   2298     glFrontFace(GL_CCW);                                    // Front face are defined counter clockwise (default)
   2299     glEnable(GL_CULL_FACE);                                 // Enable backface culling
   2300 
   2301     // Init state: Cubemap seamless
   2302 #if defined(GRAPHICS_API_OPENGL_33)
   2303     glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);                 // Seamless cubemaps (not supported on OpenGL ES 2.0)
   2304 #endif
   2305 
   2306 #if defined(GRAPHICS_API_OPENGL_11)
   2307     // Init state: Color hints (deprecated in OpenGL 3.0+)
   2308     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Improve quality of color and texture coordinate interpolation
   2309     glShadeModel(GL_SMOOTH);                                // Smooth shading between vertex (vertex colors interpolation)
   2310 #endif
   2311 
   2312 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2313     // Store screen size into global variables
   2314     RLGL.State.framebufferWidth = width;
   2315     RLGL.State.framebufferHeight = height;
   2316 
   2317     TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
   2318     //----------------------------------------------------------
   2319 #endif
   2320 
   2321     // Init state: Color/Depth buffers clear
   2322     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);                   // Set clear color (black)
   2323     glClearDepth(1.0f);                                     // Set clear depth value (default)
   2324     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear color and depth buffers (depth buffer required for 3D)
   2325 }
   2326 
   2327 // Vertex Buffer Object deinitialization (memory free)
   2328 void rlglClose(void)
   2329 {
   2330 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2331     rlUnloadRenderBatch(RLGL.defaultBatch);
   2332 
   2333     rlUnloadShaderDefault();          // Unload default shader
   2334 
   2335     glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
   2336     TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
   2337 #endif
   2338 }
   2339 
   2340 // Load OpenGL extensions
   2341 // NOTE: External loader function must be provided
   2342 void rlLoadExtensions(void *loader)
   2343 {
   2344 #if defined(GRAPHICS_API_OPENGL_33)     // Also defined for GRAPHICS_API_OPENGL_21
   2345     // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
   2346     if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
   2347     else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
   2348 
   2349     // Get number of supported extensions
   2350     GLint numExt = 0;
   2351     glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
   2352     TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
   2353 
   2354 #if defined(RLGL_SHOW_GL_DETAILS_INFO)
   2355     // Get supported extensions list
   2356     // WARNING: glGetStringi() not available on OpenGL 2.1
   2357     TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
   2358     for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", glGetStringi(GL_EXTENSIONS, i));
   2359 #endif
   2360 
   2361 #if defined(GRAPHICS_API_OPENGL_21)
   2362     // Register supported extensions flags
   2363     // Optional OpenGL 2.1 extensions
   2364     RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
   2365     RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
   2366     RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
   2367     RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
   2368     RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
   2369     RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
   2370     RLGL.ExtSupported.maxDepthBits = 32;
   2371     RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
   2372     RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
   2373 #else
   2374     // Register supported extensions flags
   2375     // OpenGL 3.3 extensions supported by default (core)
   2376     RLGL.ExtSupported.vao = true;
   2377     RLGL.ExtSupported.instancing = true;
   2378     RLGL.ExtSupported.texNPOT = true;
   2379     RLGL.ExtSupported.texFloat32 = true;
   2380     RLGL.ExtSupported.texFloat16 = true;
   2381     RLGL.ExtSupported.texDepth = true;
   2382     RLGL.ExtSupported.maxDepthBits = 32;
   2383     RLGL.ExtSupported.texAnisoFilter = true;
   2384     RLGL.ExtSupported.texMirrorClamp = true;
   2385 #endif
   2386 
   2387     // Optional OpenGL 3.3 extensions
   2388     RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
   2389     RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc;  // Texture compression: DXT
   2390     RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility;        // Texture compression: ETC2/EAC
   2391     #if defined(GRAPHICS_API_OPENGL_43)
   2392     RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
   2393     RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
   2394     #endif
   2395 
   2396 #endif  // GRAPHICS_API_OPENGL_33
   2397 
   2398 #if defined(GRAPHICS_API_OPENGL_ES3)
   2399     // Register supported extensions flags
   2400     // OpenGL ES 3.0 extensions supported by default (or it should be)
   2401     RLGL.ExtSupported.vao = true;
   2402     RLGL.ExtSupported.instancing = true;
   2403     RLGL.ExtSupported.texNPOT = true;
   2404     RLGL.ExtSupported.texFloat32 = true;
   2405     RLGL.ExtSupported.texFloat16 = true;
   2406     RLGL.ExtSupported.texDepth = true;
   2407     RLGL.ExtSupported.texDepthWebGL = true;
   2408     RLGL.ExtSupported.maxDepthBits = 24;
   2409     RLGL.ExtSupported.texAnisoFilter = true;
   2410     RLGL.ExtSupported.texMirrorClamp = true;
   2411     // TODO: Check for additional OpenGL ES 3.0 supported extensions:
   2412     //RLGL.ExtSupported.texCompDXT = true;
   2413     //RLGL.ExtSupported.texCompETC1 = true;
   2414     //RLGL.ExtSupported.texCompETC2 = true;
   2415     //RLGL.ExtSupported.texCompPVRT = true;
   2416     //RLGL.ExtSupported.texCompASTC = true;
   2417     //RLGL.ExtSupported.maxAnisotropyLevel = true;
   2418     //RLGL.ExtSupported.computeShader = true;
   2419     //RLGL.ExtSupported.ssbo = true;
   2420 
   2421 #elif defined(GRAPHICS_API_OPENGL_ES2)
   2422 
   2423     #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
   2424     // TODO: Support GLAD loader for OpenGL ES 3.0
   2425     if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
   2426     else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
   2427     #endif
   2428 
   2429     // Get supported extensions list
   2430     GLint numExt = 0;
   2431     const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
   2432     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);  // One big const string
   2433 
   2434     // NOTE: We have to duplicate string because glGetString() returns a const string
   2435     int size = strlen(extensions) + 1;      // Get extensions string size in bytes
   2436     char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
   2437     strcpy(extensionsDup, extensions);
   2438     extList[numExt] = extensionsDup;
   2439 
   2440     for (int i = 0; i < size; i++)
   2441     {
   2442         if (extensionsDup[i] == ' ')
   2443         {
   2444             extensionsDup[i] = '\0';
   2445             numExt++;
   2446             extList[numExt] = &extensionsDup[i + 1];
   2447         }
   2448     }
   2449 
   2450     TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
   2451 
   2452 #if defined(RLGL_SHOW_GL_DETAILS_INFO)
   2453     TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
   2454     for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, "    %s", extList[i]);
   2455 #endif
   2456 
   2457     // Check required extensions
   2458     for (int i = 0; i < numExt; i++)
   2459     {
   2460         // Check VAO support
   2461         // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
   2462         if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
   2463         {
   2464             // The extension is supported by our hardware and driver, try to get related functions pointers
   2465             // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
   2466             glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
   2467             glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
   2468             glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
   2469             //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
   2470 
   2471             if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
   2472         }
   2473 
   2474         // Check instanced rendering support
   2475         if (strstr(extList[i], (const char*)"instanced_arrays") != NULL)   // Broad check for instanced_arrays
   2476         {
   2477             // Specific check
   2478             if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0)      // ANGLE
   2479             {
   2480                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
   2481                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
   2482                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
   2483             }
   2484             else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)   // EXT
   2485             {
   2486                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
   2487                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
   2488                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
   2489             }
   2490             else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0)    // NVIDIA GLES
   2491             {
   2492                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
   2493                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
   2494                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
   2495             }
   2496 
   2497             // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
   2498             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
   2499         }
   2500         else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
   2501         {
   2502             // GL_ANGLE_draw_instanced doesn't exist
   2503             if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
   2504             {
   2505                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
   2506                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
   2507             }
   2508             else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
   2509             {
   2510                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
   2511                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
   2512             }
   2513 
   2514             // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
   2515             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
   2516         }
   2517 
   2518         // Check NPOT textures support
   2519         // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
   2520         if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
   2521 
   2522         // Check texture float support
   2523         if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
   2524         if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
   2525 
   2526         // Check depth texture support
   2527         if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
   2528         if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true;    // WebGL requires unsized internal format
   2529         if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
   2530 
   2531         if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24;   // Not available on WebGL
   2532         if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32;   // Not available on WebGL
   2533 
   2534         // Check texture compression support: DXT
   2535         if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
   2536             (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
   2537             (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
   2538 
   2539         // Check texture compression support: ETC1
   2540         if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
   2541             (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
   2542 
   2543         // Check texture compression support: ETC2/EAC
   2544         if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
   2545 
   2546         // Check texture compression support: PVR
   2547         if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
   2548 
   2549         // Check texture compression support: ASTC
   2550         if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
   2551 
   2552         // Check anisotropic texture filter support
   2553         if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
   2554 
   2555         // Check clamp mirror wrap mode support
   2556         if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
   2557     }
   2558 
   2559     // Free extensions pointers
   2560     RL_FREE(extList);
   2561     RL_FREE(extensionsDup);    // Duplicated string must be deallocated
   2562 #endif  // GRAPHICS_API_OPENGL_ES2
   2563 
   2564     // Check OpenGL information and capabilities
   2565     //------------------------------------------------------------------------------
   2566     // Show current OpenGL and GLSL version
   2567     TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
   2568     TRACELOG(RL_LOG_INFO, "    > Vendor:   %s", glGetString(GL_VENDOR));
   2569     TRACELOG(RL_LOG_INFO, "    > Renderer: %s", glGetString(GL_RENDERER));
   2570     TRACELOG(RL_LOG_INFO, "    > Version:  %s", glGetString(GL_VERSION));
   2571     TRACELOG(RL_LOG_INFO, "    > GLSL:     %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
   2572 
   2573 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2574     // NOTE: Anisotropy levels capability is an extension
   2575     #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
   2576         #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
   2577     #endif
   2578     glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
   2579 
   2580 #if defined(RLGL_SHOW_GL_DETAILS_INFO)
   2581     // Show some OpenGL GPU capabilities
   2582     TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
   2583     GLint capability = 0;
   2584     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
   2585     TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_SIZE: %i", capability);
   2586     glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
   2587     TRACELOG(RL_LOG_INFO, "    GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
   2588     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
   2589     TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
   2590     glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
   2591     TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIBS: %i", capability);
   2592     #if !defined(GRAPHICS_API_OPENGL_ES2)
   2593     glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
   2594     TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
   2595     glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
   2596     TRACELOG(RL_LOG_INFO, "    GL_MAX_DRAW_BUFFERS: %i", capability);
   2597     if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, "    GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
   2598     #endif
   2599     glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
   2600     TRACELOG(RL_LOG_INFO, "    GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
   2601     GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
   2602     glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
   2603     for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, "        %s", rlGetCompressedFormatName(compFormats[i]));
   2604     RL_FREE(compFormats);
   2605 
   2606 #if defined(GRAPHICS_API_OPENGL_43)
   2607     glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
   2608     TRACELOG(RL_LOG_INFO, "    GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
   2609     glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
   2610     TRACELOG(RL_LOG_INFO, "    GL_MAX_UNIFORM_LOCATIONS: %i", capability);
   2611 #endif  // GRAPHICS_API_OPENGL_43
   2612 #else   // RLGL_SHOW_GL_DETAILS_INFO
   2613 
   2614     // Show some basic info about GL supported features
   2615     if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
   2616     else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
   2617     if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
   2618     else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
   2619     if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
   2620     if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
   2621     if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
   2622     if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
   2623     if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
   2624     if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
   2625     if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
   2626 #endif  // RLGL_SHOW_GL_DETAILS_INFO
   2627 
   2628 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
   2629 }
   2630 
   2631 // Get current OpenGL version
   2632 int rlGetVersion(void)
   2633 {
   2634     int glVersion = 0;
   2635 #if defined(GRAPHICS_API_OPENGL_11)
   2636     glVersion = RL_OPENGL_11;
   2637 #endif
   2638 #if defined(GRAPHICS_API_OPENGL_21)
   2639     glVersion = RL_OPENGL_21;
   2640 #elif defined(GRAPHICS_API_OPENGL_43)
   2641     glVersion = RL_OPENGL_43;
   2642 #elif defined(GRAPHICS_API_OPENGL_33)
   2643     glVersion = RL_OPENGL_33;
   2644 #endif
   2645 #if defined(GRAPHICS_API_OPENGL_ES3)
   2646     glVersion = RL_OPENGL_ES_30;
   2647 #elif defined(GRAPHICS_API_OPENGL_ES2)
   2648     glVersion = RL_OPENGL_ES_20;
   2649 #endif
   2650 
   2651     return glVersion;
   2652 }
   2653 
   2654 // Set current framebuffer width
   2655 void rlSetFramebufferWidth(int width)
   2656 {
   2657 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2658     RLGL.State.framebufferWidth = width;
   2659 #endif
   2660 }
   2661 
   2662 // Set current framebuffer height
   2663 void rlSetFramebufferHeight(int height)
   2664 {
   2665 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2666     RLGL.State.framebufferHeight = height;
   2667 #endif
   2668 }
   2669 
   2670 // Get default framebuffer width
   2671 int rlGetFramebufferWidth(void)
   2672 {
   2673     int width = 0;
   2674 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2675     width = RLGL.State.framebufferWidth;
   2676 #endif
   2677     return width;
   2678 }
   2679 
   2680 // Get default framebuffer height
   2681 int rlGetFramebufferHeight(void)
   2682 {
   2683     int height = 0;
   2684 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2685     height = RLGL.State.framebufferHeight;
   2686 #endif
   2687     return height;
   2688 }
   2689 
   2690 // Get default internal texture (white texture)
   2691 // NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
   2692 unsigned int rlGetTextureIdDefault(void)
   2693 {
   2694     unsigned int id = 0;
   2695 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2696     id = RLGL.State.defaultTextureId;
   2697 #endif
   2698     return id;
   2699 }
   2700 
   2701 // Get default shader id
   2702 unsigned int rlGetShaderIdDefault(void)
   2703 {
   2704     unsigned int id = 0;
   2705 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2706     id = RLGL.State.defaultShaderId;
   2707 #endif
   2708     return id;
   2709 }
   2710 
   2711 // Get default shader locs
   2712 int *rlGetShaderLocsDefault(void)
   2713 {
   2714     int *locs = NULL;
   2715 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2716     locs = RLGL.State.defaultShaderLocs;
   2717 #endif
   2718     return locs;
   2719 }
   2720 
   2721 // Render batch management
   2722 //------------------------------------------------------------------------------------------------
   2723 // Load render batch
   2724 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
   2725 {
   2726     rlRenderBatch batch = { 0 };
   2727 
   2728 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2729     // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
   2730     //--------------------------------------------------------------------------------------------
   2731     batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
   2732 
   2733     for (int i = 0; i < numBuffers; i++)
   2734     {
   2735         batch.vertexBuffer[i].elementCount = bufferElements;
   2736 
   2737         batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
   2738         batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float));       // 2 float by texcoord, 4 texcoord by quad
   2739         batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
   2740         batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char));   // 4 float by color, 4 colors by quad
   2741 #if defined(GRAPHICS_API_OPENGL_33)
   2742         batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int));      // 6 int by quad (indices)
   2743 #endif
   2744 #if defined(GRAPHICS_API_OPENGL_ES2)
   2745         batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short));  // 6 int by quad (indices)
   2746 #endif
   2747 
   2748         for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
   2749         for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
   2750         for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f;
   2751         for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
   2752 
   2753         int k = 0;
   2754 
   2755         // Indices can be initialized right now
   2756         for (int j = 0; j < (6*bufferElements); j += 6)
   2757         {
   2758             batch.vertexBuffer[i].indices[j] = 4*k;
   2759             batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
   2760             batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
   2761             batch.vertexBuffer[i].indices[j + 3] = 4*k;
   2762             batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
   2763             batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
   2764 
   2765             k++;
   2766         }
   2767 
   2768         RLGL.State.vertexCounter = 0;
   2769     }
   2770 
   2771     TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
   2772     //--------------------------------------------------------------------------------------------
   2773 
   2774     // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
   2775     //--------------------------------------------------------------------------------------------
   2776     for (int i = 0; i < numBuffers; i++)
   2777     {
   2778         if (RLGL.ExtSupported.vao)
   2779         {
   2780             // Initialize Quads VAO
   2781             glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
   2782             glBindVertexArray(batch.vertexBuffer[i].vaoId);
   2783         }
   2784 
   2785         // Quads - Vertex buffers binding and attributes enable
   2786         // Vertex position buffer (shader-location = 0)
   2787         glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
   2788         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
   2789         glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
   2790         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
   2791         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
   2792 
   2793         // Vertex texcoord buffer (shader-location = 1)
   2794         glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
   2795         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
   2796         glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
   2797         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
   2798         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
   2799 
   2800         // Vertex normal buffer (shader-location = 2)
   2801         glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
   2802         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
   2803         glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
   2804         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
   2805         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
   2806 
   2807         // Vertex color buffer (shader-location = 3)
   2808         glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
   2809         glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
   2810         glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
   2811         glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
   2812         glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
   2813 
   2814         // Fill index buffer
   2815         glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]);
   2816         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
   2817 #if defined(GRAPHICS_API_OPENGL_33)
   2818         glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
   2819 #endif
   2820 #if defined(GRAPHICS_API_OPENGL_ES2)
   2821         glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
   2822 #endif
   2823     }
   2824 
   2825     TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
   2826 
   2827     // Unbind the current VAO
   2828     if (RLGL.ExtSupported.vao) glBindVertexArray(0);
   2829     //--------------------------------------------------------------------------------------------
   2830 
   2831     // Init draw calls tracking system
   2832     //--------------------------------------------------------------------------------------------
   2833     batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
   2834 
   2835     for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
   2836     {
   2837         batch.draws[i].mode = RL_QUADS;
   2838         batch.draws[i].vertexCount = 0;
   2839         batch.draws[i].vertexAlignment = 0;
   2840         //batch.draws[i].vaoId = 0;
   2841         //batch.draws[i].shaderId = 0;
   2842         batch.draws[i].textureId = RLGL.State.defaultTextureId;
   2843         //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
   2844         //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
   2845     }
   2846 
   2847     batch.bufferCount = numBuffers;    // Record buffer count
   2848     batch.drawCounter = 1;             // Reset draws counter
   2849     batch.currentDepth = -1.0f;         // Reset depth value
   2850     //--------------------------------------------------------------------------------------------
   2851 #endif
   2852 
   2853     return batch;
   2854 }
   2855 
   2856 // Unload default internal buffers vertex data from CPU and GPU
   2857 void rlUnloadRenderBatch(rlRenderBatch batch)
   2858 {
   2859 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2860     // Unbind everything
   2861     glBindBuffer(GL_ARRAY_BUFFER, 0);
   2862     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   2863 
   2864     // Unload all vertex buffers data
   2865     for (int i = 0; i < batch.bufferCount; i++)
   2866     {
   2867         // Unbind VAO attribs data
   2868         if (RLGL.ExtSupported.vao)
   2869         {
   2870             glBindVertexArray(batch.vertexBuffer[i].vaoId);
   2871             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
   2872             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
   2873             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
   2874             glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
   2875             glBindVertexArray(0);
   2876         }
   2877 
   2878         // Delete VBOs from GPU (VRAM)
   2879         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
   2880         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
   2881         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
   2882         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
   2883         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
   2884 
   2885         // Delete VAOs from GPU (VRAM)
   2886         if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
   2887 
   2888         // Free vertex arrays memory from CPU (RAM)
   2889         RL_FREE(batch.vertexBuffer[i].vertices);
   2890         RL_FREE(batch.vertexBuffer[i].texcoords);
   2891         RL_FREE(batch.vertexBuffer[i].normals);
   2892         RL_FREE(batch.vertexBuffer[i].colors);
   2893         RL_FREE(batch.vertexBuffer[i].indices);
   2894     }
   2895 
   2896     // Unload arrays
   2897     RL_FREE(batch.vertexBuffer);
   2898     RL_FREE(batch.draws);
   2899 #endif
   2900 }
   2901 
   2902 // Draw render batch
   2903 // NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
   2904 void rlDrawRenderBatch(rlRenderBatch *batch)
   2905 {
   2906 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   2907     // Update batch vertex buffers
   2908     //------------------------------------------------------------------------------------------------------------
   2909     // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
   2910     // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
   2911     if (RLGL.State.vertexCounter > 0)
   2912     {
   2913         // Activate elements VAO
   2914         if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
   2915 
   2916         // Vertex positions buffer
   2917         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
   2918         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
   2919         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
   2920 
   2921         // Texture coordinates buffer
   2922         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
   2923         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
   2924         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
   2925 
   2926         // Normals buffer
   2927         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
   2928         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
   2929         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
   2930 
   2931         // Colors buffer
   2932         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
   2933         glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
   2934         //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
   2935 
   2936         // NOTE: glMapBuffer() causes sync issue
   2937         // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
   2938         // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer()
   2939         // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
   2940         // allocated pointer immediately even if GPU is still working with the previous data
   2941 
   2942         // Another option: map the buffer object into client's memory
   2943         // Probably this code could be moved somewhere else...
   2944         // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
   2945         // if (batch->vertexBuffer[batch->currentBuffer].vertices)
   2946         // {
   2947             // Update vertex data
   2948         // }
   2949         // glUnmapBuffer(GL_ARRAY_BUFFER);
   2950 
   2951         // Unbind the current VAO
   2952         if (RLGL.ExtSupported.vao) glBindVertexArray(0);
   2953     }
   2954     //------------------------------------------------------------------------------------------------------------
   2955 
   2956     // Draw batch vertex buffers (considering VR stereo if required)
   2957     //------------------------------------------------------------------------------------------------------------
   2958     Matrix matProjection = RLGL.State.projection;
   2959     Matrix matModelView = RLGL.State.modelview;
   2960 
   2961     int eyeCount = 1;
   2962     if (RLGL.State.stereoRender) eyeCount = 2;
   2963 
   2964     for (int eye = 0; eye < eyeCount; eye++)
   2965     {
   2966         if (eyeCount == 2)
   2967         {
   2968             // Setup current eye viewport (half screen width)
   2969             rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
   2970 
   2971             // Set current eye view offset to modelview matrix
   2972             rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
   2973             // Set current eye projection matrix
   2974             rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
   2975         }
   2976 
   2977         // Draw buffers
   2978         if (RLGL.State.vertexCounter > 0)
   2979         {
   2980             // Set current shader and upload current MVP matrix
   2981             glUseProgram(RLGL.State.currentShaderId);
   2982 
   2983             // Create modelview-projection matrix and upload to shader
   2984             Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
   2985             glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
   2986 
   2987             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
   2988             {
   2989                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
   2990             }
   2991 
   2992             // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
   2993             // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
   2994 
   2995             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
   2996             {
   2997                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
   2998             }
   2999 
   3000             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
   3001             {
   3002                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
   3003             }
   3004 
   3005             if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
   3006             {
   3007                 glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
   3008             }
   3009 
   3010             if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
   3011             else
   3012             {
   3013                 // Bind vertex attrib: position (shader-location = 0)
   3014                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
   3015                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
   3016                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
   3017 
   3018                 // Bind vertex attrib: texcoord (shader-location = 1)
   3019                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
   3020                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
   3021                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
   3022 
   3023                 // Bind vertex attrib: normal (shader-location = 2)
   3024                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
   3025                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
   3026                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
   3027 
   3028                 // Bind vertex attrib: color (shader-location = 3)
   3029                 glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
   3030                 glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
   3031                 glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
   3032 
   3033                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]);
   3034             }
   3035 
   3036             // Setup some default shader values
   3037             glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
   3038             glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0);  // Active default sampler2D: texture0
   3039 
   3040             // Activate additional sampler textures
   3041             // Those additional textures will be common for all draw calls of the batch
   3042             for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
   3043             {
   3044                 if (RLGL.State.activeTextureId[i] > 0)
   3045                 {
   3046                     glActiveTexture(GL_TEXTURE0 + 1 + i);
   3047                     glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
   3048                 }
   3049             }
   3050 
   3051             // Activate default sampler2D texture0 (one texture is always active for default batch shader)
   3052             // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
   3053             glActiveTexture(GL_TEXTURE0);
   3054 
   3055             for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
   3056             {
   3057                 // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
   3058                 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
   3059 
   3060                 if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
   3061                 else
   3062                 {
   3063     #if defined(GRAPHICS_API_OPENGL_33)
   3064                     // We need to define the number of indices to be processed: elementCount*6
   3065                     // NOTE: The final parameter tells the GPU the offset in bytes from the
   3066                     // start of the index buffer to the location of the first index to process
   3067                     glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
   3068     #endif
   3069     #if defined(GRAPHICS_API_OPENGL_ES2)
   3070                     glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
   3071     #endif
   3072                 }
   3073 
   3074                 vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
   3075             }
   3076 
   3077             if (!RLGL.ExtSupported.vao)
   3078             {
   3079                 glBindBuffer(GL_ARRAY_BUFFER, 0);
   3080                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   3081             }
   3082 
   3083             glBindTexture(GL_TEXTURE_2D, 0);    // Unbind textures
   3084         }
   3085 
   3086         if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
   3087 
   3088         glUseProgram(0);    // Unbind shader program
   3089     }
   3090 
   3091     // Restore viewport to default measures
   3092     if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
   3093     //------------------------------------------------------------------------------------------------------------
   3094 
   3095     // Reset batch buffers
   3096     //------------------------------------------------------------------------------------------------------------
   3097     // Reset vertex counter for next frame
   3098     RLGL.State.vertexCounter = 0;
   3099 
   3100     // Reset depth for next draw
   3101     batch->currentDepth = -1.0f;
   3102 
   3103     // Restore projection/modelview matrices
   3104     RLGL.State.projection = matProjection;
   3105     RLGL.State.modelview = matModelView;
   3106 
   3107     // Reset RLGL.currentBatch->draws array
   3108     for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
   3109     {
   3110         batch->draws[i].mode = RL_QUADS;
   3111         batch->draws[i].vertexCount = 0;
   3112         batch->draws[i].textureId = RLGL.State.defaultTextureId;
   3113     }
   3114 
   3115     // Reset active texture units for next batch
   3116     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
   3117 
   3118     // Reset draws counter to one draw for the batch
   3119     batch->drawCounter = 1;
   3120     //------------------------------------------------------------------------------------------------------------
   3121 
   3122     // Change to next buffer in the list (in case of multi-buffering)
   3123     batch->currentBuffer++;
   3124     if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
   3125 #endif
   3126 }
   3127 
   3128 // Set the active render batch for rlgl
   3129 void rlSetRenderBatchActive(rlRenderBatch *batch)
   3130 {
   3131 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3132     rlDrawRenderBatch(RLGL.currentBatch);
   3133 
   3134     if (batch != NULL) RLGL.currentBatch = batch;
   3135     else RLGL.currentBatch = &RLGL.defaultBatch;
   3136 #endif
   3137 }
   3138 
   3139 // Update and draw internal render batch
   3140 void rlDrawRenderBatchActive(void)
   3141 {
   3142 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3143     rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
   3144 #endif
   3145 }
   3146 
   3147 // Check internal buffer overflow for a given number of vertex
   3148 // and force a rlRenderBatch draw call if required
   3149 bool rlCheckRenderBatchLimit(int vCount)
   3150 {
   3151     bool overflow = false;
   3152 
   3153 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3154     if ((RLGL.State.vertexCounter + vCount) >=
   3155         (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
   3156     {
   3157         overflow = true;
   3158 
   3159         // Store current primitive drawing mode and texture id
   3160         int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
   3161         int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
   3162 
   3163         rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside
   3164 
   3165         // Restore state of last batch so we can continue adding vertices
   3166         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
   3167         RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
   3168     }
   3169 #endif
   3170 
   3171     return overflow;
   3172 }
   3173 
   3174 // Textures data management
   3175 //-----------------------------------------------------------------------------------------
   3176 // Convert image data to OpenGL texture (returns OpenGL valid Id)
   3177 unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
   3178 {
   3179     unsigned int id = 0;
   3180 
   3181     glBindTexture(GL_TEXTURE_2D, 0);    // Free any old binding
   3182 
   3183     // Check texture format support by OpenGL 1.1 (compressed textures not supported)
   3184 #if defined(GRAPHICS_API_OPENGL_11)
   3185     if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
   3186     {
   3187         TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
   3188         return id;
   3189     }
   3190 #else
   3191     if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
   3192         (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
   3193     {
   3194         TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
   3195         return id;
   3196     }
   3197 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3198     if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
   3199     {
   3200         TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
   3201         return id;
   3202     }
   3203 
   3204     if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
   3205     {
   3206         TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
   3207         return id;
   3208     }
   3209 
   3210     if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
   3211     {
   3212         TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
   3213         return id;
   3214     }
   3215 
   3216     if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
   3217     {
   3218         TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
   3219         return id;
   3220     }
   3221 #endif
   3222 #endif  // GRAPHICS_API_OPENGL_11
   3223 
   3224     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   3225 
   3226     glGenTextures(1, &id);              // Generate texture id
   3227 
   3228     glBindTexture(GL_TEXTURE_2D, id);
   3229 
   3230     int mipWidth = width;
   3231     int mipHeight = height;
   3232     int mipOffset = 0;          // Mipmap data offset, only used for tracelog
   3233 
   3234     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
   3235     unsigned char *dataPtr = NULL;
   3236     if (data != NULL) dataPtr = (unsigned char *)data;
   3237 
   3238     // Load the different mipmap levels
   3239     for (int i = 0; i < mipmapCount; i++)
   3240     {
   3241         unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
   3242 
   3243         unsigned int glInternalFormat, glFormat, glType;
   3244         rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
   3245 
   3246         TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
   3247 
   3248         if (glInternalFormat != 0)
   3249         {
   3250             if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
   3251 #if !defined(GRAPHICS_API_OPENGL_11)
   3252             else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
   3253 #endif
   3254 
   3255 #if defined(GRAPHICS_API_OPENGL_33)
   3256             if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
   3257             {
   3258                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
   3259                 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
   3260             }
   3261             else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
   3262             {
   3263 #if defined(GRAPHICS_API_OPENGL_21)
   3264                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
   3265 #elif defined(GRAPHICS_API_OPENGL_33)
   3266                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
   3267 #endif
   3268                 glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
   3269             }
   3270 #endif
   3271         }
   3272 
   3273         mipWidth /= 2;
   3274         mipHeight /= 2;
   3275         mipOffset += mipSize;       // Increment offset position to next mipmap
   3276         if (data != NULL) dataPtr += mipSize;         // Increment data pointer to next mipmap
   3277 
   3278         // Security check for NPOT textures
   3279         if (mipWidth < 1) mipWidth = 1;
   3280         if (mipHeight < 1) mipHeight = 1;
   3281     }
   3282 
   3283     // Texture parameters configuration
   3284     // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
   3285 #if defined(GRAPHICS_API_OPENGL_ES2)
   3286     // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
   3287     if (RLGL.ExtSupported.texNPOT)
   3288     {
   3289         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
   3290         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
   3291     }
   3292     else
   3293     {
   3294         // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
   3295         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);       // Set texture to clamp on x-axis
   3296         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);       // Set texture to clamp on y-axis
   3297     }
   3298 #else
   3299     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);       // Set texture to repeat on x-axis
   3300     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       // Set texture to repeat on y-axis
   3301 #endif
   3302 
   3303     // Magnification and minification filters
   3304     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
   3305     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  // Alternative: GL_LINEAR
   3306 
   3307 #if defined(GRAPHICS_API_OPENGL_33)
   3308     if (mipmapCount > 1)
   3309     {
   3310         // Activate Trilinear filtering if mipmaps are available
   3311         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   3312         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
   3313     }
   3314 #endif
   3315 
   3316     // At this point we have the texture loaded in GPU and texture parameters configured
   3317 
   3318     // NOTE: If mipmaps were not in data, they are not generated automatically
   3319 
   3320     // Unbind current texture
   3321     glBindTexture(GL_TEXTURE_2D, 0);
   3322 
   3323     if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
   3324     else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
   3325 
   3326     return id;
   3327 }
   3328 
   3329 // Load depth texture/renderbuffer (to be attached to fbo)
   3330 // WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
   3331 unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
   3332 {
   3333     unsigned int id = 0;
   3334 
   3335 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3336     // In case depth textures not supported, we force renderbuffer usage
   3337     if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
   3338 
   3339     // NOTE: We let the implementation to choose the best bit-depth
   3340     // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
   3341     unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
   3342 
   3343 #if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
   3344     // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
   3345     // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
   3346     if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
   3347     {
   3348         if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
   3349         else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
   3350         else glInternalFormat = GL_DEPTH_COMPONENT16;
   3351     }
   3352 #endif
   3353 
   3354     if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
   3355     {
   3356         glGenTextures(1, &id);
   3357         glBindTexture(GL_TEXTURE_2D, id);
   3358         glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
   3359 
   3360         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   3361         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   3362         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
   3363         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
   3364 
   3365         glBindTexture(GL_TEXTURE_2D, 0);
   3366 
   3367         TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
   3368     }
   3369     else
   3370     {
   3371         // Create the renderbuffer that will serve as the depth attachment for the framebuffer
   3372         // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
   3373         glGenRenderbuffers(1, &id);
   3374         glBindRenderbuffer(GL_RENDERBUFFER, id);
   3375         glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
   3376 
   3377         glBindRenderbuffer(GL_RENDERBUFFER, 0);
   3378 
   3379         TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
   3380     }
   3381 #endif
   3382 
   3383     return id;
   3384 }
   3385 
   3386 // Load texture cubemap
   3387 // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
   3388 // expected the following convention: +X, -X, +Y, -Y, +Z, -Z
   3389 unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount)
   3390 {
   3391     unsigned int id = 0;
   3392 
   3393 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3394     int mipSize = size;
   3395 
   3396     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
   3397     unsigned char *dataPtr = NULL;
   3398     if (data != NULL) dataPtr = (unsigned char *)data;
   3399 
   3400     unsigned int dataSize = rlGetPixelDataSize(size, size, format);
   3401 
   3402     glGenTextures(1, &id);
   3403     glBindTexture(GL_TEXTURE_CUBE_MAP, id);
   3404 
   3405     unsigned int glInternalFormat, glFormat, glType;
   3406     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
   3407 
   3408     if (glInternalFormat != 0)
   3409     {
   3410         // Load cubemap faces/mipmaps
   3411         for (int i = 0; i < 6*mipmapCount; i++)
   3412         {
   3413             int mipmapLevel = i/6;
   3414             int face = i%6;
   3415 
   3416             if (data == NULL)
   3417             {
   3418                 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
   3419                 {
   3420                     if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || 
   3421                         (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) ||
   3422                         (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || 
   3423                         (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
   3424                     else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL);
   3425                 }
   3426                 else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
   3427             }
   3428             else
   3429             {
   3430                 if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize);
   3431                 else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize);
   3432             }
   3433 
   3434 #if defined(GRAPHICS_API_OPENGL_33)
   3435             if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
   3436             {
   3437                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
   3438                 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
   3439             }
   3440             else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
   3441             {
   3442 #if defined(GRAPHICS_API_OPENGL_21)
   3443                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
   3444 #elif defined(GRAPHICS_API_OPENGL_33)
   3445                 GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
   3446 #endif
   3447                 glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
   3448             }
   3449 #endif
   3450             if (face == 5)
   3451             {
   3452                 mipSize /= 2;
   3453                 if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
   3454 
   3455                 // Security check for NPOT textures
   3456                 if (mipSize < 1) mipSize = 1;
   3457 
   3458                 dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
   3459             }
   3460         }
   3461     }
   3462 
   3463     // Set cubemap texture sampling parameters
   3464     if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
   3465     else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   3466 
   3467     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   3468     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
   3469     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
   3470 #if defined(GRAPHICS_API_OPENGL_33)
   3471     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);  // Flag not supported on OpenGL ES 2.0
   3472 #endif
   3473 
   3474     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
   3475 #endif
   3476 
   3477     if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
   3478     else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
   3479 
   3480     return id;
   3481 }
   3482 
   3483 // Update already loaded texture in GPU with new data
   3484 // NOTE: We don't know safely if internal texture format is the expected one...
   3485 void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
   3486 {
   3487     glBindTexture(GL_TEXTURE_2D, id);
   3488 
   3489     unsigned int glInternalFormat, glFormat, glType;
   3490     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
   3491 
   3492     if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
   3493     {
   3494         glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
   3495     }
   3496     else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
   3497 }
   3498 
   3499 // Get OpenGL internal formats and data type from raylib PixelFormat
   3500 void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
   3501 {
   3502     *glInternalFormat = 0;
   3503     *glFormat = 0;
   3504     *glType = 0;
   3505 
   3506     switch (format)
   3507     {
   3508     #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
   3509         // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
   3510         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
   3511         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
   3512         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
   3513         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
   3514         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
   3515         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
   3516         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
   3517         #if !defined(GRAPHICS_API_OPENGL_11)
   3518         #if defined(GRAPHICS_API_OPENGL_ES3)
   3519         case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
   3520         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
   3521         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
   3522         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
   3523         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
   3524         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
   3525         #else
   3526         case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break;            // NOTE: Requires extension OES_texture_float
   3527         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break;                  // NOTE: Requires extension OES_texture_float
   3528         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;             // NOTE: Requires extension OES_texture_float
   3529         #if defined(GRAPHICS_API_OPENGL_21)
   3530         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
   3531         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
   3532         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
   3533         #else // defined(GRAPHICS_API_OPENGL_ES2)
   3534         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break;   // NOTE: Requires extension OES_texture_half_float
   3535         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break;         // NOTE: Requires extension OES_texture_half_float
   3536         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break;    // NOTE: Requires extension OES_texture_half_float
   3537         #endif
   3538         #endif
   3539         #endif
   3540     #elif defined(GRAPHICS_API_OPENGL_33)
   3541         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
   3542         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
   3543         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
   3544         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
   3545         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
   3546         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
   3547         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
   3548         case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
   3549         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
   3550         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
   3551         case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
   3552         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
   3553         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
   3554     #endif
   3555     #if !defined(GRAPHICS_API_OPENGL_11)
   3556         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
   3557         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
   3558         case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
   3559         case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
   3560         case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break;                      // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
   3561         case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break;               // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
   3562         case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break;     // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
   3563         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break;    // NOTE: Requires PowerVR GPU
   3564         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break;  // NOTE: Requires PowerVR GPU
   3565         case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
   3566         case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break;  // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
   3567     #endif
   3568         default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
   3569     }
   3570 }
   3571 
   3572 // Unload texture from GPU memory
   3573 void rlUnloadTexture(unsigned int id)
   3574 {
   3575     glDeleteTextures(1, &id);
   3576 }
   3577 
   3578 // Generate mipmap data for selected texture
   3579 // NOTE: Only supports GPU mipmap generation
   3580 void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
   3581 {
   3582 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3583     glBindTexture(GL_TEXTURE_2D, id);
   3584 
   3585     // Check if texture is power-of-two (POT)
   3586     bool texIsPOT = false;
   3587 
   3588     if (((width > 0) && ((width & (width - 1)) == 0)) &&
   3589         ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
   3590 
   3591     if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
   3592     {
   3593         //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);   // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
   3594         glGenerateMipmap(GL_TEXTURE_2D);    // Generate mipmaps automatically
   3595 
   3596         #define MIN(a,b) (((a)<(b))? (a):(b))
   3597         #define MAX(a,b) (((a)>(b))? (a):(b))
   3598 
   3599         *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
   3600         TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
   3601     }
   3602     else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
   3603 
   3604     glBindTexture(GL_TEXTURE_2D, 0);
   3605 #else
   3606     TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
   3607 #endif
   3608 }
   3609 
   3610 // Read texture pixel data
   3611 void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
   3612 {
   3613     void *pixels = NULL;
   3614 
   3615 #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
   3616     glBindTexture(GL_TEXTURE_2D, id);
   3617 
   3618     // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
   3619     // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
   3620     //int width, height, format;
   3621     //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
   3622     //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
   3623     //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
   3624 
   3625     // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding
   3626     // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting
   3627     // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
   3628     // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
   3629     glPixelStorei(GL_PACK_ALIGNMENT, 1);
   3630 
   3631     unsigned int glInternalFormat, glFormat, glType;
   3632     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
   3633     unsigned int size = rlGetPixelDataSize(width, height, format);
   3634 
   3635     if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
   3636     {
   3637         pixels = RL_MALLOC(size);
   3638         glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
   3639     }
   3640     else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
   3641 
   3642     glBindTexture(GL_TEXTURE_2D, 0);
   3643 #endif
   3644 
   3645 #if defined(GRAPHICS_API_OPENGL_ES2)
   3646     // glGetTexImage() is not available on OpenGL ES 2.0
   3647     // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id
   3648     // Two possible Options:
   3649     // 1 - Bind texture to color fbo attachment and glReadPixels()
   3650     // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
   3651     // We are using Option 1, just need to care for texture format on retrieval
   3652     // NOTE: This behaviour could be conditioned by graphic driver...
   3653     unsigned int fboId = rlLoadFramebuffer();
   3654 
   3655     glBindFramebuffer(GL_FRAMEBUFFER, fboId);
   3656     glBindTexture(GL_TEXTURE_2D, 0);
   3657 
   3658     // Attach our texture to FBO
   3659     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
   3660 
   3661     // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
   3662     pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
   3663     glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
   3664 
   3665     glBindFramebuffer(GL_FRAMEBUFFER, 0);
   3666 
   3667     // Clean up temporal fbo
   3668     rlUnloadFramebuffer(fboId);
   3669 #endif
   3670 
   3671     return pixels;
   3672 }
   3673 
   3674 // Read screen pixel data (color buffer)
   3675 unsigned char *rlReadScreenPixels(int width, int height)
   3676 {
   3677     unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
   3678 
   3679     // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
   3680     // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
   3681     glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
   3682 
   3683     // Flip image vertically!
   3684     unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
   3685 
   3686     for (int y = height - 1; y >= 0; y--)
   3687     {
   3688         for (int x = 0; x < (width*4); x++)
   3689         {
   3690             imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x];  // Flip line
   3691 
   3692             // Set alpha component value to 255 (no trasparent image retrieval)
   3693             // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
   3694             if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
   3695         }
   3696     }
   3697 
   3698     RL_FREE(screenData);
   3699 
   3700     return imgData;     // NOTE: image data should be freed
   3701 }
   3702 
   3703 // Framebuffer management (fbo)
   3704 //-----------------------------------------------------------------------------------------
   3705 // Load a framebuffer to be used for rendering
   3706 // NOTE: No textures attached
   3707 unsigned int rlLoadFramebuffer(void)
   3708 {
   3709     unsigned int fboId = 0;
   3710 
   3711 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   3712     glGenFramebuffers(1, &fboId);       // Create the framebuffer object
   3713     glBindFramebuffer(GL_FRAMEBUFFER, 0);   // Unbind any framebuffer
   3714 #endif
   3715 
   3716     return fboId;
   3717 }
   3718 
   3719 // Attach color buffer texture to an fbo (unloads previous attachment)
   3720 // NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
   3721 void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
   3722 {
   3723 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   3724     glBindFramebuffer(GL_FRAMEBUFFER, fboId);
   3725 
   3726     switch (attachType)
   3727     {
   3728         case RL_ATTACHMENT_COLOR_CHANNEL0:
   3729         case RL_ATTACHMENT_COLOR_CHANNEL1:
   3730         case RL_ATTACHMENT_COLOR_CHANNEL2:
   3731         case RL_ATTACHMENT_COLOR_CHANNEL3:
   3732         case RL_ATTACHMENT_COLOR_CHANNEL4:
   3733         case RL_ATTACHMENT_COLOR_CHANNEL5:
   3734         case RL_ATTACHMENT_COLOR_CHANNEL6:
   3735         case RL_ATTACHMENT_COLOR_CHANNEL7:
   3736         {
   3737             if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
   3738             else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
   3739             else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
   3740 
   3741         } break;
   3742         case RL_ATTACHMENT_DEPTH:
   3743         {
   3744             if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
   3745             else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
   3746 
   3747         } break;
   3748         case RL_ATTACHMENT_STENCIL:
   3749         {
   3750             if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
   3751             else if (texType == RL_ATTACHMENT_RENDERBUFFER)  glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
   3752 
   3753         } break;
   3754         default: break;
   3755     }
   3756 
   3757     glBindFramebuffer(GL_FRAMEBUFFER, 0);
   3758 #endif
   3759 }
   3760 
   3761 // Verify render texture is complete
   3762 bool rlFramebufferComplete(unsigned int id)
   3763 {
   3764     bool result = false;
   3765 
   3766 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   3767     glBindFramebuffer(GL_FRAMEBUFFER, id);
   3768 
   3769     GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
   3770 
   3771     if (status != GL_FRAMEBUFFER_COMPLETE)
   3772     {
   3773         switch (status)
   3774         {
   3775             case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
   3776             case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
   3777 #if defined(GRAPHICS_API_OPENGL_ES2)
   3778             case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
   3779 #endif
   3780             case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
   3781             default: break;
   3782         }
   3783     }
   3784 
   3785     glBindFramebuffer(GL_FRAMEBUFFER, 0);
   3786 
   3787     result = (status == GL_FRAMEBUFFER_COMPLETE);
   3788 #endif
   3789 
   3790     return result;
   3791 }
   3792 
   3793 // Unload framebuffer from GPU memory
   3794 // NOTE: All attached textures/cubemaps/renderbuffers are also deleted
   3795 void rlUnloadFramebuffer(unsigned int id)
   3796 {
   3797 #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
   3798     // Query depth attachment to automatically delete texture/renderbuffer
   3799     int depthType = 0, depthId = 0;
   3800     glBindFramebuffer(GL_FRAMEBUFFER, id);   // Bind framebuffer to query depth texture type
   3801     glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
   3802 
   3803     // TODO: Review warning retrieving object name in WebGL
   3804     // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
   3805     // https://registry.khronos.org/webgl/specs/latest/1.0/
   3806     glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
   3807 
   3808     unsigned int depthIdU = (unsigned int)depthId;
   3809     if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
   3810     else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
   3811 
   3812     // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
   3813     // the texture image is automatically detached from the currently bound framebuffer
   3814 
   3815     glBindFramebuffer(GL_FRAMEBUFFER, 0);
   3816     glDeleteFramebuffers(1, &id);
   3817 
   3818     TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
   3819 #endif
   3820 }
   3821 
   3822 // Vertex data management
   3823 //-----------------------------------------------------------------------------------------
   3824 // Load a new attributes buffer
   3825 unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
   3826 {
   3827     unsigned int id = 0;
   3828 
   3829 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3830     glGenBuffers(1, &id);
   3831     glBindBuffer(GL_ARRAY_BUFFER, id);
   3832     glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
   3833 #endif
   3834 
   3835     return id;
   3836 }
   3837 
   3838 // Load a new attributes element buffer
   3839 unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
   3840 {
   3841     unsigned int id = 0;
   3842 
   3843 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3844     glGenBuffers(1, &id);
   3845     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
   3846     glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
   3847 #endif
   3848 
   3849     return id;
   3850 }
   3851 
   3852 // Enable vertex buffer (VBO)
   3853 void rlEnableVertexBuffer(unsigned int id)
   3854 {
   3855 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3856     glBindBuffer(GL_ARRAY_BUFFER, id);
   3857 #endif
   3858 }
   3859 
   3860 // Disable vertex buffer (VBO)
   3861 void rlDisableVertexBuffer(void)
   3862 {
   3863 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3864     glBindBuffer(GL_ARRAY_BUFFER, 0);
   3865 #endif
   3866 }
   3867 
   3868 // Enable vertex buffer element (VBO element)
   3869 void rlEnableVertexBufferElement(unsigned int id)
   3870 {
   3871 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3872     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
   3873 #endif
   3874 }
   3875 
   3876 // Disable vertex buffer element (VBO element)
   3877 void rlDisableVertexBufferElement(void)
   3878 {
   3879 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3880     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   3881 #endif
   3882 }
   3883 
   3884 // Update vertex buffer with new data
   3885 // NOTE: dataSize and offset must be provided in bytes
   3886 void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
   3887 {
   3888 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3889     glBindBuffer(GL_ARRAY_BUFFER, id);
   3890     glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
   3891 #endif
   3892 }
   3893 
   3894 // Update vertex buffer elements with new data
   3895 // NOTE: dataSize and offset must be provided in bytes
   3896 void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
   3897 {
   3898 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3899     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
   3900     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
   3901 #endif
   3902 }
   3903 
   3904 // Enable vertex array object (VAO)
   3905 bool rlEnableVertexArray(unsigned int vaoId)
   3906 {
   3907     bool result = false;
   3908 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3909     if (RLGL.ExtSupported.vao)
   3910     {
   3911         glBindVertexArray(vaoId);
   3912         result = true;
   3913     }
   3914 #endif
   3915     return result;
   3916 }
   3917 
   3918 // Disable vertex array object (VAO)
   3919 void rlDisableVertexArray(void)
   3920 {
   3921 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3922     if (RLGL.ExtSupported.vao) glBindVertexArray(0);
   3923 #endif
   3924 }
   3925 
   3926 // Enable vertex attribute index
   3927 void rlEnableVertexAttribute(unsigned int index)
   3928 {
   3929 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3930     glEnableVertexAttribArray(index);
   3931 #endif
   3932 }
   3933 
   3934 // Disable vertex attribute index
   3935 void rlDisableVertexAttribute(unsigned int index)
   3936 {
   3937 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3938     glDisableVertexAttribArray(index);
   3939 #endif
   3940 }
   3941 
   3942 // Draw vertex array
   3943 void rlDrawVertexArray(int offset, int count)
   3944 {
   3945     glDrawArrays(GL_TRIANGLES, offset, count);
   3946 }
   3947 
   3948 // Draw vertex array elements
   3949 void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
   3950 {
   3951     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
   3952     unsigned short *bufferPtr = (unsigned short *)buffer;
   3953     if (offset > 0) bufferPtr += offset;
   3954 
   3955     glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
   3956 }
   3957 
   3958 // Draw vertex array instanced
   3959 void rlDrawVertexArrayInstanced(int offset, int count, int instances)
   3960 {
   3961 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3962     glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
   3963 #endif
   3964 }
   3965 
   3966 // Draw vertex array elements instanced
   3967 void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
   3968 {
   3969 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   3970     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
   3971     unsigned short *bufferPtr = (unsigned short *)buffer;
   3972     if (offset > 0) bufferPtr += offset;
   3973 
   3974     glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
   3975 #endif
   3976 }
   3977 
   3978 #if defined(GRAPHICS_API_OPENGL_11)
   3979 // Enable vertex state pointer
   3980 void rlEnableStatePointer(int vertexAttribType, void *buffer)
   3981 {
   3982     if (buffer != NULL) glEnableClientState(vertexAttribType);
   3983     switch (vertexAttribType)
   3984     {
   3985         case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
   3986         case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
   3987         case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
   3988         case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
   3989         //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
   3990         default: break;
   3991     }
   3992 }
   3993 
   3994 // Disable vertex state pointer
   3995 void rlDisableStatePointer(int vertexAttribType)
   3996 {
   3997     glDisableClientState(vertexAttribType);
   3998 }
   3999 #endif
   4000 
   4001 // Load vertex array object (VAO)
   4002 unsigned int rlLoadVertexArray(void)
   4003 {
   4004     unsigned int vaoId = 0;
   4005 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4006     if (RLGL.ExtSupported.vao)
   4007     {
   4008         glGenVertexArrays(1, &vaoId);
   4009     }
   4010 #endif
   4011     return vaoId;
   4012 }
   4013 
   4014 // Set vertex attribute
   4015 void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset)
   4016 {
   4017 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4018     // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
   4019     // Additional types (depends on OpenGL version or extensions):
   4020     //  - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
   4021     //  - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
   4022 
   4023     size_t offsetNative = offset;
   4024     glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
   4025 #endif
   4026 }
   4027 
   4028 // Set vertex attribute divisor
   4029 void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
   4030 {
   4031 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4032     glVertexAttribDivisor(index, divisor);
   4033 #endif
   4034 }
   4035 
   4036 // Unload vertex array object (VAO)
   4037 void rlUnloadVertexArray(unsigned int vaoId)
   4038 {
   4039 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4040     if (RLGL.ExtSupported.vao)
   4041     {
   4042         glBindVertexArray(0);
   4043         glDeleteVertexArrays(1, &vaoId);
   4044         TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
   4045     }
   4046 #endif
   4047 }
   4048 
   4049 // Unload vertex buffer (VBO)
   4050 void rlUnloadVertexBuffer(unsigned int vboId)
   4051 {
   4052 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4053     glDeleteBuffers(1, &vboId);
   4054     //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
   4055 #endif
   4056 }
   4057 
   4058 // Shaders management
   4059 //-----------------------------------------------------------------------------------------------
   4060 // Load shader from code strings
   4061 // NOTE: If shader string is NULL, using default vertex/fragment shaders
   4062 unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
   4063 {
   4064     unsigned int id = 0;
   4065 
   4066 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4067     unsigned int vertexShaderId = 0;
   4068     unsigned int fragmentShaderId = 0;
   4069 
   4070     // Compile vertex shader (if provided)
   4071     // NOTE: If not vertex shader is provided, use default one
   4072     if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
   4073     else vertexShaderId = RLGL.State.defaultVShaderId;
   4074 
   4075     // Compile fragment shader (if provided)
   4076     // NOTE: If not vertex shader is provided, use default one
   4077     if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
   4078     else fragmentShaderId = RLGL.State.defaultFShaderId;
   4079 
   4080     // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
   4081     if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
   4082     else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
   4083     {
   4084         // One of or both shader are new, we need to compile a new shader program
   4085         id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
   4086 
   4087         // We can detach and delete vertex/fragment shaders (if not default ones)
   4088         // NOTE: We detach shader before deletion to make sure memory is freed
   4089         if (vertexShaderId != RLGL.State.defaultVShaderId)
   4090         {
   4091             // WARNING: Shader program linkage could fail and returned id is 0
   4092             if (id > 0) glDetachShader(id, vertexShaderId);
   4093             glDeleteShader(vertexShaderId);
   4094         }
   4095         if (fragmentShaderId != RLGL.State.defaultFShaderId)
   4096         {
   4097             // WARNING: Shader program linkage could fail and returned id is 0
   4098             if (id > 0) glDetachShader(id, fragmentShaderId);
   4099             glDeleteShader(fragmentShaderId);
   4100         }
   4101 
   4102         // In case shader program loading failed, we assign default shader
   4103         if (id == 0)
   4104         {
   4105             // In case shader loading fails, we return the default shader
   4106             TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
   4107             id = RLGL.State.defaultShaderId;
   4108         }
   4109         /*
   4110         else
   4111         {
   4112             // Get available shader uniforms
   4113             // NOTE: This information is useful for debug...
   4114             int uniformCount = -1;
   4115             glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
   4116 
   4117             for (int i = 0; i < uniformCount; i++)
   4118             {
   4119                 int namelen = -1;
   4120                 int num = -1;
   4121                 char name[256] = { 0 };     // Assume no variable names longer than 256
   4122                 GLenum type = GL_ZERO;
   4123 
   4124                 // Get the name of the uniforms
   4125                 glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
   4126 
   4127                 name[namelen] = 0;
   4128                 TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
   4129             }
   4130         }
   4131         */
   4132     }
   4133 #endif
   4134 
   4135     return id;
   4136 }
   4137 
   4138 // Compile custom shader and return shader id
   4139 unsigned int rlCompileShader(const char *shaderCode, int type)
   4140 {
   4141     unsigned int shader = 0;
   4142 
   4143 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4144     shader = glCreateShader(type);
   4145     glShaderSource(shader, 1, &shaderCode, NULL);
   4146 
   4147     GLint success = 0;
   4148     glCompileShader(shader);
   4149     glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
   4150 
   4151     if (success == GL_FALSE)
   4152     {
   4153         switch (type)
   4154         {
   4155             case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
   4156             case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
   4157             //case GL_GEOMETRY_SHADER:
   4158         #if defined(GRAPHICS_API_OPENGL_43)
   4159             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
   4160         #elif defined(GRAPHICS_API_OPENGL_33)
   4161             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
   4162         #endif
   4163             default: break;
   4164         }
   4165 
   4166         int maxLength = 0;
   4167         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
   4168 
   4169         if (maxLength > 0)
   4170         {
   4171             int length = 0;
   4172             char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
   4173             glGetShaderInfoLog(shader, maxLength, &length, log);
   4174             TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
   4175             RL_FREE(log);
   4176         }
   4177 
   4178         shader = 0;
   4179     }
   4180     else
   4181     {
   4182         switch (type)
   4183         {
   4184             case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
   4185             case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
   4186             //case GL_GEOMETRY_SHADER:
   4187         #if defined(GRAPHICS_API_OPENGL_43)
   4188             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
   4189         #elif defined(GRAPHICS_API_OPENGL_33)
   4190             case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
   4191         #endif
   4192             default: break;
   4193         }
   4194     }
   4195 #endif
   4196 
   4197     return shader;
   4198 }
   4199 
   4200 // Load custom shader strings and return program id
   4201 unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
   4202 {
   4203     unsigned int program = 0;
   4204 
   4205 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4206     GLint success = 0;
   4207     program = glCreateProgram();
   4208 
   4209     glAttachShader(program, vShaderId);
   4210     glAttachShader(program, fShaderId);
   4211 
   4212     // NOTE: Default attribute shader locations must be Bound before linking
   4213     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
   4214     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
   4215     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
   4216     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
   4217     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
   4218     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
   4219 
   4220 #ifdef RL_SUPPORT_MESH_GPU_SKINNING
   4221     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
   4222     glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
   4223 #endif
   4224 
   4225     // NOTE: If some attrib name is no found on the shader, it locations becomes -1
   4226 
   4227     glLinkProgram(program);
   4228 
   4229     // NOTE: All uniform variables are intitialised to 0 when a program links
   4230 
   4231     glGetProgramiv(program, GL_LINK_STATUS, &success);
   4232 
   4233     if (success == GL_FALSE)
   4234     {
   4235         TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
   4236 
   4237         int maxLength = 0;
   4238         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
   4239 
   4240         if (maxLength > 0)
   4241         {
   4242             int length = 0;
   4243             char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
   4244             glGetProgramInfoLog(program, maxLength, &length, log);
   4245             TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
   4246             RL_FREE(log);
   4247         }
   4248 
   4249         glDeleteProgram(program);
   4250 
   4251         program = 0;
   4252     }
   4253     else
   4254     {
   4255         // Get the size of compiled shader program (not available on OpenGL ES 2.0)
   4256         // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
   4257         //GLint binarySize = 0;
   4258         //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
   4259 
   4260         TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
   4261     }
   4262 #endif
   4263     return program;
   4264 }
   4265 
   4266 // Unload shader program
   4267 void rlUnloadShaderProgram(unsigned int id)
   4268 {
   4269 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4270     glDeleteProgram(id);
   4271 
   4272     TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
   4273 #endif
   4274 }
   4275 
   4276 // Get shader location uniform
   4277 int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
   4278 {
   4279     int location = -1;
   4280 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4281     location = glGetUniformLocation(shaderId, uniformName);
   4282 
   4283     //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
   4284     //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
   4285 #endif
   4286     return location;
   4287 }
   4288 
   4289 // Get shader location attribute
   4290 int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
   4291 {
   4292     int location = -1;
   4293 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4294     location = glGetAttribLocation(shaderId, attribName);
   4295 
   4296     //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
   4297     //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
   4298 #endif
   4299     return location;
   4300 }
   4301 
   4302 // Set shader value uniform
   4303 void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
   4304 {
   4305 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4306     switch (uniformType)
   4307     {
   4308         case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
   4309         case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
   4310         case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
   4311         case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
   4312         case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
   4313         case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
   4314         case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
   4315         case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
   4316     #if !defined(GRAPHICS_API_OPENGL_ES2)
   4317         case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
   4318         case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
   4319         case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
   4320         case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
   4321     #endif
   4322         case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
   4323         default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
   4324 
   4325         // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
   4326     }
   4327 #endif
   4328 }
   4329 
   4330 // Set shader value attribute
   4331 void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
   4332 {
   4333 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4334     switch (attribType)
   4335     {
   4336         case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
   4337         case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
   4338         case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
   4339         case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
   4340         default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
   4341     }
   4342 #endif
   4343 }
   4344 
   4345 // Set shader value uniform matrix
   4346 void rlSetUniformMatrix(int locIndex, Matrix mat)
   4347 {
   4348 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4349     float matfloat[16] = {
   4350         mat.m0, mat.m1, mat.m2, mat.m3,
   4351         mat.m4, mat.m5, mat.m6, mat.m7,
   4352         mat.m8, mat.m9, mat.m10, mat.m11,
   4353         mat.m12, mat.m13, mat.m14, mat.m15
   4354     };
   4355     glUniformMatrix4fv(locIndex, 1, false, matfloat);
   4356 #endif
   4357 }
   4358 
   4359 // Set shader value uniform matrix
   4360 void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
   4361 {
   4362 #if defined(GRAPHICS_API_OPENGL_33)
   4363     glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
   4364 #elif defined(GRAPHICS_API_OPENGL_ES2)
   4365     // WARNING: WebGL does not support Matrix transpose ("true" parameter)
   4366     // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
   4367     glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
   4368 #endif
   4369 }
   4370 
   4371 // Set shader value uniform sampler
   4372 void rlSetUniformSampler(int locIndex, unsigned int textureId)
   4373 {
   4374 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4375     // Check if texture is already active
   4376     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
   4377     {
   4378         if (RLGL.State.activeTextureId[i] == textureId)
   4379         {
   4380             glUniform1i(locIndex, 1 + i);
   4381             return;
   4382         }
   4383     }
   4384 
   4385     // Register a new active texture for the internal batch system
   4386     // NOTE: Default texture is always activated as GL_TEXTURE0
   4387     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
   4388     {
   4389         if (RLGL.State.activeTextureId[i] == 0)
   4390         {
   4391             glUniform1i(locIndex, 1 + i);              // Activate new texture unit
   4392             RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
   4393             break;
   4394         }
   4395     }
   4396 #endif
   4397 }
   4398 
   4399 // Set shader currently active (id and locations)
   4400 void rlSetShader(unsigned int id, int *locs)
   4401 {
   4402 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4403     if (RLGL.State.currentShaderId != id)
   4404     {
   4405         rlDrawRenderBatch(RLGL.currentBatch);
   4406         RLGL.State.currentShaderId = id;
   4407         RLGL.State.currentShaderLocs = locs;
   4408     }
   4409 #endif
   4410 }
   4411 
   4412 // Load compute shader program
   4413 unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
   4414 {
   4415     unsigned int program = 0;
   4416 
   4417 #if defined(GRAPHICS_API_OPENGL_43)
   4418     GLint success = 0;
   4419     program = glCreateProgram();
   4420     glAttachShader(program, shaderId);
   4421     glLinkProgram(program);
   4422 
   4423     // NOTE: All uniform variables are intitialised to 0 when a program links
   4424 
   4425     glGetProgramiv(program, GL_LINK_STATUS, &success);
   4426 
   4427     if (success == GL_FALSE)
   4428     {
   4429         TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
   4430 
   4431         int maxLength = 0;
   4432         glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
   4433 
   4434         if (maxLength > 0)
   4435         {
   4436             int length = 0;
   4437             char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
   4438             glGetProgramInfoLog(program, maxLength, &length, log);
   4439             TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
   4440             RL_FREE(log);
   4441         }
   4442 
   4443         glDeleteProgram(program);
   4444 
   4445         program = 0;
   4446     }
   4447     else
   4448     {
   4449         // Get the size of compiled shader program (not available on OpenGL ES 2.0)
   4450         // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero
   4451         //GLint binarySize = 0;
   4452         //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
   4453 
   4454         TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
   4455     }
   4456 #else
   4457     TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
   4458 #endif
   4459 
   4460     return program;
   4461 }
   4462 
   4463 // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
   4464 void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
   4465 {
   4466 #if defined(GRAPHICS_API_OPENGL_43)
   4467     glDispatchCompute(groupX, groupY, groupZ);
   4468 #endif
   4469 }
   4470 
   4471 // Load shader storage buffer object (SSBO)
   4472 unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
   4473 {
   4474     unsigned int ssbo = 0;
   4475 
   4476 #if defined(GRAPHICS_API_OPENGL_43)
   4477     glGenBuffers(1, &ssbo);
   4478     glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
   4479     glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
   4480     if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);    // Clear buffer data to 0
   4481     glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
   4482 #else
   4483     TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
   4484 #endif
   4485 
   4486     return ssbo;
   4487 }
   4488 
   4489 // Unload shader storage buffer object (SSBO)
   4490 void rlUnloadShaderBuffer(unsigned int ssboId)
   4491 {
   4492 #if defined(GRAPHICS_API_OPENGL_43)
   4493     glDeleteBuffers(1, &ssboId);
   4494 #else
   4495     TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
   4496 #endif
   4497 
   4498 }
   4499 
   4500 // Update SSBO buffer data
   4501 void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
   4502 {
   4503 #if defined(GRAPHICS_API_OPENGL_43)
   4504     glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
   4505     glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
   4506 #endif
   4507 }
   4508 
   4509 // Get SSBO buffer size
   4510 unsigned int rlGetShaderBufferSize(unsigned int id)
   4511 {
   4512 #if defined(GRAPHICS_API_OPENGL_43)
   4513     GLint64 size = 0;
   4514     glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
   4515     glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
   4516     return (size > 0)? (unsigned int)size : 0;
   4517 #else
   4518     return 0;
   4519 #endif
   4520 }
   4521 
   4522 // Read SSBO buffer data (GPU->CPU)
   4523 void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
   4524 {
   4525 #if defined(GRAPHICS_API_OPENGL_43)
   4526     glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
   4527     glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
   4528 #endif
   4529 }
   4530 
   4531 // Bind SSBO buffer
   4532 void rlBindShaderBuffer(unsigned int id, unsigned int index)
   4533 {
   4534 #if defined(GRAPHICS_API_OPENGL_43)
   4535     glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
   4536 #endif
   4537 }
   4538 
   4539 // Copy SSBO buffer data
   4540 void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
   4541 {
   4542 #if defined(GRAPHICS_API_OPENGL_43)
   4543     glBindBuffer(GL_COPY_READ_BUFFER, srcId);
   4544     glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
   4545     glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
   4546 #endif
   4547 }
   4548 
   4549 // Bind image texture
   4550 void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
   4551 {
   4552 #if defined(GRAPHICS_API_OPENGL_43)
   4553     unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
   4554 
   4555     rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
   4556     glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
   4557 #else
   4558     TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
   4559 #endif
   4560 }
   4561 
   4562 // Matrix state management
   4563 //-----------------------------------------------------------------------------------------
   4564 // Get internal modelview matrix
   4565 Matrix rlGetMatrixModelview(void)
   4566 {
   4567     Matrix matrix = rlMatrixIdentity();
   4568 #if defined(GRAPHICS_API_OPENGL_11)
   4569     float mat[16];
   4570     glGetFloatv(GL_MODELVIEW_MATRIX, mat);
   4571     matrix.m0 = mat[0];
   4572     matrix.m1 = mat[1];
   4573     matrix.m2 = mat[2];
   4574     matrix.m3 = mat[3];
   4575     matrix.m4 = mat[4];
   4576     matrix.m5 = mat[5];
   4577     matrix.m6 = mat[6];
   4578     matrix.m7 = mat[7];
   4579     matrix.m8 = mat[8];
   4580     matrix.m9 = mat[9];
   4581     matrix.m10 = mat[10];
   4582     matrix.m11 = mat[11];
   4583     matrix.m12 = mat[12];
   4584     matrix.m13 = mat[13];
   4585     matrix.m14 = mat[14];
   4586     matrix.m15 = mat[15];
   4587 #else
   4588     matrix = RLGL.State.modelview;
   4589 #endif
   4590     return matrix;
   4591 }
   4592 
   4593 // Get internal projection matrix
   4594 Matrix rlGetMatrixProjection(void)
   4595 {
   4596 #if defined(GRAPHICS_API_OPENGL_11)
   4597     float mat[16];
   4598     glGetFloatv(GL_PROJECTION_MATRIX,mat);
   4599     Matrix m;
   4600     m.m0 = mat[0];
   4601     m.m1 = mat[1];
   4602     m.m2 = mat[2];
   4603     m.m3 = mat[3];
   4604     m.m4 = mat[4];
   4605     m.m5 = mat[5];
   4606     m.m6 = mat[6];
   4607     m.m7 = mat[7];
   4608     m.m8 = mat[8];
   4609     m.m9 = mat[9];
   4610     m.m10 = mat[10];
   4611     m.m11 = mat[11];
   4612     m.m12 = mat[12];
   4613     m.m13 = mat[13];
   4614     m.m14 = mat[14];
   4615     m.m15 = mat[15];
   4616     return m;
   4617 #else
   4618     return RLGL.State.projection;
   4619 #endif
   4620 }
   4621 
   4622 // Get internal accumulated transform matrix
   4623 Matrix rlGetMatrixTransform(void)
   4624 {
   4625     Matrix mat = rlMatrixIdentity();
   4626 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4627     // TODO: Consider possible transform matrices in the RLGL.State.stack
   4628     // Is this the right order? or should we start with the first stored matrix instead of the last one?
   4629     //Matrix matStackTransform = rlMatrixIdentity();
   4630     //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
   4631     mat = RLGL.State.transform;
   4632 #endif
   4633     return mat;
   4634 }
   4635 
   4636 // Get internal projection matrix for stereo render (selected eye)
   4637 Matrix rlGetMatrixProjectionStereo(int eye)
   4638 {
   4639     Matrix mat = rlMatrixIdentity();
   4640 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4641     mat = RLGL.State.projectionStereo[eye];
   4642 #endif
   4643     return mat;
   4644 }
   4645 
   4646 // Get internal view offset matrix for stereo render (selected eye)
   4647 Matrix rlGetMatrixViewOffsetStereo(int eye)
   4648 {
   4649     Matrix mat = rlMatrixIdentity();
   4650 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4651     mat = RLGL.State.viewOffsetStereo[eye];
   4652 #endif
   4653     return mat;
   4654 }
   4655 
   4656 // Set a custom modelview matrix (replaces internal modelview matrix)
   4657 void rlSetMatrixModelview(Matrix view)
   4658 {
   4659 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4660     RLGL.State.modelview = view;
   4661 #endif
   4662 }
   4663 
   4664 // Set a custom projection matrix (replaces internal projection matrix)
   4665 void rlSetMatrixProjection(Matrix projection)
   4666 {
   4667 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4668     RLGL.State.projection = projection;
   4669 #endif
   4670 }
   4671 
   4672 // Set eyes projection matrices for stereo rendering
   4673 void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
   4674 {
   4675 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4676     RLGL.State.projectionStereo[0] = right;
   4677     RLGL.State.projectionStereo[1] = left;
   4678 #endif
   4679 }
   4680 
   4681 // Set eyes view offsets matrices for stereo rendering
   4682 void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
   4683 {
   4684 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4685     RLGL.State.viewOffsetStereo[0] = right;
   4686     RLGL.State.viewOffsetStereo[1] = left;
   4687 #endif
   4688 }
   4689 
   4690 // Load and draw a quad in NDC
   4691 void rlLoadDrawQuad(void)
   4692 {
   4693 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4694     unsigned int quadVAO = 0;
   4695     unsigned int quadVBO = 0;
   4696 
   4697     float vertices[] = {
   4698          // Positions         Texcoords
   4699         -1.0f,  1.0f, 0.0f,   0.0f, 1.0f,
   4700         -1.0f, -1.0f, 0.0f,   0.0f, 0.0f,
   4701          1.0f,  1.0f, 0.0f,   1.0f, 1.0f,
   4702          1.0f, -1.0f, 0.0f,   1.0f, 0.0f,
   4703     };
   4704 
   4705     // Gen VAO to contain VBO
   4706     glGenVertexArrays(1, &quadVAO);
   4707     glBindVertexArray(quadVAO);
   4708 
   4709     // Gen and fill vertex buffer (VBO)
   4710     glGenBuffers(1, &quadVBO);
   4711     glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
   4712     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
   4713 
   4714     // Bind vertex attributes (position, texcoords)
   4715     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
   4716     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
   4717     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
   4718     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
   4719 
   4720     // Draw quad
   4721     glBindVertexArray(quadVAO);
   4722     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
   4723     glBindVertexArray(0);
   4724 
   4725     // Delete buffers (VBO and VAO)
   4726     glDeleteBuffers(1, &quadVBO);
   4727     glDeleteVertexArrays(1, &quadVAO);
   4728 #endif
   4729 }
   4730 
   4731 // Load and draw a cube in NDC
   4732 void rlLoadDrawCube(void)
   4733 {
   4734 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4735     unsigned int cubeVAO = 0;
   4736     unsigned int cubeVBO = 0;
   4737 
   4738     float vertices[] = {
   4739          // Positions          Normals               Texcoords
   4740         -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
   4741          1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
   4742          1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 0.0f,
   4743          1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   1.0f, 1.0f,
   4744         -1.0f, -1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 0.0f,
   4745         -1.0f,  1.0f, -1.0f,   0.0f,  0.0f, -1.0f,   0.0f, 1.0f,
   4746         -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
   4747          1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 0.0f,
   4748          1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
   4749          1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   1.0f, 1.0f,
   4750         -1.0f,  1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 1.0f,
   4751         -1.0f, -1.0f,  1.0f,   0.0f,  0.0f,  1.0f,   0.0f, 0.0f,
   4752         -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
   4753         -1.0f,  1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
   4754         -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
   4755         -1.0f, -1.0f, -1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
   4756         -1.0f, -1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
   4757         -1.0f,  1.0f,  1.0f,  -1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
   4758          1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
   4759          1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
   4760          1.0f,  1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 1.0f,
   4761          1.0f, -1.0f, -1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 1.0f,
   4762          1.0f,  1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   1.0f, 0.0f,
   4763          1.0f, -1.0f,  1.0f,   1.0f,  0.0f,  0.0f,   0.0f, 0.0f,
   4764         -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
   4765          1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 1.0f,
   4766          1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
   4767          1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   1.0f, 0.0f,
   4768         -1.0f, -1.0f,  1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 0.0f,
   4769         -1.0f, -1.0f, -1.0f,   0.0f, -1.0f,  0.0f,   0.0f, 1.0f,
   4770         -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
   4771          1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
   4772          1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 1.0f,
   4773          1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   1.0f, 0.0f,
   4774         -1.0f,  1.0f, -1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 1.0f,
   4775         -1.0f,  1.0f,  1.0f,   0.0f,  1.0f,  0.0f,   0.0f, 0.0f
   4776     };
   4777 
   4778     // Gen VAO to contain VBO
   4779     glGenVertexArrays(1, &cubeVAO);
   4780     glBindVertexArray(cubeVAO);
   4781 
   4782     // Gen and fill vertex buffer (VBO)
   4783     glGenBuffers(1, &cubeVBO);
   4784     glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
   4785     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
   4786 
   4787     // Bind vertex attributes (position, normals, texcoords)
   4788     glBindVertexArray(cubeVAO);
   4789     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
   4790     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
   4791     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
   4792     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
   4793     glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
   4794     glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
   4795     glBindBuffer(GL_ARRAY_BUFFER, 0);
   4796     glBindVertexArray(0);
   4797 
   4798     // Draw cube
   4799     glBindVertexArray(cubeVAO);
   4800     glDrawArrays(GL_TRIANGLES, 0, 36);
   4801     glBindVertexArray(0);
   4802 
   4803     // Delete VBO and VAO
   4804     glDeleteBuffers(1, &cubeVBO);
   4805     glDeleteVertexArrays(1, &cubeVAO);
   4806 #endif
   4807 }
   4808 
   4809 // Get name string for pixel format
   4810 const char *rlGetPixelFormatName(unsigned int format)
   4811 {
   4812     switch (format)
   4813     {
   4814         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break;         // 8 bit per pixel (no alpha)
   4815         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break;       // 8*2 bpp (2 channels)
   4816         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break;               // 16 bpp
   4817         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break;               // 24 bpp
   4818         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break;           // 16 bpp (1 bit alpha)
   4819         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break;           // 16 bpp (4 bit alpha)
   4820         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break;           // 32 bpp
   4821         case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break;                     // 32 bpp (1 channel - float)
   4822         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break;         // 32*3 bpp (3 channels - float)
   4823         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break;   // 32*4 bpp (4 channels - float)
   4824         case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break;                     // 16 bpp (1 channel - half float)
   4825         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break;         // 16*3 bpp (3 channels - half float)
   4826         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break;   // 16*4 bpp (4 channels - half float)
   4827         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break;             // 4 bpp (no alpha)
   4828         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break;           // 4 bpp (1 bit alpha)
   4829         case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break;           // 8 bpp
   4830         case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break;           // 8 bpp
   4831         case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break;             // 4 bpp
   4832         case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break;             // 4 bpp
   4833         case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break;       // 8 bpp
   4834         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break;             // 4 bpp
   4835         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break;           // 4 bpp
   4836         case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break;   // 8 bpp
   4837         case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break;   // 2 bpp
   4838         default: return "UNKNOWN"; break;
   4839     }
   4840 }
   4841 
   4842 //----------------------------------------------------------------------------------
   4843 // Module specific Functions Definition
   4844 //----------------------------------------------------------------------------------
   4845 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
   4846 // Load default shader (just vertex positioning and texture coloring)
   4847 // NOTE: This shader program is used for internal buffers
   4848 // NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
   4849 static void rlLoadShaderDefault(void)
   4850 {
   4851     RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
   4852 
   4853     // NOTE: All locations must be reseted to -1 (no location)
   4854     for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
   4855 
   4856     // Vertex shader directly defined, no external file required
   4857     const char *defaultVShaderCode =
   4858 #if defined(GRAPHICS_API_OPENGL_21)
   4859     "#version 120                       \n"
   4860     "attribute vec3 vertexPosition;     \n"
   4861     "attribute vec2 vertexTexCoord;     \n"
   4862     "attribute vec4 vertexColor;        \n"
   4863     "varying vec2 fragTexCoord;         \n"
   4864     "varying vec4 fragColor;            \n"
   4865 #elif defined(GRAPHICS_API_OPENGL_33)
   4866     "#version 330                       \n"
   4867     "in vec3 vertexPosition;            \n"
   4868     "in vec2 vertexTexCoord;            \n"
   4869     "in vec4 vertexColor;               \n"
   4870     "out vec2 fragTexCoord;             \n"
   4871     "out vec4 fragColor;                \n"
   4872 #endif
   4873 
   4874 #if defined(GRAPHICS_API_OPENGL_ES3)
   4875     "#version 300 es                    \n"
   4876     "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
   4877     "in vec3 vertexPosition;            \n"
   4878     "in vec2 vertexTexCoord;            \n"
   4879     "in vec4 vertexColor;               \n"
   4880     "out vec2 fragTexCoord;             \n"
   4881     "out vec4 fragColor;                \n"
   4882 #elif defined(GRAPHICS_API_OPENGL_ES2)
   4883     "#version 100                       \n"
   4884     "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL) (on some browsers)
   4885     "attribute vec3 vertexPosition;     \n"
   4886     "attribute vec2 vertexTexCoord;     \n"
   4887     "attribute vec4 vertexColor;        \n"
   4888     "varying vec2 fragTexCoord;         \n"
   4889     "varying vec4 fragColor;            \n"
   4890 #endif
   4891 
   4892     "uniform mat4 mvp;                  \n"
   4893     "void main()                        \n"
   4894     "{                                  \n"
   4895     "    fragTexCoord = vertexTexCoord; \n"
   4896     "    fragColor = vertexColor;       \n"
   4897     "    gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
   4898     "}                                  \n";
   4899 
   4900     // Fragment shader directly defined, no external file required
   4901     const char *defaultFShaderCode =
   4902 #if defined(GRAPHICS_API_OPENGL_21)
   4903     "#version 120                       \n"
   4904     "varying vec2 fragTexCoord;         \n"
   4905     "varying vec4 fragColor;            \n"
   4906     "uniform sampler2D texture0;        \n"
   4907     "uniform vec4 colDiffuse;           \n"
   4908     "void main()                        \n"
   4909     "{                                  \n"
   4910     "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
   4911     "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
   4912     "}                                  \n";
   4913 #elif defined(GRAPHICS_API_OPENGL_33)
   4914     "#version 330       \n"
   4915     "in vec2 fragTexCoord;              \n"
   4916     "in vec4 fragColor;                 \n"
   4917     "out vec4 finalColor;               \n"
   4918     "uniform sampler2D texture0;        \n"
   4919     "uniform vec4 colDiffuse;           \n"
   4920     "void main()                        \n"
   4921     "{                                  \n"
   4922     "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
   4923     "    finalColor = texelColor*colDiffuse*fragColor;        \n"
   4924     "}                                  \n";
   4925 #endif
   4926 
   4927 #if defined(GRAPHICS_API_OPENGL_ES3)
   4928     "#version 300 es                    \n"
   4929     "precision mediump float;           \n"     // Precision required for OpenGL ES3 (WebGL 2)
   4930     "in vec2 fragTexCoord;              \n"
   4931     "in vec4 fragColor;                 \n"
   4932     "out vec4 finalColor;               \n"
   4933     "uniform sampler2D texture0;        \n"
   4934     "uniform vec4 colDiffuse;           \n"
   4935     "void main()                        \n"
   4936     "{                                  \n"
   4937     "    vec4 texelColor = texture(texture0, fragTexCoord);   \n"
   4938     "    finalColor = texelColor*colDiffuse*fragColor;        \n"
   4939     "}                                  \n";
   4940 #elif defined(GRAPHICS_API_OPENGL_ES2)
   4941     "#version 100                       \n"
   4942     "precision mediump float;           \n"     // Precision required for OpenGL ES2 (WebGL)
   4943     "varying vec2 fragTexCoord;         \n"
   4944     "varying vec4 fragColor;            \n"
   4945     "uniform sampler2D texture0;        \n"
   4946     "uniform vec4 colDiffuse;           \n"
   4947     "void main()                        \n"
   4948     "{                                  \n"
   4949     "    vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
   4950     "    gl_FragColor = texelColor*colDiffuse*fragColor;      \n"
   4951     "}                                  \n";
   4952 #endif
   4953 
   4954     // NOTE: Compiled vertex/fragment shaders are not deleted,
   4955     // they are kept for re-use as default shaders in case some shader loading fails
   4956     RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER);     // Compile default vertex shader
   4957     RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER);   // Compile default fragment shader
   4958 
   4959     RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
   4960 
   4961     if (RLGL.State.defaultShaderId > 0)
   4962     {
   4963         TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
   4964 
   4965         // Set default shader locations: attributes locations
   4966         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
   4967         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
   4968         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
   4969 
   4970         // Set default shader locations: uniform locations
   4971         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
   4972         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
   4973         RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0);
   4974     }
   4975     else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
   4976 }
   4977 
   4978 // Unload default shader
   4979 // NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
   4980 static void rlUnloadShaderDefault(void)
   4981 {
   4982     glUseProgram(0);
   4983 
   4984     glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
   4985     glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
   4986     glDeleteShader(RLGL.State.defaultVShaderId);
   4987     glDeleteShader(RLGL.State.defaultFShaderId);
   4988 
   4989     glDeleteProgram(RLGL.State.defaultShaderId);
   4990 
   4991     RL_FREE(RLGL.State.defaultShaderLocs);
   4992 
   4993     TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
   4994 }
   4995 
   4996 #if defined(RLGL_SHOW_GL_DETAILS_INFO)
   4997 // Get compressed format official GL identifier name
   4998 static const char *rlGetCompressedFormatName(int format)
   4999 {
   5000     switch (format)
   5001     {
   5002         // GL_EXT_texture_compression_s3tc
   5003         case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
   5004         case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
   5005         case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
   5006         case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
   5007         // GL_3DFX_texture_compression_FXT1
   5008         case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
   5009         case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
   5010         // GL_IMG_texture_compression_pvrtc
   5011         case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
   5012         case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
   5013         case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
   5014         case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
   5015         // GL_OES_compressed_ETC1_RGB8_texture
   5016         case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
   5017         // GL_ARB_texture_compression_rgtc
   5018         case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
   5019         case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
   5020         case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
   5021         case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
   5022         // GL_ARB_texture_compression_bptc
   5023         case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
   5024         case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
   5025         case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
   5026         case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
   5027         // GL_ARB_ES3_compatibility
   5028         case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
   5029         case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
   5030         case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
   5031         case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
   5032         case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
   5033         case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
   5034         case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
   5035         case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
   5036         case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
   5037         case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
   5038         // GL_KHR_texture_compression_astc_hdr
   5039         case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
   5040         case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
   5041         case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
   5042         case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
   5043         case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
   5044         case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
   5045         case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
   5046         case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
   5047         case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
   5048         case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
   5049         case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
   5050         case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
   5051         case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
   5052         case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
   5053         case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
   5054         case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
   5055         case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
   5056         case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
   5057         case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
   5058         case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
   5059         case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
   5060         case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
   5061         case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
   5062         case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
   5063         case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
   5064         case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
   5065         case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
   5066         case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
   5067         default: return "GL_COMPRESSED_UNKNOWN"; break;
   5068     }
   5069 }
   5070 #endif  // RLGL_SHOW_GL_DETAILS_INFO
   5071 
   5072 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
   5073 
   5074 // Get pixel data size in bytes (image or texture)
   5075 // NOTE: Size depends on pixel format
   5076 static int rlGetPixelDataSize(int width, int height, int format)
   5077 {
   5078     int dataSize = 0;       // Size in bytes
   5079     int bpp = 0;            // Bits per pixel
   5080 
   5081     switch (format)
   5082     {
   5083         case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
   5084         case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
   5085         case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
   5086         case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
   5087         case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
   5088         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
   5089         case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
   5090         case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
   5091         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
   5092         case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
   5093         case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
   5094         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
   5095         case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
   5096         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
   5097         case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
   5098         case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
   5099         case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
   5100         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
   5101         case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
   5102         case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
   5103         case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
   5104         case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
   5105         case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
   5106         case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
   5107         default: break;
   5108     }
   5109 
   5110     double bytesPerPixel = (double)bpp/8.0;
   5111     dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes
   5112 
   5113     // Most compressed formats works on 4x4 blocks,
   5114     // if texture is smaller, minimum dataSize is 8 or 16
   5115     if ((width < 4) && (height < 4))
   5116     {
   5117         if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
   5118         else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
   5119     }
   5120 
   5121     return dataSize;
   5122 }
   5123 
   5124 // Auxiliar math functions
   5125 
   5126 // Get float array of matrix data
   5127 static rl_float16 rlMatrixToFloatV(Matrix mat)
   5128 {
   5129     rl_float16 result = { 0 };
   5130 
   5131     result.v[0] = mat.m0;
   5132     result.v[1] = mat.m1;
   5133     result.v[2] = mat.m2;
   5134     result.v[3] = mat.m3;
   5135     result.v[4] = mat.m4;
   5136     result.v[5] = mat.m5;
   5137     result.v[6] = mat.m6;
   5138     result.v[7] = mat.m7;
   5139     result.v[8] = mat.m8;
   5140     result.v[9] = mat.m9;
   5141     result.v[10] = mat.m10;
   5142     result.v[11] = mat.m11;
   5143     result.v[12] = mat.m12;
   5144     result.v[13] = mat.m13;
   5145     result.v[14] = mat.m14;
   5146     result.v[15] = mat.m15;
   5147 
   5148     return result;
   5149 }
   5150 
   5151 // Get identity matrix
   5152 static Matrix rlMatrixIdentity(void)
   5153 {
   5154     Matrix result = {
   5155         1.0f, 0.0f, 0.0f, 0.0f,
   5156         0.0f, 1.0f, 0.0f, 0.0f,
   5157         0.0f, 0.0f, 1.0f, 0.0f,
   5158         0.0f, 0.0f, 0.0f, 1.0f
   5159     };
   5160 
   5161     return result;
   5162 }
   5163 
   5164 // Get two matrix multiplication
   5165 // NOTE: When multiplying matrices... the order matters!
   5166 static Matrix rlMatrixMultiply(Matrix left, Matrix right)
   5167 {
   5168     Matrix result = { 0 };
   5169 
   5170     result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
   5171     result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
   5172     result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
   5173     result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
   5174     result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
   5175     result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
   5176     result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
   5177     result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
   5178     result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
   5179     result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
   5180     result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
   5181     result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
   5182     result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
   5183     result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
   5184     result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
   5185     result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
   5186 
   5187     return result;
   5188 }
   5189 
   5190 // Transposes provided matrix
   5191 static Matrix rlMatrixTranspose(Matrix mat)
   5192 {
   5193     Matrix result = { 0 };
   5194 
   5195     result.m0 = mat.m0;
   5196     result.m1 = mat.m4;
   5197     result.m2 = mat.m8;
   5198     result.m3 = mat.m12;
   5199     result.m4 = mat.m1;
   5200     result.m5 = mat.m5;
   5201     result.m6 = mat.m9;
   5202     result.m7 = mat.m13;
   5203     result.m8 = mat.m2;
   5204     result.m9 = mat.m6;
   5205     result.m10 = mat.m10;
   5206     result.m11 = mat.m14;
   5207     result.m12 = mat.m3;
   5208     result.m13 = mat.m7;
   5209     result.m14 = mat.m11;
   5210     result.m15 = mat.m15;
   5211 
   5212     return result;
   5213 }
   5214 
   5215 // Invert provided matrix
   5216 static Matrix rlMatrixInvert(Matrix mat)
   5217 {
   5218     Matrix result = { 0 };
   5219 
   5220     // Cache the matrix values (speed optimization)
   5221     float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
   5222     float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
   5223     float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
   5224     float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
   5225 
   5226     float b00 = a00*a11 - a01*a10;
   5227     float b01 = a00*a12 - a02*a10;
   5228     float b02 = a00*a13 - a03*a10;
   5229     float b03 = a01*a12 - a02*a11;
   5230     float b04 = a01*a13 - a03*a11;
   5231     float b05 = a02*a13 - a03*a12;
   5232     float b06 = a20*a31 - a21*a30;
   5233     float b07 = a20*a32 - a22*a30;
   5234     float b08 = a20*a33 - a23*a30;
   5235     float b09 = a21*a32 - a22*a31;
   5236     float b10 = a21*a33 - a23*a31;
   5237     float b11 = a22*a33 - a23*a32;
   5238 
   5239     // Calculate the invert determinant (inlined to avoid double-caching)
   5240     float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
   5241 
   5242     result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
   5243     result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
   5244     result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
   5245     result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
   5246     result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
   5247     result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
   5248     result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
   5249     result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
   5250     result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
   5251     result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
   5252     result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
   5253     result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
   5254     result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
   5255     result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
   5256     result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
   5257     result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
   5258 
   5259     return result;
   5260 }
   5261 
   5262 #endif  // RLGL_IMPLEMENTATION