summaryrefslogtreecommitdiff
path: root/include
diff options
context:
space:
mode:
Diffstat (limited to 'include')
-rw-r--r--include/RSGL.h1925
-rw-r--r--include/RSGL_gl.h1001
2 files changed, 2926 insertions, 0 deletions
diff --git a/include/RSGL.h b/include/RSGL.h
new file mode 100644
index 0000000..3c28e44
--- /dev/null
+++ b/include/RSGL.h
@@ -0,0 +1,1925 @@
+/*
+*
+* Copyright (c) 2021-25 ColleagueRiley ColleagueRiley@gmail.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*
+*
+*/
+
+/*
+ define args
+ (MAKE SURE RSGL_IMPLEMENTATION is in exactly one header or you use -DRSGL_IMPLEMENTATION)
+ #define RSGL_IMPLEMENTATION - makes it so source code is included with header
+
+ #define RSGL_RFONT - do include functions to help with integrating RFont and RSGL
+ #define RSGL_MAX_BATCHES [number of batches] - set max number of batches to be allocated
+ #define RSGL_MAX_VERTS [number of verts] - set max number of verts to be allocated (global, not per batch)
+*/
+#include <stdint.h>
+#ifndef RSGL_MAX_BATCHES
+#define RSGL_MAX_BATCHES 2028
+#endif
+#ifndef RSGL_MAX_VERTS
+#define RSGL_MAX_VERTS 8192
+#endif
+
+#ifndef RSGL_MALLOC
+#include <stdlib.h>
+#define RSGL_MALLOC malloc
+#define RSGL_REALLOC realloc
+#define RSGL_FREE free
+#endif
+
+#ifndef RSGL_SIN
+#include <math.h>
+#define RSGL_SIN sinf
+#define RSGL_COS cosf
+#endif
+
+#ifndef RSGL_UNUSED
+#define RSGL_UNUSED(x) (void) (x);
+#endif
+
+#ifndef RSGL_MEMCPY
+ #include <string.h>
+ #define RSGL_MEMCPY(dest, src, count) memcpy(dest, src, count)
+ #define RSGL_MEMSET(ptr, value, num) memset(ptr, value, num)
+#endif
+
+#ifndef RSGL_H
+#define RSGL_H
+#ifndef RSGLDEF
+#ifdef __APPLE__
+#define RSGLDEF extern inline
+#else
+#define RSGLDEF inline
+#endif
+#endif
+
+#ifndef RSGL_INT_DEFINED
+ #define RSGL_INT_DEFINED
+ #if defined(_MSC_VER) || defined(__SYMBIAN32__)
+ typedef unsigned char u8;
+ typedef signed char i8;
+ typedef unsigned short u16;
+ typedef signed short i16;
+ typedef unsigned int u32;
+ typedef signed int i32;
+ typedef unsigned long long u64;
+ typedef signed long long i64;
+ #else
+ #include <stdint.h>
+
+ typedef uint8_t u8;
+ typedef int8_t i8;
+ typedef uint16_t u16;
+ typedef int16_t i16;
+ typedef uint32_t u32;
+ typedef int32_t i32;
+ typedef uint64_t u64;
+ typedef int64_t i64;
+ #endif
+#endif
+
+#ifndef RSGL_BOOL_DEFINED
+#define RSGL_BOOL_DEFINED
+
+#include <stdbool.h>
+typedef bool RSGL_bool;
+#endif
+
+#define RSGL_TRUE (RSGL_bool)1
+#define RSGL_FALSE (RSGL_bool)0
+
+typedef enum RSGL_textureFormat {
+ RSGL_formatNone = 0,
+ RSGL_formatRGB, /*!< 8-bit RGB (3 channels) */
+ RSGL_formatBGR, /*!< 8-bit BGR (3 channels) */
+ RSGL_formatRGBA, /*!< 8-bit RGBA (4 channels) */
+ RSGL_formatBGRA, /*!< 8-bit BGRA (4 channels) */
+ RSGL_formatRed, /*!< 8-bit RED (1 channel) */
+ RSGL_formatGrayscale, /*!< 8-bit grayscale (1 channel) */
+ RSGL_formatGrayscaleAlpha, /*!< 8-bit grayscale alpha (1 channel) */
+ RSGL_formatCount
+} RSGL_textureFormat;
+
+typedef enum RSGL_textureDataType {
+ RSGL_textureDataInt = 0,
+ RSGL_textureDataFloat
+} RSGL_textureDataType;
+
+typedef enum RSGL_textureFilter {
+ RSGL_filterNearest = 0,
+ RSGL_filterLinear
+} RSGL_textureFilter;
+
+typedef struct RSGL_textureBlob {
+ void* data; /* input data */
+ size_t width; /* width of the texture */
+ size_t height; /* height of the texture */
+ RSGL_textureDataType dataType;
+ RSGL_textureFormat dataFormat; /* format of the input data */
+ RSGL_textureFormat textureFormat; /* final format for the texture */
+ RSGL_textureFilter minFilter; /* filter used when rendering a surface smaller than the base texture */
+ RSGL_textureFilter magFilter; /* filter used when rendering a surface bigger than the base texture */
+} RSGL_textureBlob;
+
+#ifndef RSGL_texture
+#define RSGL_texture size_t
+#endif
+
+#ifndef RSGL_framebuffer
+#define RSGL_framebuffer size_t
+#endif
+
+/*
+*******
+RSGL shapes
+*******
+*/
+
+#ifndef RSGL_rect
+typedef struct RSGL_rect { float x, y, w, h; } RSGL_rect;
+#endif
+
+#define RSGL_RECT(x, y, w, h) (RSGL_rect){(float)x, (float)y, (float)w, (float)h}
+
+#ifndef RSGL_cube
+typedef struct RSGL_cube { float x, y, z, w, h, l; } RSGL_cube;
+#endif
+
+#define RSGL_CUBE(x, y, z, w, h, l) (RSGL_cube){(float)x, (float)y, (float)z, (float)w, (float)h, (float)l}
+
+#ifndef RSGL_vec2D
+typedef struct RSGL_vec2D { float x, y; } RSGL_vec2D;
+#endif
+#define RSGL_VEC2D(x, y) (RSGL_vec2D){(float)x, (float)y}
+
+#ifndef RSGL_vec3D
+typedef struct RSGL_vec3D { float x, y, z; } RSGL_vec3D;
+#endif
+
+#define RSGL_VEC3D(x, y, z) (RSGL_vec3D){(float)x, (float)y, (float)z}
+
+#define RSGL_TRIANGLE(p1, p2, p3) (RSGL_vec3D[3]){p1, p2, p3}
+#define RSGL_createTriangle(p1x, p1y, p1z, p2x, p2y, p2z, p3x, p3y, p3z) RSGL_TRIANGLE3D(RSGL_VEC3D(p1x, p1y, p1z), RSGL_VEC3D(p2x, p2y, p2z), RSGL_VEC3D(p3x, p3y, p3z))
+
+/*
+the color stucture is in
+ABGR by default for performance reasons
+(converting color to hex for example)
+*/
+#ifndef RSGL_color
+typedef struct RSGL_color {
+ u8 a, b, g, r;
+} RSGL_color;
+#endif
+
+#define RSGL_RGBA(r, g, b, a) ((RSGL_color){(u8)(a), (u8)(b), (u8)(g), (u8)(r)})
+#define RSGL_RGB(r, g, b) ((RSGL_color){255, (u8)(b), (u8)(g), (u8)(r)})
+
+#define RSGL_COLOR_TO_HEX(color) ((u32)(color) & 0xFFFFFF00)
+#define RSGL_RGB_TO_HEX(r, g, b, a) (RSGL_COLOR_TO_HEX(RSGL_RGBA(r, g, b, a)))
+#define RSGL_RGBA_TO_HEX(r, g, b) (RSGL_COLOR_TO_HEX(RSGL_RGB(r, g, b, a)))
+
+/*
+*********************
+RSGL matrix math
+*********************
+*/
+
+#ifndef RSGL_mat4
+typedef struct RSGL_mat4 {
+ float m[16];
+} RSGL_mat4;
+#endif
+
+RSGLDEF RSGL_mat4 RSGL_mat4_loadIdentity(void);
+RSGLDEF RSGL_mat4 RSGL_mat4_scale(float matrix[16], float x, float y, float z);
+RSGLDEF RSGL_mat4 RSGL_mat4_rotate(float matrix[16], float angle, float x, float y, float z);
+RSGLDEF RSGL_mat4 RSGL_mat4_translate(float matrix[16], float x, float y, float z);
+RSGLDEF RSGL_mat4 RSGL_mat4_perspective(float matrix[16], float fovY, float aspect, float zNear, float zFar);
+RSGLDEF RSGL_mat4 RSGL_mat4_ortho(float matrix[16], float left, float right, float bottom, float top, float znear, float zfar);
+RSGLDEF RSGL_mat4 RSGL_mat4_lookAt(float matrix[16], float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ);
+
+RSGLDEF RSGL_mat4 RSGL_mat4_multiply(float left[16], float right[16]);
+
+RSGLDEF RSGL_vec3D RSGL_mat4_multiplyPoint(RSGL_mat4 matrix, RSGL_vec3D point);
+
+/*
+*******
+RSGL_perspective
+*******
+*/
+
+typedef enum RSGL_projectionType {
+ RSGL_projectionOrtho2D = 0,
+ RSGL_projectionOrtho3D,
+ RSGL_projectionPerspective3D,
+} RSGL_projectionType;
+
+typedef struct RSGL_projection2D {
+ RSGL_projectionType type;
+ u32 width;
+ u32 height;
+} RSGL_projection2D;
+
+typedef struct RSGL_projection3D {
+ RSGL_projectionType type;
+ float fov;
+ float ratio;
+ float pNear;
+ float pFar;
+} RSGL_projection3D;
+
+typedef union RSGL_projection {
+ RSGL_projectionType type;
+ RSGL_projection2D p2D;
+ RSGL_projection3D p3D;
+} RSGL_projection;
+
+RSGLDEF RSGL_mat4 RSGL_projection_getMatrix(const RSGL_projection* projection);
+
+/*
+*********************
+RSGL renderer
+*********************
+*/
+
+/* used internally for RSGL_deleteProgram */
+typedef enum RSGL_shaderType {
+ RSGL_shaderTypeNone = 0,
+ RSGL_shaderTypeStandard = 1, /* standard vertex+fragment shader */
+ RSGL_shaderTypeCompute = 2,
+ RSGL_shaderTypeGeometry = 4, /* unimplemented as of now */
+} RSGL_shaderType;
+
+/* shader program and blob */
+typedef struct RSGL_programBlob {
+ const char* vertex;
+ size_t vertexLen;
+ const char* fragment;
+ size_t fragmentLen;
+} RSGL_programBlob;
+
+typedef struct RSGL_programInfo {
+ size_t program;
+ size_t perspectiveView;
+ size_t model;
+ size_t vertexPosition;
+ size_t vertexTexCoord;
+ size_t vertexColor;
+
+ RSGL_shaderType type;
+} RSGL_programInfo;
+
+typedef struct RSGL_BATCH {
+ size_t start, len; /* when batch starts and it's length */
+ size_t elmStart, elmCount; /* when element batch starts and it's length */
+ u32 type;
+ RSGL_texture tex;
+ float lineWidth;
+ RSGL_mat4 matrix;
+} RSGL_BATCH; /* batch data type for rendering */
+
+typedef struct RSGL_renderData {
+ float* verts;
+ float* texCoords;
+ float* colors;
+ u16* elements;
+ size_t elements_count;
+ size_t len; /* number of verts */
+
+ RSGL_mat4 perspective; /* perspective matrix */
+} RSGL_renderData;
+
+typedef enum RSGL_bufferType {
+ RSGL_arrayBuffer = 0,
+ RSGL_elementArrayBuffer,
+ RSGL_shaderStorageBuffer,
+ RSGL_textureBuffer,
+ RSGL_uniformBuffer
+} RSGL_bufferType;
+
+typedef struct RSGL_renderBuffers {
+ size_t vertex, color, texture, elements;
+ size_t maxVerts;
+
+ RSGL_BATCH batches[RSGL_MAX_BATCHES];
+ size_t batchCount;
+} RSGL_renderBuffers;
+
+typedef struct RSGL_renderState {
+ float* gradient; /* does not allocate any memory */
+
+ RSGL_rect source;
+ RSGL_texture texture;
+ u32 gradient_len;
+
+ RSGL_color color;
+
+ RSGL_vec3D rotate;
+ RSGL_programInfo* program;
+ RSGL_renderBuffers* buffers;
+
+ RSGL_vec3D center;
+ float lineWidth;
+ RSGL_mat4 modelMatrix;
+ RSGL_mat4 viewMatrix;
+ RSGL_mat4 perspectiveMatrix;
+ RSGL_bool forceBatch;
+ RSGL_bool overflow;
+ RSGL_framebuffer framebuffer;
+} RSGL_renderState;
+
+typedef struct RSGL_renderPass {
+ RSGL_programInfo* program;
+ float* matrix;
+ RSGL_renderBuffers* buffers;
+ RSGL_framebuffer framebuffer;
+} RSGL_renderPass;
+
+typedef struct RSGL_rendererProc {
+ size_t (*size)(void); /* get the size of the renderer's internal struct */
+ RSGL_programBlob (*defaultBlob)(void* ctx);
+ void (*initPtr)(void* ctx, void* proc); /* init render backend */
+ void (*freePtr)(void* ctx); /* free render backend */
+ void (*render)(void* ctx, const RSGL_renderPass* pass);
+ void (*clear)(void* ctx, RSGL_framebuffer framebuffer, float r, float g, float b, float a);
+ void (*viewport)(void* ctx, i32 x, i32 y, i32 w, i32 h);
+ void (*setSurface)(void* ctx, void* surface);
+ RSGL_texture (*createTexture)(void* ctx, const RSGL_textureBlob* blob);
+ void (*copyToTexture)(void* ctx, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob);
+ void (*deleteTexture)(void* ctx, RSGL_texture tex);
+ void (*scissorStart)(void* ctx, float x, float y, float w, float h, float renderer_height);
+ void (*scissorEnd)(void* ctx);
+ RSGL_programInfo (*createProgram)(void* ctx, RSGL_programBlob* blob);
+ void (*deleteProgram)(void* ctx, const RSGL_programInfo* program);
+ size_t (*findShaderVariable)(void*, const RSGL_programInfo*, const char*, size_t);
+ void (*updateShaderVariable)(void*, const RSGL_programInfo*, size_t, const float[], u8);
+ RSGL_programInfo (*createComputeProgram)(void* ctx, const char* CShaderCode);
+ void (*dispatchComputeProgram)(void* ctx, const RSGL_programInfo* program, u32 groups_x, u32 groups_y, u32 groups_z);
+ void (*bindComputeTexture)(void* ctx, u32 texture, u8 format);
+ void (*createBuffer)(void* ctx, RSGL_bufferType type, size_t size, const void* data, size_t* buffer);
+ void (*updateBuffer)(void* ctx, RSGL_bufferType type, size_t buffer, void* data, size_t start, size_t len);
+ void (*deleteBuffer)(void* ctx, size_t buffer);
+ RSGL_framebuffer (*createFramebuffer)(void* ctx, size_t width, size_t height);
+ void (*attachFramebuffer)(void* ctx, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel);
+ void (*deleteFramebuffer)(void* ctx, RSGL_framebuffer fbo);
+} RSGL_rendererProc;
+
+typedef struct RSGL_renderer {
+ RSGL_renderData data;
+ RSGL_renderState state;
+ RSGL_rendererProc proc;
+ void* userPtr;
+ void* ctx; /* pointer for the renderer backend to store any internal data it wants/needs */
+
+ RSGL_texture defaultTexture;
+ RSGL_programInfo defaultProgram;
+ RSGL_mat4 defaultPerspectiveMatrix;
+
+ float verts[RSGL_MAX_VERTS * 3];
+ float texCoords[RSGL_MAX_VERTS * 2];
+ float colors[RSGL_MAX_VERTS * 4];
+ u16 elements[RSGL_MAX_VERTS * 6];
+ RSGL_renderBuffers buffers;
+} RSGL_renderer;
+
+RSGLDEF void RSGL_renderer_getRenderState(RSGL_renderer* renderer, RSGL_renderState* state);
+
+RSGLDEF size_t RSGL_renderer_size(RSGL_renderer* renderer);
+
+RSGLDEF void RSGL_renderer_initPtr(RSGL_rendererProc proc,
+ void* loader, /* opengl prozc address ex. wglProcAddress */
+ void* ptr, /* pointer to allocate backend data */
+ RSGL_renderer* renderer
+ );
+
+RSGLDEF RSGL_renderer* RSGL_renderer_init(RSGL_rendererProc proc, void* loader);
+RSGLDEF void RSGL_renderer_updateSize(RSGL_renderer* renderer, size_t width, size_t height);
+RSGLDEF void RSGL_renderer_freePtr(RSGL_renderer* renderer);
+
+RSGLDEF void RSGL_renderer_setSurface(RSGL_renderer* renderer, void* surface);
+
+RSGLDEF void RSGL_renderer_createBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t size, const void* data, size_t* buffer);
+RSGLDEF void RSGL_renderer_updateBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t buffer, void* data, size_t start, size_t len);
+RSGLDEF void RSGL_renderer_deleteBuffer(RSGL_renderer* renderer, size_t buffer);
+
+RSGLDEF void RSGL_renderer_createRenderBuffers(RSGL_renderer* renderer, size_t size, RSGL_renderBuffers* buffers);
+RSGLDEF void RSGL_renderer_deleteRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers);
+
+RSGLDEF void RSGL_renderer_render(RSGL_renderer* renderer); /* draw current batch */
+RSGLDEF void RSGL_renderer_updateRenderBuffers(RSGL_renderer* renderer);
+RSGLDEF void RSGL_renderer_renderBuffers(RSGL_renderer* renderer);
+
+RSGLDEF void RSGL_renderer_free(RSGL_renderer* renderer);
+
+RSGLDEF void RSGL_renderer_setRotate(RSGL_renderer* renderer, RSGL_vec3D rotate); /* apply rotation to drawing */
+RSGLDEF void RSGL_renderer_setTexture(RSGL_renderer* renderer, RSGL_texture texture); /* apply texture to drawing */
+RSGLDEF void RSGL_renderer_setTextureSource(RSGL_renderer* renderer, RSGL_texture texture, RSGL_rect rect); /* apply texture to drawing (limited to the given rect) */
+RSGLDEF void RSGL_renderer_setColor(RSGL_renderer* renderer, RSGL_color color); /* apply color to drawing */
+RSGLDEF void RSGL_renderer_setProgram(RSGL_renderer* renderer, RSGL_programInfo* program); /* use shader program for drawing */
+RSGLDEF void RSGL_renderer_setFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer framebuffer);
+RSGLDEF void RSGL_renderer_setRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers);
+RSGLDEF void RSGL_renderer_setGradient(RSGL_renderer* renderer,
+ float* gradient, /* array of gradients */
+ size_t len /* length of array */
+ ); /* apply gradient to drawing, based on color list*/
+RSGLDEF void RSGL_renderer_setCenter(RSGL_renderer* renderer, RSGL_vec3D center); /* the center of the drawing (or shape), this is used for rotation */
+RSGLDEF void RSGL_renderer_setOverflow(RSGL_renderer* renderer, RSGL_bool overflow);
+/* args clear after a draw function by default, this toggles that */
+RSGLDEF void RSGL_renderer_clearArgs(RSGL_renderer* renderer); /* clears the args */
+
+RSGLDEF RSGL_mat4 RSGL_renderer_initDrawMatrix(RSGL_renderer* renderer, RSGL_vec3D center);
+
+/* renders the current batches */
+RSGLDEF void RSGL_renderer_clear(RSGL_renderer* renderer, RSGL_color color);
+RSGLDEF void RSGL_renderer_viewport(RSGL_renderer* renderer, RSGL_rect rect);
+/* create a texture based on a given bitmap, this must be freed later using RSGL_deleteTexture or opengl*/
+RSGLDEF RSGL_texture RSGL_renderer_createTexture(RSGL_renderer* renderer, const RSGL_textureBlob* blob);
+/* updates an existing texture wiht a new bitmap */
+RSGLDEF void RSGL_renderer_copyToTexture(RSGL_renderer* renderer, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob);
+/* delete a texture */
+RSGLDEF void RSGL_renderer_deleteTexture(RSGL_renderer* renderer, RSGL_texture tex);
+RSGLDEF RSGL_framebuffer RSGL_renderer_createFramebuffer(RSGL_renderer* renderer, size_t width, size_t height);
+RSGLDEF void RSGL_renderer_attachFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel);
+RSGLDEF void RSGL_renderer_deleteFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo);
+/* starts scissoring */
+RSGLDEF void RSGL_renderer_scissorStart(RSGL_renderer* renderer, RSGL_rect scissor, i32 height);
+/* stops scissoring */
+RSGLDEF void RSGL_renderer_scissorEnd(RSGL_renderer* renderer);
+/* custom shader program */
+RSGLDEF RSGL_programBlob RSGL_renderer_defaultBlob(RSGL_renderer* ctx);
+RSGLDEF RSGL_programInfo RSGL_renderer_createProgram(RSGL_renderer* renderer, RSGL_programBlob* blob);
+RSGLDEF void RSGL_renderer_deleteProgram(RSGL_renderer* renderer, const RSGL_programInfo* program);
+RSGLDEF size_t RSGL_renderer_findShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, const char* var, size_t len);
+RSGLDEF void RSGL_renderer_updateShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, size_t var, const float value[], u8 len);
+RSGLDEF void RSGL_renderer_forceBatch(RSGL_renderer* renderer);
+
+RSGLDEF void RSGL_renderer_setPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix);
+RSGLDEF void RSGL_renderer_setDefaultPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix);
+
+RSGLDEF void RSGL_renderer_setModelMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix);
+RSGLDEF void RSGL_renderer_resetModelMatrix(RSGL_renderer* renderer);
+
+RSGLDEF RSGL_programInfo RSGL_renderer_createComputeProgram(RSGL_renderer* renderer, const char *CShaderCode);
+RSGLDEF void RSGL_renderer_dispatchComputeProgram(RSGL_renderer* renderer, const RSGL_programInfo* program, u32 groups_x, u32 groups_y, u32 groups_z);
+RSGLDEF void RSGL_renderer_bindComputeTexture(RSGL_renderer* renderer, u32 texture, u8 format);
+
+/*
+*******
+RSGL_draw low level
+*******
+RSGL_drawRawVerts is a function used internally by RSGL, but you can use it yourself
+RSGL_drawRawVerts batches a given set of points based on th data to be rendered
+*/
+
+typedef enum RSGL_drawType {
+ RSGL_TRIANGLES = 0,
+ RSGL_POINTS = 1,
+ RSGL_LINES = 2
+} RSGL_drawType;
+
+typedef struct RSGL_rawVerts {
+ RSGL_drawType type;
+ float* verts;
+ float* texCoords;
+ u16* elements;
+ size_t elmCount;
+ size_t vert_count;
+} RSGL_rawVerts;
+
+RSGLDEF i32 RSGL_drawRawVerts(RSGL_renderer* renderer, const RSGL_rawVerts* data);
+
+/*
+ ******
+ * Rfont_RSGL RFont integration *
+ ******
+ * */
+
+#ifdef RSGL_RFONT
+RSGLDEF struct RFont_renderer_proc RFont_RSGL_renderer_proc(void);
+
+RSGLDEF struct RFont_renderer* RFont_RSGL_renderer_init(struct RSGL_renderer* ptr);
+RSGLDEF void RFont_RSGL_renderer_initPtr(struct RSGL_renderer* ptr, struct RFont_renderer* renderer);
+RSGLDEF void RFont_RSGL_renderer_free(struct RFont_renderer* renderer);
+#endif
+
+#endif /* ndef RSGL_H */
+
+/*
+*******
+RSGL high level API
+*******
+*/
+
+#if !defined(RSGL_NO_HIGHLEVEL) && !defined(RSGL_HIGHLEVEL_H)
+
+
+/*
+*******
+RSGL_draw primitives
+*******
+*/
+
+/* 2D shape drawing */
+/* in the function names, F means float */
+
+RSGLDEF i32 RSGL_drawPoint(RSGL_renderer* renderer, RSGL_vec2D p);
+
+RSGLDEF i32 RSGL_drawRect(RSGL_renderer* renderer, RSGL_rect r);
+
+RSGLDEF i32 RSGL_drawRoundRect(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding);
+
+RSGLDEF i32 RSGL_drawPolygon(RSGL_renderer* renderer, RSGL_rect r, u32 sides);
+
+RSGLDEF i32 RSGL_drawArc(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc);
+
+RSGLDEF i32 RSGL_drawOval(RSGL_renderer* renderer, RSGL_rect o);
+
+RSGLDEF i32 RSGL_drawLine(RSGL_renderer* renderer, RSGL_vec2D p1, RSGL_vec2D p2, u32 thickness);
+
+/* 3D objects */
+RSGLDEF i32 RSGL_drawTriangle(RSGL_renderer* renderer, RSGL_vec3D[3]);
+RSGLDEF i32 RSGL_drawPoint3D(RSGL_renderer* renderer, RSGL_vec3D p);
+RSGLDEF i32 RSGL_drawLine3D(RSGL_renderer* renderer, RSGL_vec3D p1, RSGL_vec3D p2, u32 thickness);
+RSGLDEF i32 RSGL_drawCube(RSGL_renderer* renderer, RSGL_cube cube);
+
+/* 2D outlines */
+
+/* thickness means the thickness of the line */
+RSGLDEF i32 RSGL_drawTriangleOutline(RSGL_renderer* renderer, RSGL_vec3D triangle[3], u32 thickness);
+
+RSGLDEF i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness);
+RSGLDEF i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness);
+
+RSGLDEF i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness);
+RSGLDEF i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness);
+
+RSGLDEF i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect r, u32 sides, u32 thickness);
+RSGLDEF i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect r, u32 sides, u32 thickness);
+
+RSGLDEF i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness);
+RSGLDEF i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness);
+
+RSGLDEF i32 RSGL_drawOvalOutline(RSGL_renderer* renderer, RSGL_rect o, u32 thickness);
+
+/*
+*******
+RSGL_view
+*******
+*/
+
+typedef enum RSGL_viewType {
+ RSGL_viewTypeNone = 0,
+ RSGL_viewType2D,
+ RSGL_viewType3D,
+} RSGL_viewType;
+
+typedef struct RSGL_view2D {
+ RSGL_viewType type;
+ RSGL_vec3D offset;
+ RSGL_vec3D target;
+ float rotation;
+ float zoom;
+} RSGL_view2D;
+
+/* RSGL translation */
+typedef struct RSGL_view3D {
+ RSGL_viewType type;
+ RSGL_vec3D pos;
+ RSGL_vec3D target;
+ RSGL_vec3D up;
+} RSGL_view3D;
+
+typedef union RSGL_view {
+ RSGL_viewType type;
+ RSGL_view2D view2D;
+ RSGL_view3D view3D;
+} RSGL_view;
+
+RSGLDEF RSGL_mat4 RSGL_view_getMatrix(const RSGL_view* view);
+
+#endif /* ndef RSGL_HIGHLEVEL_H && ndef RSGL_NO_HIGHLEVEL */
+
+#ifdef RSGL_IMPLEMENTATION
+
+#ifndef M_PI
+ #define M_PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (float)(M_PI / 180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (float)(180.0f / M_PI)
+#endif
+
+#define RSGL_GET_MATRIX_X(x, y, z) (float)(matrix.m[0] * x + matrix.m[4] * y + matrix.m[8] * z + matrix.m[12])
+#define RSGL_GET_MATRIX_Y(x, y, z) (float)(matrix.m[1] * x + matrix.m[5] * y + matrix.m[9] * z + matrix.m[13])
+#define RSGL_GET_MATRIX_Z(x, y, z) (float)(matrix.m[2] * x + matrix.m[6] * y + matrix.m[10] * z + matrix.m[14])
+#define RSGL_GET_MATRIX_W(x, y, z) (float)(matrix.m[2] * x + matrix.m[7] * y + matrix.m[11] * z + matrix.m[15])
+
+#define RSGL_GET_MATRIX_POINT(x, y, z) \
+ RSGL_GET_MATRIX_X((x), (y), (z)) / RSGL_GET_MATRIX_W((x), (y), (z)), \
+ RSGL_GET_MATRIX_Y((x), (y), (z)) / RSGL_GET_MATRIX_W((x), (y), (z)), \
+ RSGL_GET_MATRIX_Z((x), (y), (z)) / RSGL_GET_MATRIX_W((x), (y), (z))
+
+#define RSGL_GET_MATRIX_POINTW(x, y, z) \
+ RSGL_GET_MATRIX_X(x, y, z), \
+ RSGL_GET_MATRIX_Y(x, y, z), \
+ RSGL_GET_MATRIX_Z(x, y, z), \
+ RSGL_GET_MATRIX_W(x, y, z) \
+
+void RSGL_renderer_forceBatch(RSGL_renderer* renderer) {
+ renderer->state.forceBatch = RSGL_TRUE;
+}
+
+void RSGL_renderer_setPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
+ renderer->state.perspectiveMatrix = matrix;
+}
+
+void RSGL_renderer_setDefaultPerspectiveMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
+ renderer->defaultPerspectiveMatrix = matrix;
+}
+
+void RSGL_renderer_setViewMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
+ renderer->state.viewMatrix = matrix;
+}
+void RSGL_renderer_resetViewMatrix(RSGL_renderer* renderer) {
+ RSGL_renderer_setViewMatrix(renderer, RSGL_mat4_loadIdentity());
+}
+
+void RSGL_renderer_setModelMatrix(RSGL_renderer* renderer, RSGL_mat4 matrix) {
+ renderer->state.modelMatrix = matrix;
+ renderer->state.forceBatch = RSGL_TRUE;
+}
+
+
+void RSGL_renderer_resetModelMatrix(RSGL_renderer* renderer) {
+ RSGL_renderer_setModelMatrix(renderer, RSGL_mat4_loadIdentity());
+}
+
+void RSGL_renderer_getRenderState(RSGL_renderer* renderer, RSGL_renderState* state) {
+ if (state) *state = renderer->state;
+}
+
+void RSGL_renderer_setOverflow(RSGL_renderer* renderer, RSGL_bool overflow) {
+ renderer->state.overflow = overflow;
+}
+#include <stdio.h>
+i32 RSGL_drawRawVerts(RSGL_renderer* renderer, const RSGL_rawVerts* data) {
+ if ((renderer->state.buffers->batchCount + 1 >= RSGL_MAX_BATCHES || renderer->data.len + data->vert_count >= renderer->state.buffers->maxVerts) && renderer->state.overflow) {
+ RSGL_renderer_render(renderer);
+ }
+
+ RSGL_BATCH* batch = NULL;
+ RSGL_color c = renderer->state.color;
+
+ if (
+ renderer->state.buffers->batchCount == 0 ||
+ renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1].tex != renderer->state.texture ||
+ renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1].lineWidth != renderer->state.lineWidth ||
+ renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1].type != data->type ||
+ renderer->state.forceBatch
+ ) {
+ renderer->state.forceBatch = RSGL_FALSE;
+ renderer->state.buffers->batchCount += 1;
+
+ batch = &renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1];
+ batch->start = renderer->data.len;
+ batch->len = 0;
+ batch->elmStart = renderer->data.elements_count;
+ batch->elmCount = 0;
+ batch->type = data->type;
+ batch->tex = renderer->state.texture;
+ batch->lineWidth = renderer->state.lineWidth;
+ batch->matrix = renderer->state.modelMatrix;
+ } else {
+ batch = &renderer->state.buffers->batches[renderer->state.buffers->batchCount - 1];
+ }
+
+ if (batch == NULL) {
+ return -1;
+ }
+
+ batch->elmCount += data->elmCount;
+ batch->len += data->vert_count;
+
+ RSGL_MEMCPY(&renderer->data.verts[renderer->data.len * 3], data->verts, data->vert_count * sizeof(float) * 3);
+ RSGL_MEMCPY(&renderer->data.texCoords[renderer->data.len * 2], data->texCoords, data->vert_count * sizeof(float) * 2);
+
+ size_t i;
+ for (i = 0; i < data->elmCount; i++) {
+ size_t index = renderer->data.elements_count + i;
+ u16 elm = data->elements[i] + (u16)renderer->data.len;
+ renderer->data.elements[index] = elm;
+ }
+
+ renderer->data.elements_count += data->elmCount;
+
+ float color[4] = {c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f};
+
+ if (renderer->state.gradient_len && renderer->state.gradient && (i64)(data->vert_count - 1) > 0) {
+ RSGL_MEMCPY(&renderer->data.colors[renderer->data.len * 4], color, sizeof(float) * 4);
+ RSGL_MEMCPY(&renderer->data.colors[renderer->data.len * 4 + 4], renderer->state.gradient, (data->vert_count - 1) * sizeof(float) * 4);
+ }
+ else {
+ size_t i;
+ for (i = 0; i < data->vert_count * 4; i += 4)
+ RSGL_MEMCPY(&renderer->data.colors[(renderer->data.len * 4) + i], color, sizeof(float) * 4);
+ }
+
+ renderer->data.len += data->vert_count;
+ return renderer->state.buffers->batchCount - 1;
+}
+
+/*
+*********************
+RSGL_GRAPHICS_CONTEXT
+*********************
+*/
+
+void RSGL_renderer_setSurface(RSGL_renderer* renderer, void* surface) {
+ renderer->proc.setSurface(renderer->ctx, surface);
+}
+
+void RSGL_renderer_createBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t size, const void* data, size_t* buffer) {
+ if (renderer->proc.createBuffer) {
+ renderer->proc.createBuffer(renderer->ctx, type, size, data, buffer);
+ }
+}
+
+void RSGL_renderer_deleteRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers) {
+ RSGL_renderer_deleteBuffer(renderer, buffers->elements);
+ RSGL_renderer_deleteBuffer(renderer, buffers->vertex);
+ RSGL_renderer_deleteBuffer(renderer, buffers->color);
+ RSGL_renderer_deleteBuffer(renderer, buffers->texture);
+}
+
+void RSGL_renderer_createRenderBuffers(RSGL_renderer* renderer, size_t size, RSGL_renderBuffers* buffers) {
+ buffers->maxVerts = size;
+ renderer->proc.createBuffer(renderer->ctx, RSGL_arrayBuffer, size * 3 * sizeof(float), NULL, &buffers->vertex);
+ renderer->proc.createBuffer(renderer->ctx, RSGL_arrayBuffer, size * 4 * sizeof(float), NULL, &buffers->color);
+ renderer->proc.createBuffer(renderer->ctx, RSGL_arrayBuffer, size * 2 * sizeof(float), NULL, &buffers->texture);
+ renderer->proc.createBuffer(renderer->ctx, RSGL_elementArrayBuffer, size * 6 * sizeof(u16), NULL, &buffers->elements);
+}
+
+void RSGL_renderer_updateBuffer(RSGL_renderer* renderer, RSGL_bufferType type, size_t buffer, void* data, size_t start, size_t len) {
+ if (renderer->proc.updateBuffer)
+ renderer->proc.updateBuffer(renderer->ctx, type, buffer, data, start, len);
+}
+
+void RSGL_renderer_deleteBuffer(RSGL_renderer* renderer, size_t buffer) {
+ if (renderer->proc.deleteBuffer)
+ renderer->proc.deleteBuffer(renderer->ctx, buffer);
+}
+
+void RSGL_renderer_updateRenderBuffers(RSGL_renderer* renderer) {
+ RSGL_renderer_updateBuffer(renderer, RSGL_arrayBuffer, renderer->state.buffers->vertex, renderer->data.verts, 0, renderer->data.len * 3 * sizeof(float));
+ RSGL_renderer_updateBuffer(renderer, RSGL_arrayBuffer, renderer->state.buffers->color, renderer->data.colors, 0, renderer->data.len * 4 * sizeof(float));
+ RSGL_renderer_updateBuffer(renderer, RSGL_arrayBuffer, renderer->state.buffers->texture, renderer->data.texCoords, 0, renderer->data.len * 2 * sizeof(float));
+ RSGL_renderer_updateBuffer(renderer, RSGL_elementArrayBuffer, renderer->state.buffers->elements, renderer->data.elements, 0, renderer->data.elements_count * sizeof(u16));
+}
+
+void RSGL_renderer_renderBuffers(RSGL_renderer* renderer) {
+ RSGL_mat4 matrix = RSGL_mat4_multiply(renderer->defaultPerspectiveMatrix.m, renderer->state.perspectiveMatrix.m);
+ matrix = RSGL_mat4_multiply(matrix.m, renderer->state.viewMatrix.m);
+
+
+ RSGL_renderPass pass;
+ pass.program = renderer->state.program;
+ pass.matrix = matrix.m;
+ pass.buffers = renderer->state.buffers;
+ pass.framebuffer = renderer->state.framebuffer;
+
+ if (renderer->proc.render)
+ renderer->proc.render(renderer->ctx, &pass);
+
+ renderer->data.len = 0;
+ renderer->data.elements_count = 0;
+}
+
+void RSGL_renderer_render(RSGL_renderer* renderer) {
+ if (renderer->data.len && renderer->state.buffers->batchCount) {
+ RSGL_renderer_updateRenderBuffers(renderer);
+ }
+
+ RSGL_renderer_renderBuffers(renderer);
+
+ renderer->state.buffers->batchCount = 0;
+}
+
+size_t RSGL_renderer_size(RSGL_renderer* renderer) {
+ if (renderer->proc.size) return renderer->proc.size();
+ return 0;
+}
+
+void RSGL_renderer_initPtr(RSGL_rendererProc proc, void* loader, void* data, RSGL_renderer* renderer) {
+ renderer->ctx = data;
+ renderer->proc = proc;
+ RSGL_renderer_clearArgs(renderer);
+ renderer->state.color = RSGL_RGBA(0, 0, 0, 255);
+
+ renderer->state.modelMatrix = RSGL_mat4_loadIdentity();
+ renderer->data.verts = renderer->verts;
+ renderer->data.texCoords = renderer->texCoords;
+ renderer->data.elements = renderer->elements;
+ renderer->data.colors = renderer->colors;
+ renderer->data.len = 0;
+ renderer->data.elements_count = 0;
+
+ if (renderer->proc.initPtr)
+ renderer->proc.initPtr(renderer->ctx, loader);
+
+ RSGL_renderer_setFramebuffer(renderer, 0);
+
+ RSGL_programBlob pBlob = RSGL_renderer_defaultBlob(renderer);
+ renderer->defaultProgram = RSGL_renderer_createProgram(renderer, &pBlob);
+ RSGL_renderer_setProgram(renderer, &renderer->defaultProgram);
+
+ u8 white[4] = {255, 255, 255, 255};
+ RSGL_textureBlob blob;
+ blob.data = white;
+ blob.width = 1;
+ blob.height = 1;
+ blob.dataType = RSGL_textureDataInt;
+ blob.dataFormat = RSGL_formatRGBA;
+ blob.textureFormat = RSGL_formatRGBA;
+ renderer->defaultTexture = RSGL_renderer_createTexture(renderer, &blob);
+
+ RSGL_renderer_setTexture(renderer, renderer->defaultTexture);
+
+ RSGL_renderer_createRenderBuffers(renderer, RSGL_MAX_VERTS, &renderer->buffers);
+ renderer->buffers.batchCount = 0;
+ renderer->state.buffers = &renderer->buffers;
+
+ RSGL_renderer_setModelMatrix(renderer, RSGL_mat4_loadIdentity());
+ RSGL_renderer_resetViewMatrix(renderer);
+ RSGL_renderer_setPerspectiveMatrix(renderer, RSGL_mat4_loadIdentity());
+}
+
+
+RSGL_renderer* RSGL_renderer_init(RSGL_rendererProc proc, void* loader) {
+ RSGL_renderer* renderer = (RSGL_renderer*)RSGL_MALLOC(sizeof(RSGL_renderer));
+ void* data = RSGL_MALLOC(proc.size());
+ RSGL_renderer_initPtr(proc, loader, data, renderer);
+ return renderer;
+}
+
+void RSGL_renderer_freePtr(RSGL_renderer* renderer) {
+ RSGL_renderer_deleteRenderBuffers(renderer, &renderer->buffers);
+
+ if (renderer->proc.freePtr)
+ renderer->proc.freePtr(renderer->ctx);
+
+ renderer->state.buffers->batchCount = 0;
+ renderer->data.len = 0;
+ renderer->data.elements_count = 0;
+}
+
+void RSGL_renderer_free(RSGL_renderer* renderer) {
+ RSGL_renderer_freePtr(renderer);
+ if (renderer->ctx)
+ RSGL_FREE(renderer->ctx);
+ RSGL_FREE(renderer);
+}
+
+void RSGL_renderer_clear(RSGL_renderer* renderer, RSGL_color color) {
+ if (renderer->proc.clear)
+ renderer->proc.clear(renderer->ctx, renderer->state.framebuffer, ((float)color.r) / 255.0f, ((float)color.g) / 255.0f, ((float)color.b) / 255.0f, ((float)color.a) / 255.0f);
+}
+void RSGL_renderer_viewport(RSGL_renderer* renderer, RSGL_rect rect) { renderer->proc.viewport(renderer->ctx, rect.x, rect.y, rect.w, rect.h); }
+RSGL_texture RSGL_renderer_createTexture(RSGL_renderer* renderer, const RSGL_textureBlob* blob) {
+ RSGL_texture tex = 0;
+ if (renderer->proc.createTexture) tex = renderer->proc.createTexture(renderer->ctx, blob);
+ return tex;
+}
+void RSGL_renderer_copyToTexture(RSGL_renderer* renderer, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob) {
+ return renderer->proc.copyToTexture(renderer->ctx, texture, x, y, blob);
+}
+void RSGL_renderer_deleteTexture(RSGL_renderer* renderer, RSGL_texture tex) { renderer->proc.deleteTexture(renderer->ctx, tex); }
+void RSGL_renderer_scissorStart(RSGL_renderer* renderer, RSGL_rect scissor, i32 height) {
+ renderer->proc.scissorStart(renderer->ctx, scissor.x, scissor.y, scissor.w, scissor.h, height);
+}
+
+RSGL_framebuffer RSGL_renderer_createFramebuffer(RSGL_renderer* renderer, size_t width, size_t height) {
+ RSGL_framebuffer framebuffer = 0;
+ if (renderer->proc.createFramebuffer) {
+ framebuffer = renderer->proc.createFramebuffer(renderer->ctx, width, height);
+ }
+ return framebuffer;
+}
+
+void RSGL_renderer_attachFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel) {
+ if (renderer->proc.attachFramebuffer)
+ renderer->proc.attachFramebuffer(renderer->ctx, fbo, tex, attachType, mipLevel);
+}
+
+void RSGL_renderer_deleteFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer fbo) {
+ if (renderer->proc.deleteFramebuffer)
+ renderer->proc.deleteFramebuffer(renderer->ctx, fbo);
+}
+
+void RSGL_renderer_scissorEnd(RSGL_renderer* renderer) {
+ renderer->proc.scissorEnd(renderer->ctx);
+}
+RSGL_programBlob RSGL_renderer_defaultBlob(RSGL_renderer* renderer) {
+ RSGL_programBlob blob;
+ RSGL_MEMSET(&blob, 0, sizeof(blob));
+
+ if (renderer->proc.defaultBlob) {
+ blob = renderer->proc.defaultBlob(renderer);
+ }
+
+ return blob;
+}
+RSGL_programInfo RSGL_renderer_createProgram(RSGL_renderer* renderer, RSGL_programBlob* blob) {
+ RSGL_programInfo info;
+ RSGL_MEMSET(&info, 0, sizeof(info));
+
+ if (blob->fragment == NULL || blob->vertex == NULL) {
+ RSGL_programBlob pBlob = RSGL_renderer_defaultBlob(renderer);
+ renderer->defaultProgram = RSGL_renderer_createProgram(renderer, &pBlob);
+
+ if (blob->vertex == NULL) {
+ blob->vertex = pBlob.vertex;
+ blob->vertexLen = pBlob.vertexLen;
+ }
+
+ if (blob->fragment == NULL) {
+ blob->fragment = pBlob.fragment;
+ blob->fragmentLen = pBlob.fragmentLen;
+ }
+ }
+
+ if (renderer->proc.createProgram) {
+ info = renderer->proc.createProgram(renderer->ctx, blob);
+ }
+
+ return info;
+}
+void RSGL_renderer_deleteProgram(RSGL_renderer* renderer, const RSGL_programInfo* program) { return renderer->proc.deleteProgram(renderer->ctx, program); }
+
+size_t RSGL_renderer_findShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, const char* var, size_t len) {
+ return renderer->proc.findShaderVariable(renderer->ctx, program, var, len);
+}
+
+void RSGL_renderer_updateShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, size_t var, const float value[], u8 len) {
+ if (renderer->proc.updateShaderVariable) {
+ renderer->proc.updateShaderVariable(renderer->ctx, program, var, value, len);
+ }
+}
+
+RSGL_programInfo RSGL_renderer_createComputeProgram(RSGL_renderer* renderer, const char* CShaderCode) {
+ return renderer->proc.createComputeProgram(renderer->ctx, CShaderCode);
+}
+
+void RSGL_renderer_dispatchComputeProgram(RSGL_renderer* renderer, const RSGL_programInfo* program, u32 groups_x, u32 groups_y, u32 groups_z) {
+ renderer->proc.dispatchComputeProgram(renderer->ctx, program, groups_x, groups_y, groups_z);
+}
+
+void RSGL_renderer_bindComputeTexture(RSGL_renderer* renderer, u32 texture, u8 format) {
+ renderer->proc.bindComputeTexture(renderer->ctx, texture, format);
+}
+
+void RSGL_renderer_updateSize(RSGL_renderer* renderer, size_t width, size_t height) {
+ RSGL_projection projection;
+ projection.p2D.type = RSGL_projectionOrtho2D;
+ projection.p2D.width = width;
+ projection.p2D.height = height;
+
+ RSGL_mat4 matrix = RSGL_projection_getMatrix(&projection);
+ RSGL_renderer_setDefaultPerspectiveMatrix(renderer, matrix);
+}
+
+void RSGL_renderer_setRotate(RSGL_renderer* renderer, RSGL_vec3D rotate){
+ renderer->state.rotate = RSGL_VEC3D(rotate.x * DEG2RAD, rotate.y * DEG2RAD, rotate.z * DEG2RAD);
+}
+void RSGL_renderer_setTexture(RSGL_renderer* renderer, RSGL_texture texture) {
+ if (texture == 0)
+ renderer->state.texture = renderer->defaultTexture;
+ else
+ renderer->state.texture = texture;
+
+ renderer->state.source = RSGL_RECT(0, 0, 1, 1);
+}
+
+void RSGL_renderer_setTextureSource(RSGL_renderer* renderer, RSGL_texture texture, RSGL_rect rect) {
+ RSGL_renderer_setTexture(renderer, texture);
+ renderer->state.source = rect;
+}
+
+void RSGL_renderer_setColor(RSGL_renderer* renderer, RSGL_color color) {
+ renderer->state.color = color;
+}
+
+void RSGL_renderer_setRenderBuffers(RSGL_renderer* renderer, RSGL_renderBuffers* buffers) {
+ if (buffers == NULL)
+ renderer->state.buffers = &renderer->buffers;
+ else
+ renderer->state.buffers = buffers;
+}
+
+void RSGL_renderer_setProgram(RSGL_renderer* renderer, RSGL_programInfo* program) {
+ if (program == NULL)
+ renderer->state.program = &renderer->defaultProgram;
+ else
+ renderer->state.program = program;
+}
+
+void RSGL_renderer_setFramebuffer(RSGL_renderer* renderer, RSGL_framebuffer framebuffer) {
+ renderer->state.framebuffer = framebuffer;
+}
+
+void RSGL_renderer_setGradient(RSGL_renderer* renderer, float gradient[], size_t len) {
+ renderer->state.gradient_len = len;
+ renderer->state.gradient = gradient;
+}
+void RSGL_renderer_setCenter(RSGL_renderer* renderer, RSGL_vec3D center) {
+ renderer->state.center = center;
+}
+
+RSGL_mat4 RSGL_renderer_initDrawMatrix(RSGL_renderer* renderer, RSGL_vec3D center) {
+ RSGL_mat4 matrix = RSGL_mat4_loadIdentity();
+
+ if (renderer->state.rotate.x || renderer->state.rotate.y || renderer->state.rotate.z) {
+ if (renderer->state.center.x != -1 && renderer->state.center.y != -1 && renderer->state.center.z != -1)
+ center = renderer->state.center;
+
+ matrix = RSGL_mat4_translate(matrix.m, center.x, center.y, center.z);
+ matrix = RSGL_mat4_rotate(matrix.m, renderer->state.rotate.z, 0, 0, 1);
+ matrix = RSGL_mat4_rotate(matrix.m, renderer->state.rotate.y, 0, 1, 0);
+ matrix = RSGL_mat4_rotate(matrix.m, renderer->state.rotate.x, 1, 0, 0);
+ matrix = RSGL_mat4_translate(matrix.m, -center.x, -center.y, -center.z);
+ }
+
+ return matrix;
+}
+
+void RSGL_renderer_clearArgs(RSGL_renderer* renderer) {
+ RSGL_MEMSET(&renderer->state, 0, sizeof(renderer->state));
+ renderer->state.center = RSGL_VEC3D(-1, -1, -1);
+ renderer->state.overflow = RSGL_TRUE;
+}
+
+/*
+****
+RFont_RSGL integration
+****
+*/
+
+#ifdef RSGL_RFONT
+
+#ifndef RFONT_H
+
+#ifdef RSGL_INT_DEFINED
+ #ifndef RFONT_INT_DEFINED
+ #define RFONT_INT_DEFINED
+ #endif
+#endif
+
+#include "RFont.h"
+#endif
+
+struct RFont_renderer* RFont_RSGL_renderer_init(struct RSGL_renderer* ptr) {
+ RFont_renderer* renderer = (RFont_renderer*)RFONT_MALLOC(sizeof(RFont_renderer));
+ RFont_renderer_initPtr(RFont_RSGL_renderer_proc(), ptr, renderer);
+ return renderer;
+}
+void RFont_RSGL_renderer_initPtr(struct RSGL_renderer* ptr, struct RFont_renderer* renderer) { RFont_renderer_initPtr(RFont_RSGL_renderer_proc(), ptr, renderer); }
+
+void RFont_RSGL_renderer_free(struct RFont_renderer* renderer) {
+ RFONT_FREE(renderer);
+}
+
+void RFont_RSGL_render_text(RSGL_renderer* renderer, const RFont_render_data* src) {
+ RSGL_texture save = renderer->state.texture;
+ RSGL_renderer_setTexture(renderer, src->atlas);
+
+ RSGL_rawVerts data;
+ data.type = RSGL_TRIANGLES;
+ data.verts = src->verts;
+ data.texCoords = src->tcoords;
+ data.elements = src->elements;
+ data.elmCount = src->nelements;
+ data.vert_count = src->nverts;
+ i32 batch = RSGL_drawRawVerts(renderer, &data);
+ RSGL_UNUSED(batch);
+
+ RSGL_renderer_setTexture(renderer, save);
+}
+
+RFont_texture RFont_RSGL_createAtlas(RSGL_renderer* renderer, u32 atlasWidth, u32 atlasHeight) {
+ RSGL_textureBlob blob;
+ blob.data = NULL;
+ blob.width = atlasWidth;
+ blob.height = atlasWidth;
+ blob.dataType = RSGL_textureDataInt;
+ blob.dataFormat = RSGL_formatRGBA; //RSGL_formatRGBA;
+ blob.textureFormat = RSGL_formatRGBA;//RSGL_formatRGBA;
+ RFont_texture id = RSGL_renderer_createTexture(renderer, &blob);
+ return id;
+}
+
+void RFont_RSGL_deleteAtlas(RSGL_renderer* renderer, RFont_texture atlas) {
+ RSGL_renderer_deleteTexture(renderer, atlas);
+}
+
+void RFont_RSGL_bitmapToAtlas(RSGL_renderer* renderer, RFont_texture atlas, u32 atlasWidth, u32 atlasHeight, u32 maxHeight, u8* bitmap, float w, float h, float* x, float* y) {
+ RSGL_UNUSED(atlasHeight);
+ if (((*x) + w) >= atlasWidth) {
+ *x = 0;
+ *y += (float)maxHeight;
+ }
+
+ RSGL_textureBlob blob;
+ blob.width = w;
+ blob.height = h;
+ blob.dataType = RSGL_textureDataInt;
+ blob.dataFormat = RSGL_formatRGBA;
+ blob.textureFormat = blob.dataFormat;
+
+ u8* newBitmap = (u8*)RSGL_MALLOC(w * h * 4);
+
+ for (size_t indexY = 0; indexY < (size_t)h; indexY++) {
+ for (size_t indexX = 0; indexX < (size_t)w; indexX++) {
+ size_t index = ((indexY * (size_t)w * 4) + indexX * 4);
+ size_t oIndex = ((indexY * (size_t)w) + indexX);
+
+ u8 value = bitmap[oIndex];
+
+ newBitmap[index + 0] = value;
+ newBitmap[index + 1] = value;
+ newBitmap[index + 2] = value;
+ newBitmap[index + 3] = value;
+ }
+ }
+
+ blob.data = newBitmap;
+
+ RSGL_renderer_copyToTexture(renderer, atlas, (size_t)(*x), (size_t)(*y), &blob);
+
+ RSGL_FREE(newBitmap);
+
+ *x += w;
+}
+
+void RFont_RSGL_setFrameBuffer(RSGL_renderer* renderer, u32 width, u32 height) {
+ RSGL_renderer_updateSize(renderer, width, height);
+}
+
+void RFont_RSGL_setColor(RSGL_renderer* renderer, float r, float g, float b, float a) {
+ RSGL_renderer_setColor(renderer, RSGL_RGBA(r * 255.0f, g * 255.0f, b * 255.0f, a * 255.0f));
+}
+
+RFont_renderer_proc RFont_RSGL_renderer_proc(void) {
+ RFont_renderer_proc proc;
+ RSGL_MEMSET(&proc, 0, sizeof(proc));
+ proc.create_atlas = (RFont_texture (*)(void* ctx, u32 atlasWidth, u32 atlasHeight))RFont_RSGL_createAtlas;
+ proc.free_atlas = (void (*)(void*, RSGL_texture))RFont_RSGL_deleteAtlas;
+ proc.bitmap_to_atlas = (void(*)(void*, RFont_texture, u32, u32, u32, u8*, float, float, float*, float*))RFont_RSGL_bitmapToAtlas;
+ proc.render = (void (*)(void*, const RFont_render_data* data))RFont_RSGL_render_text;
+ proc.set_framebuffer = (void (*)(void*, u32, u32))RFont_RSGL_setFrameBuffer;
+ proc.set_color = (void (*)(void*, float, float, float, float))RFont_RSGL_setColor;
+ return proc;
+}
+
+#endif
+
+#if !defined(RSGL_NO_HIGHLEVEL)
+
+/*
+****
+RSGL_draw
+****
+*/
+
+i32 RSGL_drawPoint(RSGL_renderer* renderer, RSGL_vec2D p) {
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, RSGL_VEC3D(p.x, p.y, 0.0f));
+
+ float points[] = {RSGL_GET_MATRIX_POINT((float)p.x, (float)p.y, 0.0f)};
+ float texPoints[] = { renderer->state.source.x, renderer->state.source.y };
+ u16 elements[] = { 0 };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_POINTS;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = 1;
+ data.vert_count = 1;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawRect(RSGL_renderer* renderer, RSGL_rect r) {
+ float texPoints[] = {
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+ };
+
+ RSGL_vec3D center = (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float points[] = {
+ RSGL_GET_MATRIX_POINT(r.x, r.y, 0.0f),
+ RSGL_GET_MATRIX_POINT(r.x, r.y + r.h, 0.0f),
+ RSGL_GET_MATRIX_POINT(r.x + r.w, r.y, 0.0f),
+ RSGL_GET_MATRIX_POINT(r.x + r.w, r.y + r.h, 0.0f),
+ };
+
+ u16 elements[] = {
+ 0, 1, 2,
+ 3, 2, 1
+ };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_TRIANGLES;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = 6;
+ data.vert_count = 4;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawRoundRect(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding) {
+ RSGL_drawRect(renderer, RSGL_RECT(r.x + (rounding.x / 2), r.y, r.w - rounding.x, r.h));
+ RSGL_drawRect(renderer, RSGL_RECT(r.x, r.y + (rounding.y / 2), r.w, r.h - rounding.y));
+
+ RSGL_drawArc(renderer, RSGL_RECT(r.x, r.y, rounding.x, rounding.y), (RSGL_vec2D){180, 270});
+ RSGL_drawArc(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y, rounding.x, rounding.y), (RSGL_vec2D){90, 180});
+ RSGL_drawArc(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y + (r.h - rounding.y), rounding.x, rounding.y), (RSGL_vec2D){0, 90});
+ return RSGL_drawArc(renderer, RSGL_RECT(r.x, r.y + (r.h - rounding.y), rounding.x, rounding.y), (RSGL_vec2D){270, 360});
+}
+
+i32 RSGL_drawPolygonOutlineEx(RSGL_renderer* renderer, RSGL_rect o, u32 sides, RSGL_vec2D arc);
+
+i32 RSGL_drawPolygonEx(RSGL_renderer* renderer, RSGL_rect o, u32 sides, RSGL_vec2D arc) {
+ static float verts[360 * 3];
+ static float texcoords[360 * 2];
+ static u16 elements[360 * 6];
+
+ RSGL_vec3D center = (RSGL_vec3D){o.x + (o.w / 2.0f), o.y + (o.h / 2.0f), 0};
+
+ o = (RSGL_rect){o.x, o.y, o.w / 2, o.h / 2};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float displacement = 360.0f / (float)sides;
+ float angle = displacement * arc.x;
+
+ size_t vIndex = 0;
+ size_t tIndex = 0;
+ size_t iIndex = 0;
+
+ float texCenterX = (0.5 * (renderer->state.source.w));
+ float texCenterY = (0.5 * (renderer->state.source.h));
+
+ RSGL_UNUSED(texCenterX);
+ RSGL_UNUSED(texCenterY);
+
+ {
+ RSGL_vec2D p = {center.x, center.y};
+
+ texcoords[tIndex] = (renderer->state.source.x) + texCenterX;
+ texcoords[tIndex + 1] = (renderer->state.source.y) + texCenterY;
+ float temp[3] = { RSGL_GET_MATRIX_POINT(p.x, p.y, 0.0) };
+ memcpy(verts + vIndex, temp, 3 * sizeof(float));
+
+ angle += displacement;
+ tIndex += 2;
+ vIndex += 3;
+ }
+
+ u32 i;
+ for (i = 0; i < sides + 1; i++) {
+ RSGL_vec2D p = {RSGL_COS(angle * DEG2RAD), RSGL_SIN(angle * DEG2RAD)};
+
+ texcoords[tIndex] = ((p.x + 1.0f) * texCenterX) + (renderer->state.source.x) ;
+ texcoords[tIndex + 1] = ((p.y + 1.0f) * texCenterY) + (renderer->state.source.y);
+
+ float temp[3] = { RSGL_GET_MATRIX_POINT(o.x + o.w + (p.x * o.w), o.y + o.h + (p.y * o.h), 0.0) };
+ memcpy(&verts[vIndex], temp, 3 * sizeof(float));
+
+ elements[iIndex + 0] = i;
+
+ if (i < sides)
+ elements[iIndex + 1] = i + 1;
+ else
+ elements[iIndex + 1] = 1;
+
+ elements[iIndex + 2] = 0;
+
+ angle += displacement;
+ tIndex += 2;
+ vIndex += 3;
+ iIndex += 3;
+ }
+
+ RSGL_rawVerts data;
+ data.type = RSGL_TRIANGLES;
+ data.verts = verts;
+ data.texCoords = texcoords;
+ data.elements = elements;
+ data.elmCount = iIndex;
+ data.vert_count = (vIndex / 3);
+
+ i32 out = RSGL_drawRawVerts(renderer, &data);
+ return out;
+}
+
+i32 RSGL_drawPolygon(RSGL_renderer* renderer, RSGL_rect o, u32 sides) { return RSGL_drawPolygonEx(renderer, o, sides, (RSGL_vec2D){0, (float)sides}); }
+
+
+i32 RSGL_drawArc(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc) {
+ u32 verts = (u32)((float)((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10) + 0.5);
+ verts %= 360;
+
+ return RSGL_drawPolygonEx(renderer, o, verts, arc);
+}
+
+i32 RSGL_drawOval(RSGL_renderer* renderer, RSGL_rect o) {
+ float verts = ((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10);
+ verts = (verts > 360 ? 360 : verts);
+
+ return RSGL_drawPolygonEx(renderer, o, verts, (RSGL_vec2D){0, verts});
+}
+
+/*
+ 3D
+*/
+
+i32 RSGL_drawPoint3D(RSGL_renderer* renderer, RSGL_vec3D p) {
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, p);
+
+ float points[] = {RSGL_GET_MATRIX_POINT((float)p.x, (float)p.y, (float)p.z)};
+ float texPoints[] = { renderer->state.source.x, renderer->state.source.y };
+ u16 elements[] = { 0, };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_POINTS;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = 1;
+ data.vert_count = 1;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawLine3D(RSGL_renderer* renderer, RSGL_vec3D p1, RSGL_vec3D p2, u32 thickness) {
+ renderer->state.lineWidth = thickness;
+
+ RSGL_vec3D center = {(p1.x + p2.x) / 2.0f, (p1.y + p2.y) / 2.0f, (p1.z + p2.z) / 2.0f};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float points[] = {RSGL_GET_MATRIX_POINT(p1.x, p1.y, p1.z), RSGL_GET_MATRIX_POINT(p2.x, p2.y, p2.z)};
+ float texPoints[] = { renderer->state.source.x, renderer->state.source.y, renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h};
+ u16 elements[] = { 0, 1 };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_LINES;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = 4;
+ data.vert_count = 2;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawTriangle(RSGL_renderer* renderer, RSGL_vec3D t[3]) {
+ RSGL_vec3D center = {t[2].x, (t[2].y + t[0].y) / 2.0f, t[1].z};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float points[] = {
+ RSGL_GET_MATRIX_POINT(t[0].x, t[0].y, t[0].z),
+ RSGL_GET_MATRIX_POINT(t[1].x, t[1].y, t[1].z),
+ RSGL_GET_MATRIX_POINT(t[2].x, t[2].y, t[2].z)
+ };
+
+ float texPoints[] = {
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+ ((float)(t[2].x - t[0].x)/t[1].x < 1) ? (renderer->state.source.x + (float)(t[2].x - t[0].x) / t[1].x) : renderer->state.source.x, renderer->state.source.y,
+ };
+
+ u16 elements[] = {
+ 0, 1, 2,
+ };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_TRIANGLES;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = 3;
+ data.vert_count = 3;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawCube(RSGL_renderer* renderer, RSGL_cube cube) {
+ float texPoints[] = {
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+
+ renderer->state.source.x, renderer->state.source.y,
+ renderer->state.source.x, renderer->state.source.y + renderer->state.source.h,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y,
+ renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h,
+ };
+
+ RSGL_vec3D center = {
+ cube.x + (cube.w / 2.0f),
+ cube.y + (cube.h / 2.0f),
+ cube.z
+ };
+
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float points[] = {
+ // Front face
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z),
+ // Back face
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z + cube.l),
+ // Left face
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z),
+ // Right face
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z + cube.l),
+ // Top face
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y + cube.h, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y + cube.h, cube.z + cube.l),
+ // Bottom face
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x, cube.y, cube.z),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z + cube.l),
+ RSGL_GET_MATRIX_POINT(cube.x + cube.w, cube.y, cube.z),
+ };
+
+ u16 elements[] = {
+ 0, 1, 2,
+ 3, 2, 1,
+
+ 4, 5, 6,
+ 7, 6, 5,
+
+ 8, 9, 10,
+ 11, 10, 9,
+
+ 12, 13, 14,
+ 15, 14, 13,
+
+ 16, 17, 18,
+ 19, 18, 17,
+
+ 20, 21, 22,
+ 23, 21, 22,
+ };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_TRIANGLES;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = sizeof(elements) / sizeof(u16);
+ data.vert_count = sizeof(points) / sizeof(float) / 3;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+/*
+outlines
+*/
+
+i32 RSGL_drawLine(RSGL_renderer* renderer, RSGL_vec2D p1, RSGL_vec2D p2, u32 thickness) {
+ renderer->state.lineWidth = thickness;
+
+ RSGL_vec3D center = {(p1.x + p2.x) / 2.0f, (p1.y + p2.y) / 2.0f, 0.0f};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float points[] = {RSGL_GET_MATRIX_POINT(p1.x, p1.y, 0.0f), RSGL_GET_MATRIX_POINT(p2.x, p2.y, 0.0f)};
+ float texPoints[] = { renderer->state.source.x, renderer->state.source.y, renderer->state.source.x + renderer->state.source.w, renderer->state.source.y + renderer->state.source.h};
+
+ u16 elements[] = { 0, 1 };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_LINES;
+ data.verts = points;
+ data.texCoords = texPoints;
+ data.elements = elements;
+ data.elmCount = 4;
+ data.vert_count = 2;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawTriangleOutline(RSGL_renderer* renderer, RSGL_vec3D t[3], u32 thickness) {
+ renderer->state.lineWidth = thickness;
+ RSGL_vec3D center = {t[2].x, (t[2].y + t[0].y) / 2.0f, 0};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ float points[] = {RSGL_GET_MATRIX_POINT(t[2].x, t[2].y, t[2].z),
+ RSGL_GET_MATRIX_POINT(t[0].x, t[0].y,t[0].z),
+ RSGL_GET_MATRIX_POINT(t[0].x, t[0].y, t[0].z),
+ RSGL_GET_MATRIX_POINT(t[1].x, t[1].y,t[1].z),
+ RSGL_GET_MATRIX_POINT(t[1].x, t[1].y, t[1].z),
+ RSGL_GET_MATRIX_POINT(t[2].x, t[2].y, t[2].z)};
+
+ float texCoords[18];
+
+ u16 elements[] = {
+ 0, 1, 2,
+ 3, 2, 1
+ };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_LINES;
+ data.verts = points;
+ data.texCoords = texCoords;
+ data.elements = elements;
+ data.elmCount = 6;
+ data.vert_count = 6;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness) {
+ RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f});
+ RSGL_drawLine(renderer, (RSGL_vec2D){r.x, r.y}, (RSGL_vec2D){r.x + r.w, r.y}, thickness);
+
+ RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f});
+ RSGL_drawLine(renderer, (RSGL_vec2D){r.x, r.y}, (RSGL_vec2D){r.x, r.y + r.h}, thickness);
+
+ RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f});
+ RSGL_drawLine(renderer, (RSGL_vec2D){r.x, r.y + r.h}, (RSGL_vec2D){r.x + r.w, r.y + r.h}, thickness);
+
+ RSGL_renderer_setCenter(renderer, (RSGL_vec3D){r.x + (r.w / 2.0f), r.y + (r.h / 2.0f), 0.0f});
+ return RSGL_drawLine(renderer, (RSGL_vec2D){r.x + r.w, r.y}, (RSGL_vec2D){r.x + r.w, r.y + r.h}, thickness);
+}
+i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness) {
+ RSGL_drawRect(renderer, RSGL_RECT(r.x + (rounding.x/2), r.y, r.w - rounding.x, (int)(thickness + !thickness)));
+ RSGL_drawRect(renderer, RSGL_RECT(r.x + (rounding.x/2), r.y + r.h, r.w - rounding.x, (int)(thickness + !thickness)));
+ RSGL_drawRect(renderer, RSGL_RECT(r.x, r.y + (rounding.y/2), (int)(thickness + !thickness), r.h - rounding.y));
+ RSGL_drawRect(renderer, RSGL_RECT(r.x + r.w, r.y + (rounding.y/2), (int)(thickness + !thickness), r.h - rounding.y));
+
+ RSGL_drawArcOutline(renderer, RSGL_RECT(r.x, r.y, rounding.x, rounding.y), (RSGL_vec2D){180, 270}, thickness);
+ RSGL_drawArcOutline(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y, rounding.x, rounding.y), (RSGL_vec2D){90, 180}, thickness);
+ RSGL_drawArcOutline(renderer, RSGL_RECT(r.x + (r.w - rounding.x), r.y + (r.h - rounding.y) - 1, rounding.x, rounding.y + 2), (RSGL_vec2D){0, 90}, thickness);
+ return RSGL_drawArcOutline(renderer, RSGL_RECT(r.x + 1, r.y + (r.h - rounding.y) - 1, rounding.x, rounding.y + 2), (RSGL_vec2D){270, 360}, thickness);
+}
+
+i32 RSGL_drawPolygonOutlineEx(RSGL_renderer* renderer, RSGL_rect o, u32 sides, RSGL_vec2D arc) {
+ static float verts[360 * 2 * 3];
+ static float texCoords[360 * 2 * 2];
+
+ RSGL_vec3D center = (RSGL_vec3D) {o.x + (o.w / 2.0f), o.y + (o.h / 2.0f), 0.0f};
+ RSGL_mat4 matrix = RSGL_renderer_initDrawMatrix(renderer, center);
+
+ o = (RSGL_rect){o.x + (o.w / 2), o.y + (o.h / 2), o.w / 2, o.h / 2};
+
+ float displacement = 360.0f / (float)sides;
+ float centralAngle = displacement * arc.x;
+
+ i32 i;
+ u32 j;
+ size_t index = 0;
+
+ for (i = arc.x; i < arc.y; i++) {
+ for (j = 0; j < 2; j++) {
+ float temp[3] = {
+ RSGL_GET_MATRIX_POINT(
+ o.x + (RSGL_SIN(DEG2RAD * centralAngle) * o.w),
+ o.y + (RSGL_COS(DEG2RAD * centralAngle) * o.h),
+ (0.0)
+ )
+ };
+ memcpy(verts + index, temp, sizeof(float) * 3);
+
+ if (!j) centralAngle += displacement;
+ index += 3;
+ }
+ }
+
+ u16 elements[] = {
+ 0, 1, 2,
+ 3, 2, 1
+ };
+
+ RSGL_rawVerts data;
+ data.type = RSGL_LINES;
+ data.verts = verts;
+ data.texCoords = texCoords;
+ data.elements = elements;
+ data.elmCount = 6;
+ data.vert_count = 6;
+
+ return RSGL_drawRawVerts(renderer, &data);
+}
+
+i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect o, u32 sides, u32 thickness) {
+ renderer->state.lineWidth = thickness;
+ return RSGL_drawPolygonOutlineEx(renderer, o, sides, (RSGL_vec2D){0, (float)sides});
+}
+i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness) {
+ float verts = ((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10);
+ verts = (verts > 360 ? 360 : verts);
+
+ renderer->state.lineWidth = thickness;
+ return RSGL_drawPolygonOutlineEx(renderer, o, verts, arc);
+}
+
+i32 RSGL_drawOvalOutline(RSGL_renderer* renderer, RSGL_rect o, u32 thickness) {
+ float verts = ((2 * M_PI * ((o.w + o.h) / 2.0f)) / 10);
+ verts = (verts > 360 ? 360 : verts);
+
+ renderer->state.lineWidth = thickness;
+ return RSGL_drawPolygonOutlineEx(renderer, o, verts, (RSGL_vec2D){0, verts});
+}
+
+/*
+******
+RSGL_view
+******
+*/
+
+/* Multiply the current matrix by a rotation matrix */
+RSGL_mat4 RSGL_projection_getMatrix(const RSGL_projection* projection) {
+ RSGL_mat4 matrix = RSGL_mat4_loadIdentity();
+ switch (projection->type) {
+ case RSGL_projectionPerspective3D:
+ matrix = RSGL_mat4_perspective(matrix.m, projection->p3D.fov, projection->p3D.ratio, projection->p3D.pNear, projection->p3D.pFar);
+ break;
+ case RSGL_projectionOrtho3D: {
+ double top = projection->p3D.fov / 2.0;
+ double right = top * projection->p3D.ratio;
+
+ matrix = RSGL_mat4_ortho(matrix.m, -right, right, -top, top, projection->p3D.pNear, projection->p3D.pFar);
+ break;
+ }
+ case RSGL_projectionOrtho2D:
+ matrix = RSGL_mat4_ortho(matrix.m, 0, projection->p2D.width, projection->p2D.height, 0, 0, 1.0);
+ break;
+ default: break;
+ }
+
+ return matrix;
+}
+
+
+RSGL_mat4 RSGL_view_getMatrix(const RSGL_view* view) {
+ RSGL_mat4 matrix = RSGL_mat4_loadIdentity();
+ switch (view->type) {
+ case RSGL_viewType2D:
+ matrix = RSGL_mat4_translate(matrix.m, -view->view2D.target.x, -view->view2D.target.y, -view->view2D.target.z);
+ matrix = RSGL_mat4_rotate(matrix.m, view->view2D.rotation, 0, 0, 1);
+ matrix = RSGL_mat4_scale(matrix.m, view->view2D.zoom, view->view2D.zoom, 1.0f);
+ matrix = RSGL_mat4_translate(matrix.m, view->view2D.offset.x, view->view2D.offset.y, view->view2D.offset.z);
+ break;
+ case RSGL_viewType3D:
+ matrix = RSGL_mat4_lookAt(matrix.m, view->view3D.pos.x, view->view3D.pos.y, view->view3D.pos.z, view->view3D.target.x, view->view3D.target.y, view->view3D.target.z,
+ view->view3D.up.x, view->view3D.up.y, view->view3D.up.z);
+ break;
+ default: break;
+ }
+
+ return matrix;
+}
+
+#endif
+
+/*
+******
+RSGL_Matrix
+******
+*/
+
+
+RSGL_mat4 RSGL_mat4_lookAt(float matrix[16], float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ) {
+ float matLookAt[16];
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ RSGL_vec3D vz = { eyeX - targetX, eyeY - targetY, eyeZ - targetZ };
+
+ RSGL_vec3D v = vz;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vz.x *= ilength;
+ vz.y *= ilength;
+ vz.z *= ilength;
+
+ RSGL_vec3D vx = { upY*vz.z - upZ*vz.y, upZ*vz.x - upX*vz.z, upX*vz.y - upY*vz.x };
+
+ v = vx;
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ vx.x *= ilength;
+ vx.y *= ilength;
+ vx.z *= ilength;
+
+ RSGL_vec3D vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x };
+
+ matLookAt[0] = vx.x;
+ matLookAt[1] = vy.x;
+ matLookAt[2] = vz.x;
+ matLookAt[3] = 0.0f;
+ matLookAt[4] = vx.y;
+ matLookAt[5] = vy.y;
+ matLookAt[6] = vz.y;
+ matLookAt[7] = 0.0f;
+ matLookAt[8] = vx.z;
+ matLookAt[9] = vy.z;
+ matLookAt[10] = vz.z;
+ matLookAt[11] = 0.0f;
+ matLookAt[12] = -(vx.x*eyeX + vx.y*eyeY + vx.z*eyeZ);
+ matLookAt[13] = -(vy.x*eyeX + vy.y*eyeY + vy.z*eyeZ);
+ matLookAt[14] = -(vz.x*eyeX + vz.y*eyeY + vz.z*eyeZ);
+ matLookAt[15] = 1.0f;
+
+ return RSGL_mat4_multiply(matrix, matLookAt);
+}
+
+RSGL_mat4 RSGL_mat4_ortho(float matrix[16], float left, float right, float bottom, float top, float znear, float zfar) {
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ float matOrtho[16] = {
+ (2.0f / rl), 0.0f, 0.0f, 0.0f,
+ 0.0f, (2.0f / tb), 0.0f, 0.00,
+ 0.0f, 0.0f, (-2.0f / fn), 0.0f,
+ (-((float)left + (float)right) / rl), -((float)top + (float)bottom)/tb, (-((float)zfar + (float)znear) / fn), 1.0f
+ };
+
+ return RSGL_mat4_multiply(matrix, matOrtho);
+}
+
+RSGL_mat4 RSGL_mat4_scale(float matrix[16], float x, float y, float z) {
+ RSGL_mat4 result;
+
+ for (int i = 0; i < 16; ++i) {
+ result.m[i] = matrix[i];
+ }
+
+ result.m[0] += matrix[0]*x + matrix[4]*y + matrix[8]*z;
+ result.m[13] += matrix[1]*x + matrix[5]*y + matrix[9]*z;
+ result.m[10] += matrix[2]*x + matrix[6]*y + matrix[10]*z;
+ result.m[11] += matrix[2] + matrix[6] + matrix[10];
+
+ return result;
+}
+
+
+
+/* Multiply the current matrix by a translation matrix */
+RSGL_mat4 RSGL_mat4_translate(float matrix[16], float x, float y, float z) {
+ RSGL_mat4 result;
+
+ for (int i = 0; i < 16; ++i) {
+ result.m[i] = matrix[i];
+ }
+
+ result.m[12] += matrix[0]*x + matrix[4]*y + matrix[8]*z;
+ result.m[13] += matrix[1]*x + matrix[5]*y + matrix[9]*z;
+ result.m[14] += matrix[2]*x + matrix[6]*y + matrix[10]*z;
+
+ return result;
+}
+
+RSGL_mat4 RSGL_mat4_loadIdentity(void) {
+ RSGL_mat4 matrix = (RSGL_mat4) {
+ {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ }
+ };
+
+ return matrix;
+}
+
+RSGL_mat4 RSGL_mat4_rotate(float matrix[16], float angle, float x, float y, float z) {
+ /* Axis vector (x, y, z) normalization */
+ float lengthSquared = x * x + y * y + z * z;
+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) {
+ float inverseLength = 1.0f / sqrtf(lengthSquared);
+ x *= inverseLength;
+ y *= inverseLength;
+ z *= inverseLength;
+ }
+
+ /* Rotation matrix generation */
+ float sinres = RSGL_SIN(angle);
+ float cosres = RSGL_COS(angle);
+ float t = 1.0f - cosres;
+
+ float matRotation[16] = {
+ x * x * t + cosres, y * x * t + z * sinres, z * x * t - y * sinres, 0.0f,
+ x * y * t - z * sinres, y * y * t + cosres, z * y * t + x * sinres, 0.0f,
+ x * z * t + y * sinres, y * z * t - x * sinres, z * z * t + cosres, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ return RSGL_mat4_multiply(matRotation, matrix);
+}
+
+RSGL_mat4 RSGL_mat4_perspective(float matrix[16], float fovY, float aspect, float zNear, float zFar) {
+ fovY = (fovY * DEG2RAD) / 2.0f;
+ const float f = (RSGL_COS(fovY) / RSGL_SIN(fovY));
+
+ float perspective[16] = {
+ (f / aspect), 0.0f, 0.0f, 0.0f,
+ 0, f, 0.0f, 0.0f,
+ 0.0f, 0.0f, (zFar + zNear) / (zNear - zFar), -1.0f,
+ 0.0f, 0.0f, (2.0f * zFar * zNear) / (zNear - zFar), 0.0f
+ };
+
+ return RSGL_mat4_multiply(matrix, perspective);
+}
+
+RSGL_vec3D RSGL_mat4_multiplyPoint(RSGL_mat4 matrix, RSGL_vec3D point) {
+ return (RSGL_vec3D){RSGL_GET_MATRIX_POINT(point.x, point.y, point.z)};
+}
+
+RSGL_mat4 RSGL_mat4_multiply(float left[16], float right[16]) {
+ return (RSGL_mat4) {
+ {
+ left[0] * right[0] + left[1] * right[4] + left[2] * right[8] + left[3] * right[12],
+ left[0] * right[1] + left[1] * right[5] + left[2] * right[9] + left[3] * right[13],
+ left[0] * right[2] + left[1] * right[6] + left[2] * right[10] + left[3] * right[14],
+ left[0] * right[3] + left[1] * right[7] + left[2] * right[11] + left[3] * right[15],
+ left[4] * right[0] + left[5] * right[4] + left[6] * right[8] + left[7] * right[12],
+ left[4] * right[1] + left[5] * right[5] + left[6] * right[9] + left[7] * right[13],
+ left[4] * right[2] + left[5] * right[6] + left[6] * right[10] + left[7] * right[14],
+ left[4] * right[3] + left[5] * right[7] + left[6] * right[11] + left[7] * right[15],
+ left[8] * right[0] + left[9] * right[4] + left[10] * right[8] + left[11] * right[12],
+ left[8] * right[1] + left[9] * right[5] + left[10] * right[9] + left[11] * right[13],
+ left[8] * right[2] + left[9] * right[6] + left[10] * right[10] + left[11] * right[14],
+ left[8] * right[3] + left[9] * right[7] + left[10] * right[11] + left[11] * right[15],
+ left[12] * right[0] + left[13] * right[4] + left[14] * right[8] + left[15] * right[12],
+ left[12] * right[1] + left[13] * right[5] + left[14] * right[9] + left[15] * right[13],
+ left[12] * right[2] + left[13] * right[6] + left[14] * right[10] + left[15] * right[14],
+ left[12] * right[3] + left[13] * right[7] + left[14] * right[11] + left[15] * right[15]
+ }
+ };
+}
+#endif /* RSGL_IMPLEMENTATION */
diff --git a/include/RSGL_gl.h b/include/RSGL_gl.h
new file mode 100644
index 0000000..a28242a
--- /dev/null
+++ b/include/RSGL_gl.h
@@ -0,0 +1,1001 @@
+#ifndef RSGL_H
+#include "RSGL.h"
+#endif
+
+// WebGL doesn't support compute shaders iirc so yeah
+#if defined(__EMSCRIPTEN__) && defined(RSGL_USE_COMPUTE)
+#undef RSGL_USE_COMPUTE
+#endif
+
+#if defined(__EMSCRIPTEN__)
+ #define RSGL_GLES2
+#endif
+
+#if defined(RSGL_GLES3) || defined(RSGL_GLES2)
+ #ifndef RSGL_NO_GL_LOADER
+ #define RSGL_NO_GL_LOADER
+ #endif
+#endif
+
+#if !defined(RSGL_GLES3) && !defined(RSGL_GLES2) && !defined(RSGL_GL2) && !defined(RSGL_GL3)
+ #define RSGL_GL3
+#endif
+
+#ifndef RSGL_GL_H
+#define RSGL_GL_H
+
+typedef struct RSGL_glRenderer {
+ u32 vao;
+} RSGL_glRenderer;
+
+RSGLDEF RSGL_rendererProc RSGL_GL_rendererProc(void);
+RSGLDEF size_t RSGL_GL_size(void);
+
+RSGLDEF RSGL_renderer* RSGL_GL_renderer_init(void* loader);
+RSGLDEF void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer);
+RSGLDEF void RSGL_GL_render(RSGL_glRenderer* ctx, const RSGL_renderPass* pass);
+RSGLDEF void RSGL_GL_initPtr(RSGL_glRenderer* ctx, void* proc); /* init render backend */
+RSGLDEF void RSGL_GL_freePtr(RSGL_glRenderer* ctx); /* free render backend */
+RSGLDEF void RSGL_GL_clear(RSGL_glRenderer* ctx, RSGL_framebuffer framebuffer, float r, float g, float b, float a);
+RSGLDEF void RSGL_GL_viewport(RSGL_glRenderer* ctx, i32 x, i32 y, i32 w, i32 h);
+RSGLDEF void RSGL_GL_createBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t size, const void* data, size_t* buffer);
+RSGLDEF void RSGL_GL_updateBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t buffer, const void* data, size_t start, size_t end);
+RSGLDEF void RSGL_GL_deleteBuffer(RSGL_glRenderer* ctx, size_t buffer);
+RSGLDEF RSGL_programBlob RSGL_GL_defaultBlob(RSGL_glRenderer* ctx);
+/* create a texture based on a given bitmap, this must be freed later using RSGL_deleteTexture or opengl*/
+RSGLDEF RSGL_texture RSGL_GL_createTexture(RSGL_glRenderer* ctx, const RSGL_textureBlob* blob);
+/* updates an existing texture wiht a new bitmap */
+RSGLDEF void RSGL_GL_copyToTexture(RSGL_glRenderer* ctx, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob);
+/* delete a texture */
+RSGLDEF void RSGL_GL_deleteTexture(RSGL_glRenderer* ctx, RSGL_texture tex);
+/* starts scissoring */
+RSGLDEF void RSGL_GL_scissorStart(RSGL_glRenderer* ctx, float x, float y, float w, float h, float renderer_height);
+/* stops scissoring */
+RSGLDEF void RSGL_GL_scissorEnd(RSGL_glRenderer* ctx);
+/* program loading */
+RSGLDEF RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* blob);
+RSGLDEF void RSGL_GL_deleteProgram(RSGL_glRenderer* ctx, const RSGL_programInfo* program);
+RSGLDEF size_t RSGL_GL_findShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, const char* var, const size_t len);
+RSGLDEF void RSGL_GL_updateShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, size_t var, const float value[], u8 len);
+
+RSGLDEF RSGL_framebuffer RSGL_GL_createFramebuffer(RSGL_glRenderer* renderer, size_t width, size_t height);
+RSGLDEF void RSGL_GL_attachFramebuffer(RSGL_glRenderer* renderer, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel);
+RSGLDEF void RSGL_GL_deleteFramebuffer(RSGL_glRenderer* renderer, RSGL_framebuffer fbo);
+
+#ifdef RSGL_USE_COMPUTE
+RSGLDEF RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char* CShaderCode);
+RSGLDEF void RSGL_GL_dispatchComputeProgram(RSGL_glRenderer* ctx, RSGL_programInfo program, u32 groups_x, u32 groups_y, u32 groups_z);
+RSGLDEF void RSGL_GL_bindComputeTexture(RSGL_glRenderer* ctx, u32 texture, u8 format);
+#endif
+#endif
+
+#ifdef RSGL_IMPLEMENTATION
+
+RSGL_renderer* RSGL_GL_renderer_init(void* loader) { return RSGL_renderer_init(RSGL_GL_rendererProc(), loader); }
+void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer) { return RSGL_renderer_initPtr(RSGL_GL_rendererProc(), loader, ptr, renderer); }
+
+
+/* prevent winapi conflicts (opengl includes windows.h for some reason) */
+#define OEMRESOURCE
+
+#define GL_GLEXT_PROTOTYPES
+
+#ifndef __APPLE__
+#include <GL/gl.h>
+#else
+#include <OpenGL/gl.h>
+#include <OpenGL/glext.h>
+#endif
+
+#if defined(RSGL_GLES3)
+ #include <GLES3/gl3.h>
+#elif defined(RSGL_GLES2)
+ #include <GLES2/gl2.h>
+#endif
+
+#if defined(_WIN32)
+typedef char GLchar;
+typedef int GLsizei;
+#include <GL/glext.h>
+#endif
+
+#ifndef RSGL_NO_GL_LOADER
+
+typedef void (*RSGL_gl_proc)(void); // function pointer equivalent of void*
+#define RSGL_PROC_DEF(proc, name) name##SRC = (name##PROC)(RSGL_gl_proc)proc(#name)
+
+typedef void (*RSGLapiproc)(void);
+typedef RSGLapiproc (*RSGLloadfunc)(const char *name);
+
+typedef void (*glShaderSourcePROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+typedef GLuint (*glCreateShaderPROC) (GLenum type);
+typedef void (*glCompileShaderPROC) (GLuint shader);
+typedef GLuint (*glCreateProgramPROC) (void);
+typedef void (*glAttachShaderPROC) (GLuint program, GLuint shader);
+typedef void (*glBindAttribLocationPROC) (GLuint program, GLuint index, const GLchar *name);
+typedef void (*glLinkProgramPROC) (GLuint program);
+typedef void (*glBindBufferPROC) (GLenum target, GLuint buffer);
+typedef void (*glBufferDataPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+typedef void (*glEnableVertexAttribArrayPROC) (GLuint index);
+typedef void (*glVertexAttribPointerPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+typedef void (*glDisableVertexAttribArrayPROC) (GLuint index);
+typedef void (*glDeleteBuffersPROC) (GLsizei n, const GLuint *buffers);
+typedef void (*glUseProgramPROC) (GLuint program);
+typedef void (*glDetachShaderPROC) (GLuint program, GLuint shader);
+typedef void (*glDeleteShaderPROC) (GLuint shader);
+typedef void (*glDeleteProgramPROC) (GLuint program);
+typedef void (*glBufferSubDataPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+typedef void (*glGetShaderivPROC)(GLuint shader, GLenum pname, GLint *params);
+typedef void (*glGetShaderInfoLogPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (*glGetProgramivPROC)(GLuint program, GLenum pname, GLint *params);
+typedef void (*glGetProgramInfoLogPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (*glGenBuffersPROC)(GLsizei n, GLuint *buffers);
+typedef GLint (*glGetUniformLocationPROC)(GLuint program, const GLchar *name);
+typedef GLint (*glGetAttribLocationPROC)(GLuint program, const GLchar *name);
+typedef void (*glUniformMatrix4fvPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (*glTexImage2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+typedef void (*glActiveTexturePROC) (GLenum texture);
+typedef void (*glUniform1fPROC) (GLint location, GLfloat v0);
+typedef void (*glUniform2fPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (*glUniform3fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (*glUniform4fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ typedef void (*glGenVertexArraysPROC)(GLsizei n, GLuint *arrays);
+ typedef void (*glBindVertexArrayPROC)(GLuint array);
+ typedef void (*glDeleteVertexArraysPROC) (GLsizei n, const GLuint *arrays);
+
+ glGenVertexArraysPROC glGenVertexArraysSRC = NULL;
+ glBindVertexArrayPROC glBindVertexArraySRC = NULL;
+ glDeleteVertexArraysPROC glDeleteVertexArraysSRC = NULL;
+#endif
+
+glShaderSourcePROC glShaderSourceSRC = NULL;
+glCreateShaderPROC glCreateShaderSRC = NULL;
+glCompileShaderPROC glCompileShaderSRC = NULL;
+glCreateProgramPROC glCreateProgramSRC = NULL;
+glAttachShaderPROC glAttachShaderSRC = NULL;
+glBindAttribLocationPROC glBindAttribLocationSRC = NULL;
+glLinkProgramPROC glLinkProgramSRC = NULL;
+glBindBufferPROC glBindBufferSRC = NULL;
+glBufferDataPROC glBufferDataSRC = NULL;
+glEnableVertexAttribArrayPROC glEnableVertexAttribArraySRC = NULL;
+glVertexAttribPointerPROC glVertexAttribPointerSRC = NULL;
+glDisableVertexAttribArrayPROC glDisableVertexAttribArraySRC = NULL;
+glDeleteBuffersPROC glDeleteBuffersSRC = NULL;
+glUseProgramPROC glUseProgramSRC = NULL;
+glDetachShaderPROC glDetachShaderSRC = NULL;
+glDeleteShaderPROC glDeleteShaderSRC = NULL;
+glDeleteProgramPROC glDeleteProgramSRC = NULL;
+glBufferSubDataPROC glBufferSubDataSRC = NULL;
+glGetShaderivPROC glGetShaderivSRC = NULL;
+glGetShaderInfoLogPROC glGetShaderInfoLogSRC = NULL;
+glGetProgramivPROC glGetProgramivSRC = NULL;
+glGetProgramInfoLogPROC glGetProgramInfoLogSRC = NULL;
+glGenBuffersPROC glGenBuffersSRC = NULL;
+glGetUniformLocationPROC glGetUniformLocationSRC = NULL;
+glGetAttribLocationPROC glGetAttribLocationSRC = NULL;
+glUniformMatrix4fvPROC glUniformMatrix4fvSRC = NULL;
+glActiveTexturePROC glActiveTextureSRC = NULL;
+glUniform1fPROC glUniform1fSRC = NULL;
+glUniform2fPROC glUniform2fSRC = NULL;
+glUniform3fPROC glUniform3fSRC = NULL;
+glUniform4fPROC glUniform4fSRC = NULL;
+
+typedef void (*glBindFramebufferPROC) (GLenum target, GLuint framebuffer);
+typedef void (*glGenFramebuffersPROC) (GLsizei n, GLuint *ids);
+typedef void (*glDeleteFramebuffersPROC) (GLsizei n, GLuint *framebuffers);
+typedef void (*glFramebufferTexture2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+
+#ifdef RSGL_USE_COMPUTE
+typedef void (*glDispatchComputePROC)(GLuint x, GLuint y, GLuint z);
+glDispatchComputePROC glDispatchComputeSRC = NULL;
+
+typedef void (*glMemoryBarrierPROC)(GLenum e);
+glMemoryBarrierPROC glMemoryBarrierSRC = NULL;
+
+typedef void (*glBindImageTexturePROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+glBindImageTexturePROC glBindImageTextureSRC = NULL;
+
+#endif
+
+glBindFramebufferPROC glBindFramebufferSRC = NULL;
+glGenFramebuffersPROC glGenFramebuffersSRC = NULL;
+glDeleteFramebuffersPROC glDeleteFramebuffersSRC = NULL;
+glFramebufferTexture2DPROC glFramebufferTexture2DSRC = NULL;
+
+#define glUniform1f glUniform1fSRC
+#define glUniform2f glUniform2fSRC
+#define glUniform3f glUniform3fSRC
+#define glUniform4f glUniform4fSRC
+#define glActiveTexture glActiveTextureSRC
+#define glShaderSource glShaderSourceSRC
+#define glCreateShader glCreateShaderSRC
+#define glCompileShader glCompileShaderSRC
+#define glCreateProgram glCreateProgramSRC
+#define glAttachShader glAttachShaderSRC
+#define glBindAttribLocation glBindAttribLocationSRC
+#define glLinkProgram glLinkProgramSRC
+#define glBindBuffer glBindBufferSRC
+#define glBufferData glBufferDataSRC
+#define glEnableVertexAttribArray glEnableVertexAttribArraySRC
+#define glVertexAttribPointer glVertexAttribPointerSRC
+#define glDisableVertexAttribArray glDisableVertexAttribArraySRC
+#define glDeleteBuffers glDeleteBuffersSRC
+#define glUseProgram glUseProgramSRC
+#define glDetachShader glDetachShaderSRC
+#define glDeleteShader glDeleteShaderSRC
+#define glDeleteProgram glDeleteProgramSRC
+#define glBufferSubData glBufferSubDataSRC
+#define glGetShaderiv glGetShaderivSRC
+#define glGetShaderInfoLog glGetShaderInfoLogSRC
+#define glGetProgramiv glGetProgramivSRC
+#define glGetProgramInfoLog glGetProgramInfoLogSRC
+#define glGenBuffers glGenBuffersSRC
+#define glGetUniformLocation glGetUniformLocationSRC
+#define glGetAttribLocation glGetAttribLocationSRC
+#define glUniformMatrix4fv glUniformMatrix4fvSRC
+#define glBindFramebuffer glBindFramebufferSRC
+#define glGenFramebuffers glGenFramebuffersSRC
+#define glDeleteFramebuffers glDeleteFramebuffersSRC
+#define glFramebufferTexture2D glFramebufferTexture2DSRC
+
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ #define glGenVertexArrays glGenVertexArraysSRC
+ #define glBindVertexArray glBindVertexArraySRC
+ #define glDeleteVertexArrays glDeleteVertexArraysSRC
+#endif
+
+#ifdef RSGL_USE_COMPUTE
+#define glMemoryBarrier glMemoryBarrierSRC
+#define glDispatchCompute glDispatchComputeSRC
+#define glBindImageTexture glBindImageTextureSRC
+#endif
+
+#ifndef GL_TEXTURE_SWIZZLE_RGBA
+ #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
+#endif
+
+extern int RSGL_loadGLModern(RSGLloadfunc proc);
+#endif
+
+#define RSGL_MULTILINE_STR(...) #__VA_ARGS__
+size_t RSGL_GL_size(void) {
+ return sizeof(RSGL_glRenderer);
+}
+
+RSGL_rendererProc RSGL_GL_rendererProc() {
+ RSGL_rendererProc proc;
+ RSGL_MEMSET(&proc, 0, sizeof(proc));
+
+ proc.render = (void (*)(void*, const RSGL_renderPass* pass))RSGL_GL_render;
+ proc.size = (size_t (*)(void))RSGL_GL_size;
+ proc.initPtr = (void (*)(void*, void*))RSGL_GL_initPtr;
+ proc.freePtr = (void (*)(void*))RSGL_GL_freePtr;
+ proc.clear = (void (*)(void*, RSGL_framebuffer, float, float, float, float))RSGL_GL_clear;
+ proc.viewport = (void (*)(void*, i32, i32, i32, i32))RSGL_GL_viewport;
+ proc.createTexture = (RSGL_texture (*)(void*, const RSGL_textureBlob* blob))RSGL_GL_createTexture;
+ proc.copyToTexture = (void (*)(void*, RSGL_texture, size_t, size_t, const RSGL_textureBlob* blob))RSGL_GL_copyToTexture;
+ proc.deleteTexture = (void (*)(void*, RSGL_texture))RSGL_GL_deleteTexture;
+ proc.scissorStart = (void (*)(void*, float, float, float, float, float))RSGL_GL_scissorStart;
+ proc.scissorEnd = (void (*)(void*))RSGL_GL_scissorEnd;
+ proc.createProgram = (RSGL_programInfo (*)(void*, RSGL_programBlob* blob))RSGL_GL_createProgram;
+ proc.deleteProgram = (void (*)(void*, const RSGL_programInfo*))RSGL_GL_deleteProgram;
+ proc.findShaderVariable = (size_t (*)(void*, const RSGL_programInfo*, const char*, size_t))RSGL_GL_findShaderVariable;
+ proc.updateShaderVariable = (void (*)(void*, const RSGL_programInfo*, size_t, const float[], u8))RSGL_GL_updateShaderVariable;
+ proc.createBuffer = (void (*)(void*, RSGL_bufferType, size_t, const void*, size_t*))RSGL_GL_createBuffer;
+ proc.updateBuffer = (void (*)(void*, RSGL_bufferType, size_t, void*, size_t, size_t))RSGL_GL_updateBuffer;
+ proc.deleteBuffer = (void (*)(void*, size_t))RSGL_GL_deleteBuffer;
+ proc.defaultBlob = (RSGL_programBlob (*)(void*))RSGL_GL_defaultBlob;
+ proc.createFramebuffer = (RSGL_framebuffer (*)(void*, size_t, size_t))RSGL_GL_createFramebuffer;
+ proc.attachFramebuffer = (void (*)(void*, RSGL_framebuffer, RSGL_texture, u8, u8))RSGL_GL_attachFramebuffer;
+ proc.deleteFramebuffer = (void (*)(void*, RSGL_framebuffer))RSGL_GL_deleteFramebuffer;
+
+
+// proc.setSurface = (void (*)(void*, void*))RSGL_GL_setSurface;
+#ifdef RSGL_USE_COMPUTE
+ proc.createComputeProgram = (RSGL_programInfo (*)(void*, const char*))RSGL_GL_createComputeProgram;
+ proc.dispatchComputeProgram = (void (*)(void*, const RSGL_programInfo*, u32, u32, u32))RSGL_GL_dispatchComputeProgram;
+ proc.bindComputeTexture = (void (*)(void*, u32, u8))RSGL_GL_bindComputeTexture;
+#else
+ proc.createComputeProgram = NULL;
+ proc.dispatchComputeProgram = NULL;
+ proc.bindComputeTexture = NULL;
+#endif
+ return proc;
+}
+
+void RSGL_GL_deleteTexture(RSGL_glRenderer* ctx, RSGL_texture tex) { glDeleteTextures(1, (u32*)&tex); }
+void RSGL_GL_viewport(RSGL_glRenderer* ctx, i32 x, i32 y, i32 w, i32 h) { glViewport(x, y, w ,h); }
+
+void RSGL_GL_clear(RSGL_glRenderer* ctx, RSGL_framebuffer framebuffer, float r, float g, float b, float a) {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
+
+ glClearColor(r, g, b, a);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+GLuint RSGL_GL_bufferTypeToNative(RSGL_bufferType type) {
+ switch (type) {
+ case RSGL_arrayBuffer: return GL_ARRAY_BUFFER;
+ case RSGL_elementArrayBuffer: return GL_ELEMENT_ARRAY_BUFFER;
+ #if !defined(__APPLE__)
+ case RSGL_shaderStorageBuffer: return GL_SHADER_STORAGE_BUFFER;
+ #endif
+ #if !defined(__APPLE__) || defined(RSGL_GLES3)
+ case RSGL_textureBuffer: return GL_TEXTURE_BUFFER;
+ case RSGL_uniformBuffer: return GL_UNIFORM_BUFFER;
+ #endif
+ default: break;
+ }
+
+ return GL_ARRAY_BUFFER;
+}
+
+void RSGL_GL_createBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t size, const void* data, size_t* buffer) {
+ glGenBuffers(1, (u32*)buffer);
+
+ GLenum usage = GL_STATIC_DRAW;
+ if (data == NULL)
+ usage = GL_DYNAMIC_DRAW;
+
+ glBindBuffer(RSGL_GL_bufferTypeToNative(type), *(u32*)buffer);
+ glBufferData(RSGL_GL_bufferTypeToNative(type), size, data, usage);
+}
+
+void RSGL_GL_updateBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t buffer, const void* data, size_t start, size_t end) {
+ glBindBuffer(RSGL_GL_bufferTypeToNative(type), *(u32*)&buffer);
+ glBufferSubData(RSGL_GL_bufferTypeToNative(type), start, end, data);
+}
+
+void RSGL_GL_deleteBuffer(RSGL_glRenderer* ctx, size_t buffer) {
+ glDeleteBuffers(1, (u32*)&buffer);
+}
+
+RSGL_programBlob RSGL_GL_defaultBlob(RSGL_glRenderer* ctx) {
+#ifdef RSGL_GL3
+
+ static const char *defaultVShaderCode = RSGL_MULTILINE_STR(
+ \x23version 330 \n
+ in vec3 vertexPosition; \n
+ in vec2 vertexTexCoord; \n
+ in vec4 vertexColor; \n
+ out vec2 fragTexCoord; \n
+ out vec4 fragColor; \n
+ uniform mat4 model; \n
+ uniform mat4 pv; \n
+ void main() {
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ gl_Position = pv * model * vec4(vertexPosition, 1.0);
+ }
+ );
+
+ static const char* defaultFShaderCode = RSGL_MULTILINE_STR(
+ \x23version 330 \n
+ in vec2 fragTexCoord;
+ in vec4 fragColor;
+ out vec4 finalColor;
+ uniform sampler2D texture0;
+ void main() {
+ finalColor = texture(texture0, fragTexCoord) * fragColor;
+ }
+ );
+
+#elif defined(RSGL_GLES3)
+
+ static const char *defaultVShaderCode = RSGL_MULTILINE_STR(
+ \x23version 300 es \n
+ in vec3 vertexPosition; \n
+ in vec2 vertexTexCoord; \n
+ in vec4 vertexColor; \n
+ out vec2 fragTexCoord; \n
+ out vec4 fragColor; \n
+ uniform mat4 model; \n
+ uniform mat4 pv; \n
+ void main() {
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ gl_Position = pv * model * vec4(vertexPosition, 1.0);
+ }
+ );
+
+ static const char* defaultFShaderCode = RSGL_MULTILINE_STR(
+ \x23version 300 es \n
+ precision mediump float; \n
+ in vec2 fragTexCoord;
+ in vec4 fragColor;
+ out vec4 finalColor;
+ uniform sampler2D texture0;
+ void main() {
+ finalColor = texture(texture0, fragTexCoord) * fragColor;
+ }
+ );
+
+#elif defined(RSGL_GLES2) || defined(RSGL_GL2)
+
+ static const char *defaultVShaderCode = RSGL_MULTILINE_STR(
+ \x23version 100 \n
+ attribute vec3 vertexPosition; \n
+ attribute vec2 vertexTexCoord; \n
+ attribute vec4 vertexColor; \n
+ varying vec2 fragTexCoord; \n
+ varying vec4 fragColor; \n
+ uniform mat4 model; \n
+ uniform mat4 pv; \n
+ void main() {
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ gl_Position = pv * model * vec4(vertexPosition, 1.0);
+ }
+ );
+
+ static const char* defaultFShaderCode = RSGL_MULTILINE_STR(
+ \x23version 100 \n
+ precision mediump float; \n
+ varying vec2 fragTexCoord; \n
+ varying vec4 fragColor; \n
+ vec4 finalColor;
+ uniform sampler2D texture0;
+ void main() {
+ gl_FragColor= texture2D(texture0, fragTexCoord) * fragColor;
+ }
+ );
+#endif
+
+ RSGL_programBlob blob;
+ blob.vertex = defaultVShaderCode;
+ blob.vertexLen = sizeof(defaultVShaderCode);
+ blob.fragment = defaultFShaderCode;
+ blob.fragmentLen = sizeof(defaultFShaderCode );
+
+ return blob;
+}
+
+/*
+print matrix array code snippet
+ for (size_t iy = 0; iy < 4; iy++) {
+ for (size_t ix = 0; ix < 4; ix++) {
+ printf("%f, ", matrix[(iy * 4) + ix]);
+ }
+ printf("\n");
+ }
+
+ printf("\n\n");
+*/
+
+
+
+void RSGL_GL_initPtr(RSGL_glRenderer* ctx, void* proc) {
+ #if !defined(__EMSCRIPTEN__) && !defined(RSGL_NO_GL_LOADER)
+ if (RSGL_loadGLModern((RSGLloadfunc)proc)) {
+ #ifdef RSGL_DEBUG
+ printf("Failed to load an OpenGL 3.3 Context, reverting to OpenGL Legacy\n");
+ #endif
+ return;
+ }
+ #else
+ RSGL_UNUSED(proc);
+ #endif
+
+#ifdef RSGL_DEBUG
+ printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
+ printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
+ printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
+ printf("GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
+#endif
+
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ glGenVertexArrays(1, &ctx->vao);
+#endif
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void RSGL_GL_freePtr(RSGL_glRenderer* ctx) {
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ glDeleteVertexArrays(0, &ctx->vao);
+#endif
+}
+
+void RSGL_GL_render(RSGL_glRenderer* ctx, const RSGL_renderPass* pass) {
+ glBindFramebuffer(GL_FRAMEBUFFER, pass->framebuffer);
+
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ glBindVertexArray(ctx->vao);
+#endif
+
+ glBindBuffer(GL_ARRAY_BUFFER, pass->buffers->vertex);
+ glEnableVertexAttribArray(pass->program->vertexPosition);
+ glVertexAttribPointer(pass->program->vertexPosition, 3, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, pass->buffers->texture);
+ glEnableVertexAttribArray(pass->program->vertexTexCoord);
+ glVertexAttribPointer(pass->program->vertexTexCoord, 2, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, pass->buffers->color);
+ glEnableVertexAttribArray(pass->program->vertexColor);
+ glVertexAttribPointer(pass->program->vertexColor, 4, GL_FLOAT, 0, 0, 0);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pass->buffers->elements);
+
+ glUseProgram(pass->program->program);
+ glUniformMatrix4fv(pass->program->perspectiveView, 1, GL_FALSE, pass->matrix);
+
+ u32 i;
+ for (i = 0; i < pass->buffers->batchCount; i++) {
+ GLenum mode = GL_TRIANGLES;
+ glBindTexture(GL_TEXTURE_2D, pass->buffers->batches[i].tex);
+
+ if (pass->buffers->batches[i].lineWidth)
+ glLineWidth(pass->buffers->batches[i].lineWidth);
+
+ glUniformMatrix4fv(pass->program->model, 1, GL_FALSE, pass->buffers->batches[i].matrix.m);
+
+ switch (pass->buffers->batches[i].type) {
+ case RSGL_TRIANGLES: mode = GL_TRIANGLES; break;
+ case RSGL_POINTS: mode = GL_POINTS; break;
+ case RSGL_LINES: mode = GL_LINES; break;
+ default: break;
+ }
+
+ glDrawElements(mode, (i32)pass->buffers->batches[i].elmCount, GL_UNSIGNED_SHORT, (void*)(pass->buffers->batches[i].elmStart * sizeof(u16)));
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glUseProgram(0);
+
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ glBindVertexArray(0);
+#endif
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void RSGL_GL_scissorStart(RSGL_glRenderer* ctx, float x, float y, float w, float h, float renderer_height) {
+ glEnable(GL_SCISSOR_TEST);
+
+ glScissor(x, renderer_height - (y + h), w, h);
+}
+
+void RSGL_GL_scissorEnd(RSGL_glRenderer* ctx) {
+ glDisable(GL_SCISSOR_TEST);
+}
+
+GLuint RSGL_GL_textureFormatToNative(RSGL_textureFormat format) {
+ switch (format) {
+ case RSGL_formatRGB: return GL_RGB;
+ case RSGL_formatBGR: return GL_BGR;
+ case RSGL_formatRGBA: return GL_RGBA;
+ case RSGL_formatBGRA: return GL_BGRA;
+ case RSGL_formatRed: return GL_RED;
+ case RSGL_formatGrayscale: return GL_RED;
+ case RSGL_formatGrayscaleAlpha: return GL_RED;
+ default: break;
+ }
+
+ return GL_RGBA;
+}
+
+GLuint RSGL_GL_textureDataTypeToNative(RSGL_textureDataType type) {
+ switch (type) {
+ case RSGL_textureDataInt: return GL_UNSIGNED_BYTE;
+ case RSGL_textureDataFloat: return GL_FLOAT;
+ default: break;
+ }
+
+ return GL_UNSIGNED_BYTE;
+}
+
+GLuint RSGL_GL_textureFilterToNative(RSGL_textureFilter filter) {
+ switch (filter) {
+ case RSGL_filterNearest: return GL_NEAREST;
+ case RSGL_filterLinear: return GL_LINEAR;
+ default: break;
+ }
+
+ return GL_LINEAR;
+}
+
+/* textures / images */
+RSGL_texture RSGL_GL_createTexture(RSGL_glRenderer* ctx, const RSGL_textureBlob* blob) {
+ unsigned int id = 0;
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RSGL_GL_textureFilterToNative(blob->minFilter));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, RSGL_GL_textureFilterToNative(blob->magFilter));
+
+#ifndef RSGL_GLES2
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, blob->width);
+#endif
+
+#if defined(RSGL_GLES2)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+#endif
+
+ u32 dataFormat = RSGL_GL_textureFormatToNative(blob->dataFormat);
+ u32 textureFormat = RSGL_GL_textureFormatToNative(blob->textureFormat);
+ u32 dataType = RSGL_GL_textureDataTypeToNative(blob->dataType);
+
+#ifndef RSGL_GLES2
+ if (blob->dataFormat == RSGL_formatGrayscale) {
+ static GLint swizzleRgbaParams[4] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams);
+ } else if (blob->dataFormat == RSGL_formatGrayscaleAlpha) {
+ static GLint swizzleRgbaParams[4] = { GL_ONE, GL_ONE, GL_ONE, GL_RED };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams);
+ }
+#endif
+
+ glTexImage2D(GL_TEXTURE_2D, 0, dataFormat, blob->width, blob->height, 0, textureFormat, dataType, blob->data);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ return id;
+}
+
+void RSGL_GL_copyToTexture(RSGL_glRenderer* ctx, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob) {
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+#ifndef RSGL_GLES2
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, blob->width);
+#endif
+
+ u32 dataFormat = RSGL_GL_textureFormatToNative(blob->dataFormat);
+
+ u32 dataType = RSGL_GL_textureDataTypeToNative(blob->dataType);
+
+#ifndef RSGL_GLES2
+ if (blob->dataFormat == RSGL_formatGrayscale) {
+ static GLint swizzleRgbaParams[4] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams);
+ } else if (blob->dataFormat == RSGL_formatGrayscaleAlpha) {
+ static GLint swizzleRgbaParams[4] = { GL_ONE, GL_ONE, GL_ONE, GL_RED };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams);
+ }
+#endif
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, (i32)blob->width, (i32)blob->height, dataFormat, dataType, blob->data);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+#ifndef GL_DEBUG_TYPE_ERROR
+#define GL_DEBUG_TYPE_ERROR 0x824C
+#define GL_DEBUG_OUTPUT 0x92E0
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_INFO_LOG_LENGTH 0x8B84
+#endif
+
+#ifdef RSGL_DEBUG
+void RSGL_opengl_getError(void) {
+ GLenum err;
+ while ((err = glGetError()) != GL_NO_ERROR) {
+ switch (err) {
+ case GL_INVALID_ENUM:
+ printf("OpenGL error: GL_INVALID_ENUM\n");
+ break;
+ case GL_INVALID_VALUE:
+ printf("OpenGL error: GL_INVALID_VALUE\n");
+ break;
+ case GL_INVALID_OPERATION:
+ printf("OpenGL error: GL_INVALID_OPERATION\n");
+ break;
+ case GL_STACK_OVERFLOW:
+ printf("OpenGL error: GL_STACK_OVERFLOW\n");
+ break;
+ case GL_STACK_UNDERFLOW:
+ printf("OpenGL error: GL_STACK_UNDERFLOW\n");
+ break;
+ default:
+ printf("OpenGL error: Unknown error code 0x%x\n", err);
+ break;
+ }
+ }
+}
+
+
+void RSGL_debug_shader(u32 src, const char *shader, const char *action) {
+ GLint status;
+ if (action[0] == 'l')
+ glGetProgramiv(src, GL_LINK_STATUS, &status);
+ else
+ glGetShaderiv(src, GL_COMPILE_STATUS, &status);
+
+ if (status == GL_TRUE)
+ printf("%s Shader %s successfully.\n", shader, action);
+ else {
+ printf("%s Shader failed to %s.\n", shader, action);
+
+ GLchar infoLog[512];
+ if (action[0] == 'c') {
+ glGetShaderInfoLog(src, 512, NULL, infoLog);
+ printf("%s Shader info log:\n%s\n", shader, infoLog);
+ } else {
+ glGetProgramInfoLog(src, 512, NULL, infoLog);
+ printf("%s info log:\n%s\n", shader, infoLog);
+ }
+
+ RSGL_opengl_getError();
+ }
+}
+#endif
+
+RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* blob) {
+ RSGL_programInfo program;
+ u32 vShader, fShader;
+
+ /* compile vertex shader */
+ vShader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vShader, 1, &blob->vertex, NULL);
+ glCompileShader(vShader);
+
+#ifdef RSGL_DEBUG
+ RSGL_debug_shader(vShader, "Vertex", "compile");
+#endif
+
+ /* compile fragment shader */
+ fShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fShader, 1, &blob->fragment, NULL);
+ glCompileShader(fShader);
+
+#ifdef RSGL_DEBUG
+ RSGL_debug_shader(fShader, "Fragment", "compile");
+#endif
+
+ /* create program and link vertex and fragment shaders */
+ program.program = glCreateProgram();
+
+ glAttachShader(program.program, vShader);
+ glAttachShader(program.program, fShader);
+ glLinkProgram(program.program);
+
+#ifdef RSGL_DEBUG
+ RSGL_debug_shader(program.program, "Program", "link");
+#endif
+
+ glDeleteShader(vShader);
+ glDeleteShader(fShader);
+
+ glUseProgram(program.program);
+
+ program.vertexPosition = glGetAttribLocation(program.program, "vertexPosition");
+ program.vertexTexCoord = glGetAttribLocation(program.program, "vertexTexCoord");
+ program.vertexColor = glGetAttribLocation(program.program, "vertexColor");
+
+ program.perspectiveView = glGetUniformLocation(program.program, "pv");
+ program.model = glGetUniformLocation(program.program, "model");
+
+ #ifdef RSGL_DEBUG
+ if (program.perspectiveView < 0 || program.model < 0) {
+ printf("Failed to locate the shader variables\n");
+ }
+ #endif
+
+ glUseProgram(0);
+
+ program.type = RSGL_shaderTypeStandard;
+ return program;
+}
+
+void RSGL_GL_deleteProgram(RSGL_glRenderer* ctx, const RSGL_programInfo* program) {
+ glUseProgram(0);
+ glDeleteProgram(program->program);
+}
+
+size_t RSGL_GL_findShaderArray(RSGL_glRenderer* ctx, const RSGL_programInfo* program, const char* var, const size_t len) {
+ glUseProgram(program->program);
+ int loc = glGetAttribLocation(program->program, var);
+ glUseProgram(0);
+ return loc;
+}
+
+size_t RSGL_GL_findShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, const char* var, const size_t len) {
+ glUseProgram(program->program);
+ int loc = glGetUniformLocation(program->program, var);
+ glUseProgram(0);
+ return loc;
+}
+
+void RSGL_GL_updateShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, size_t var, const float value[], u8 len) {
+ glUseProgram(program->program);
+ int loc = (int)var;
+
+ switch (len) {
+ case 1: glUniform1f(loc, value[0]); break;
+ case 2: glUniform2f(loc, value[0], value[1]); break;
+ case 3: glUniform3f(loc, value[0], value[1], value[2]); break;
+ case 4: glUniform4f(loc, value[0], value[1], value[2], value[3]); break;
+ case 16: glUniformMatrix4fv(loc, 1, GL_FALSE, value); break;
+ default: break;
+ }
+
+ glUseProgram(0);
+}
+
+RSGL_framebuffer RSGL_GL_createFramebuffer(RSGL_glRenderer* ctx, size_t width, size_t height) {
+ u32 result = 0;
+ glGenFramebuffers(1, &result);
+ return (RSGL_framebuffer)result;
+}
+
+void RSGL_GL_attachFramebuffer(RSGL_glRenderer* ctx, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel) {
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ if (attachType < 8)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, tex, mipLevel);
+
+ if (attachType == 100)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, mipLevel);
+
+ if (attachType == 200)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, mipLevel);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void RSGL_GL_deleteFramebuffer(RSGL_glRenderer* ctx, RSGL_framebuffer fbo) {
+ u32 value = fbo;
+ glDeleteFramebuffers(1, &value);
+}
+
+#ifdef RSGL_USE_COMPUTE
+
+#ifndef GL_RG8
+#define GL_RG8 0x822B
+#endif
+
+#ifndef GL_READ_WRITE
+#define GL_READ_WRITE 0x88BA
+#endif
+
+#ifndef GL_COMPUTE_SHADER
+#define GL_COMPUTE_SHADER 0x91B9
+#endif
+
+#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
+#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
+#endif
+
+RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char* CShaderCode) {
+ RSGL_programInfo program;
+ program.type = RSGL_shaderTypeCompute;
+
+ u32 compute = glCreateShader(GL_COMPUTE_SHADER);
+ glShaderSource(compute, 1, &CShaderCode, NULL);
+ glCompileShader(compute);
+
+#ifdef RSGL_DEBUG
+ RSGL_debug_shader(compute, "Compute", "compile");
+#endif
+
+ program.program = glCreateProgram();
+ glAttachShader(program.program, compute);
+ glLinkProgram(program.program);
+#ifdef RSGL_DEBUG
+ RSGL_debug_shader(program.program, "Program", "link");
+#endif
+
+ glDeleteShader(compute);
+
+ return program;
+}
+
+void RSGL_GL_dispatchComputeProgram(RSGL_glRenderer* ctx, RSGL_programInfo program, u32 groups_x, u32 groups_y, u32 groups_z) {
+ glUseProgram(program.program);
+ glDispatchCompute(groups_x, groups_y, groups_z);
+ glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+}
+
+
+void RSGL_GL_bindComputeTexture(RSGL_glRenderer* ctx, u32 texture, u8 format) {
+ u16 c = 0;
+ switch (format) {
+ case 2: c = GL_RG8; break;
+ case 3: c = GL_RGB8; break;
+ case 4: c = GL_RGBA8; break;
+ default: break;
+ }
+ glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, c);
+}
+
+#endif
+
+#ifndef RSGL_NO_GL_LOADER
+int RSGL_loadGLModern(RSGLloadfunc proc) {
+ RSGL_PROC_DEF(proc, glShaderSource);
+ RSGL_PROC_DEF(proc, glCreateShader);
+ RSGL_PROC_DEF(proc, glCompileShader);
+ RSGL_PROC_DEF(proc, glCreateProgram);
+ RSGL_PROC_DEF(proc, glAttachShader);
+ RSGL_PROC_DEF(proc, glBindAttribLocation);
+ RSGL_PROC_DEF(proc, glLinkProgram);
+ RSGL_PROC_DEF(proc, glBindBuffer);
+ RSGL_PROC_DEF(proc, glBufferData);
+ RSGL_PROC_DEF(proc, glEnableVertexAttribArray);
+ RSGL_PROC_DEF(proc, glVertexAttribPointer);
+ RSGL_PROC_DEF(proc, glDisableVertexAttribArray);
+ RSGL_PROC_DEF(proc, glDeleteBuffers);
+ RSGL_PROC_DEF(proc, glUseProgram);
+ RSGL_PROC_DEF(proc, glDetachShader);
+ RSGL_PROC_DEF(proc, glDeleteShader);
+ RSGL_PROC_DEF(proc, glDeleteProgram);
+ RSGL_PROC_DEF(proc, glBufferSubData);
+ RSGL_PROC_DEF(proc, glGetShaderiv);
+ RSGL_PROC_DEF(proc, glGetShaderInfoLog);
+ RSGL_PROC_DEF(proc, glGetProgramiv);
+ RSGL_PROC_DEF(proc, glGetProgramInfoLog);
+ RSGL_PROC_DEF(proc, glGenBuffers);
+ RSGL_PROC_DEF(proc, glGetUniformLocation);
+ RSGL_PROC_DEF(proc, glGetAttribLocation);
+ RSGL_PROC_DEF(proc, glUniformMatrix4fv);
+ RSGL_PROC_DEF(proc, glActiveTexture);
+ RSGL_PROC_DEF(proc, glUniform1f);
+ RSGL_PROC_DEF(proc, glUniform2f);
+ RSGL_PROC_DEF(proc, glUniform3f);
+ RSGL_PROC_DEF(proc, glUniform4f);
+ RSGL_PROC_DEF(proc, glBindFramebuffer);
+ RSGL_PROC_DEF(proc, glGenFramebuffers);
+ RSGL_PROC_DEF(proc, glDeleteFramebuffers);
+ RSGL_PROC_DEF(proc, glFramebufferTexture2D);
+#if defined(RSGL_GLES3) || defined(RSGL_GL3)
+ RSGL_PROC_DEF(proc, glBindVertexArray);
+ RSGL_PROC_DEF(proc, glGenVertexArrays);
+ RSGL_PROC_DEF(proc, glDeleteVertexArrays);
+#endif
+#ifdef RSGL_USE_COMPUTE
+ RSGL_PROC_DEF(proc, glDispatchCompute);
+ RSGL_PROC_DEF(proc, glMemoryBarrier);
+ RSGL_PROC_DEF(proc, glBindImageTexture);
+#endif
+
+ if (
+ glShaderSourceSRC == NULL ||
+ glCreateShaderSRC == NULL ||
+ glCompileShaderSRC == NULL ||
+ glCreateProgramSRC == NULL ||
+ glAttachShaderSRC == NULL ||
+ glBindAttribLocationSRC == NULL ||
+ glLinkProgramSRC == NULL ||
+ glBindBufferSRC == NULL ||
+ glBufferDataSRC == NULL ||
+ glVertexAttribPointerSRC == NULL ||
+ glDisableVertexAttribArraySRC == NULL ||
+ glDeleteBuffersSRC == NULL ||
+ glUseProgramSRC == NULL ||
+ glDetachShaderSRC == NULL ||
+ glDeleteShaderSRC == NULL ||
+ glDeleteProgramSRC == NULL ||
+ glBufferSubDataSRC == NULL ||
+ glGetShaderivSRC == NULL ||
+ glGetShaderInfoLogSRC == NULL ||
+ glGetProgramivSRC == NULL ||
+ glGetProgramInfoLogSRC == NULL ||
+ glGenBuffersSRC == NULL ||
+ glGetUniformLocationSRC == NULL ||
+ glUniformMatrix4fvSRC == NULL ||
+ glBindFramebufferSRC == NULL ||
+ glGenFramebuffersSRC == NULL ||
+ glDeleteFramebuffersSRC == NULL ||
+ glFramebufferTexture2DSRC == NULL
+ )
+ return 1;
+ return 0;
+}
+#endif
+
+#endif /* RSGL_IMPLEMENTATION */