diff --git a/.gitignore b/.gitignore
index 630d6f7..25911e4 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,3 +1,6 @@
fremen
src/raylib.h
raylib/raylib-5.0_webassembly/
+raylib/raylib-5.0_win32_mingw-w64/
+*.exe
+*.zip
diff --git a/README.md b/README.md
index 410e61e..6943fca 100644
--- a/README.md
+++ b/README.md
@@ -4,6 +4,8 @@ Sofware to transcript ASCII into desert people's writing from popular sci-fi fra
## Quick start:
+### Linux
+
if you want to pass phrase as an argument:
```console
@@ -15,7 +17,12 @@ if you want to input text in real time:
```console
make
./fremen
-```
+```
+
+### Windows
+
+Download the zip from releases (Currently only x86_64 supported)
+
Press **f2** to take a screenshot and **f3** to capture only generated text
## TODO:
diff --git a/raylib/raylib-5.0_win64_mingw-w64/CHANGELOG b/raylib/raylib-5.0_win64_mingw-w64/CHANGELOG
new file mode 100644
index 0000000..8b15299
--- /dev/null
+++ b/raylib/raylib-5.0_win64_mingw-w64/CHANGELOG
@@ -0,0 +1,2128 @@
+changelog
+---------
+
+Current Release: raylib 5.0 (18 November 2023)
+
+-------------------------------------------------------------------------
+Release: raylib 5.0 - 10th Anniversary Edition (18 November 2023)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - REDESIGNED: rcore module platform-split, by @ubkp, @michaelfiber, @Bigfoot71, @raysan5
+ - ADDED: New platform backend supported: SDL
+ - ADDED: New platform backend supported: Nintendo Switch (closed source)
+ - ADDED: New Splines drawing and evaluation API
+ - ADDED: New pseudo-random numbers generator: rprand
+ - ADDED: Automation Events System API
+ - UPDATED: raygui 4.0: New version of this immediate-mode gui system for tools development with raylib
+
+Detailed changes:
+[rcore] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach
+[rcore] ADDED: IsKeyPressedRepeat() on PLATFORM_DESKTOP (#3245) by @actondev
+[rcore] ADDED: SetWindowTitle() for PLATFORM_WEB (#3222) by @VitusVeit
+[rcore] ADDED: FLAG_WINDOW_RESIZABLE for web (#3305) by @Peter0x44
+[rcore] ADDED: SetWindowMaxSize() for desktop and web (#3309) by @ubkp
+[rcore] ADDED: SetMouseCursor() for PLATFORM_WEB (#3414) by @BeardedBread
+[rcore] ADDED: LoadRandomSequence()/UnloadRandomSequence() by @raysan5
+[rcore] REMOVED: PLATFORM_RPI (#3232) by @michaelfiber
+[rcore] REVIEWED: GetFileLength(), added comment (#3262) by @raysan5
+[rcore] REVIEWED: Default shaders precission issue on PLATFORM_WEB (#3261) by @branc116
+[rcore] REVIEWED: IsKey*() key validation checks (#3256) by @n77y
+[rcore] REVIEWED: SetClipboardText() for PLATFORM_WEB (#3257) by @ubkp
+[rcore] REVIEWED: Check if Ctrl modifier is among the currently set modifiers (#3230) by @mohad12211
+[rcore] REVIEWED: Android app black screen when reopening by @Bigfoot71
+[rcore] REVIEWED: Warnings when casting int to floats (#3218) by @JeffM2501
+[rcore] REVIEWED: GetCurrentMonitor() detection inconsistency issue (#3215) by @ubkp
+[rcore] REVIEWED: SetWindowMonitor() to no longer force fullscreen (#3209) by @ubkp
+[rcore] REVIEWED: Fix mouse wheel not working in PLATFORM_RPI or PLATFORM_DRM (#3193) by @ubkp
+[rcore] REVIEWED: GetMonitorName() description (#3184) (#3189) by @danilwhale
+[rcore] REVIEWED: BeginScissorMode(), identify rendering to texture (#3510) by @gulrak
+[rcore] REVIEWED: Window flags order (#3114) by @lesleyrs
+[rcore] REVIEWED: Full movement for right analog stick (#3095) by @PixelPhobicGames
+[rcore] REVIEWED: Fix Android app freeze after calling CloseWindow() (#3067) by @Bigfoot71
+[rcore] REVIEWED: Lazy loading of default font used on image drawing (no InitWindow) by @raysan5
+[rcore] REVIEWED: Minor tweaks to raylib events automation system @raysan5
+[rcore] REVIEWED: GetCurrentMonitor() bugfix (#3058) by @hamyyy
+[rcore] REVIEWED: Update CORE.Input.Touch.pointCount (#3024) by @raysan5
+[rcore] REVIEWED: Mouse offset and scaling must be considered also on web!
+[rcore] REVIEWED: CompressData(), possible stack overflow
+[rcore] REVIEWED: GetWorldToScreenEx() (#3351) by @Brian-ED
+[rcore] REVIEWED: Fix GetMouseDelta() issue for Android (#3404) by @Bigfoot71
+[rcore] REVIEWED: GetFPS(), reset FPS averages when window is inited (#3445) by @JeffM2501
+[rcore] REVIEWED: GetCurrentMonitor(), check window center position by @M374LX
+[rcore] REVIEWED: GetRender*() issue on macOS highDPI (#3367) by @raysan5
+[rcore] REVIEWED: ScanDirectoryFiles*(), paths building slashes sides (#3507)
+[rlgl] ADDED: Experimental support for OpenGL ES 3.0 by @raysan5
+[rlgl] ADDED: Support 16-Bit HDR textures (#3220) by @Not-Nik
+[rlgl] ADDED: rlEnablePointMode() (#3490) by @JettMonstersGoBoom
+[rlgl] ADDED: rlBlitFramebuffer(), required for deferred render
+[rlgl] REVIEWED: LoadModel(), removed cube fallback mechanism (#3459)
+[rlgl] REVIEWED: Improved support for ES3/WebGL2 (#3107) by @chemaguerra
+[rlgl] REVIEWED: OpenGL 2.1 half floats support as part of an extension by @Not-Nik
+[rlgl] REVIEWED: Avoid shader attribute not found log by @raysan5
+[rlgl] REVIEWED: Avoid tracelog about not found uniforms (#3003) by @raysan5
+[rlgl] REVIEWED: rLoadTexture() UBSAN complaints #1891 (#3321) by @Codom
+[rlgl] REVIEWED: glInternalFormat as unsigned int
+[rlgl] REVIEWED: OpenGL ES 3.0 support
+[rshapes] ADDED: Spline drawing functions by @raysan5
+[rshapes] ADDED: GetSplinePoint*() functions for spline evaluation by @raysan5
+[rshapes] ADDED: DrawCircleLinesV() for consistency (#3452) by @Peter0x44
+[rshapes] REVIEWED: DrawSplineCatmullRom() by @raysan5
+[rshapes] REVIEWED: Minor fix in DrawLineBezier* (#3006) by @eternalStudent
+[rshapes] REVIEWED: GetCollisionRec(), more performant (#3052) by @manuel5975p
+[rshapes] REVIEWED: Fix off-by-one error in CheckCollisionPointRec() (#3022) by @dbechrd
+[rtextures] ADDED: Basic SVG loading support (#2738) by @bXi
+[rtextures] ADDED: Support 16-Bit HDR textures (#3220) by @Not-Nik
+[rtextures] ADDED: ExportImageToMemory() by @raysan5
+[rtextures] ADDED: ImageRotate() (#3078) by @danemadsen
+[rtextures] ADDED: GenImageGradientSquare() (#3077) by @danemadsen
+[rtextures] ADDED: GenImageLinearGradient() by @danemadsen
+[rtextures] REMOVED: GenImageGradientH() and GenImageGradientV() by @danemadsen
+[rtextures] REVIEWED: LoadImageSvg() by @raysan5
+[rtextures] REVIEWED: Uninitialized thread-locals in stbi (#3282) (#3283) by @jbarthelmes
+[rtextures] REVIEWED: ImageDrawRectangleRec(), validate drawing inside bounds by @JeffM2501
+[rtextures] REVIEWED: LoadTextureCubemap() for manual layouts (#3204) by @Not-Nik
+[rtextures] REVIEWED: Optimization of ImageDrawRectangleRec() (#3185) by @smalltimewizard
+[rtextures] REVIEWED: ImageRotate() formatting by @raysan5
+[rtextures] REVIEWED: GenImagePerlinNoise(), clamp values (#3071) by @raysan5
+[rtextures] REVIEWED: Packing logic error in GenImageFontAtlas() (#2979) by @hanaxar
+[rtextures] REVIEWED: Calculate exact image size in GenImageFontAtlas() (#2963) by @hanaxar
+[rtextures] REVIEWED: ImageDrawRectangleRec() (#3027) by @raysan5
+[rtextures] REVIEWED: ImageDraw() source clipping when drawing beyond top left (#3306) by @RobLoach
+[rtextures] REVIEWED: UnloadRenderTexture(), additional checks
+[rtextures] REVIEWED: Fixed compressed DDS texture loading issues (#3483) by @JaanDev
+[rtext] ADDED: Font altas white rectangle and flag SUPPORT_FONT_ATLAS_WHITE_REC by @raysan5
+[rtext] ADDED: SetTextLineSpacing() to define line breaks text drawing spacing by @raysan5
+[rtext] RENAMED: LoadFont*() parameter names for consistency and coherence by @raysan5
+[rtext] REVIEWED: GetCodepointCount(), ignore unused return value of GetCodepointNext by @ashn-dot-dev
+[rtext] REVIEWED: TextFormat() warn user if buffer overflow occured (#3399) by @Murlocohol
+[rtext] REVIEWED: TextFormat(), added "..." for truncation (#3366) by @raysan5
+[rtext] REVIEWED: GetGlyphIndex() (#3000) by @raysan5
+[rtext] REVIEWED: GetCodepointNext() to return default value by @chocolate42
+[rtext] REVIEWED: TextToPascal() issue when first char is uppercase
+[rmodels] ADDED: ModelAnimation.name field, initially with GLTF animation names by @alfredbaudisch
+[rmodels] REDESIGNED: LoadOBJ(), avoid mesh splitting by materials, fix (#3398) by @raysan5
+[rmodels] REVIEWED: Support .vox model files version 200 (#3097) by @Bigfoot71
+[rmodels] REVIEWED: Materials loading (#3126) @raysan5
+[rmodels] REVIEWED: DrawBillboardPro() to allow source of negative size (#3197) by @bohonghuang
+[rmodels] REVIEWED: glTF loading segfault in animNormals memcpy by @charles-l
+[rmodels] REVIEWED: LoadModelAnimationsGLTF(), free fileData after use (#3065) by @crynux
+[rmodels] REVIEWED: GenMeshCubicmap(), correction of values (#3032) by @Bigfoot71
+[rmodels] REVIEWED: DrawMesh() to avoid UBSAN complaining (#1891)
+[rmodels] REVIEWED: GenMeshPlane() when resX != resZ (#3425) by @neyrox, @s-yablonskiy
+[rmodels] REVIEWED: GetModelBoundingBox() (#3485)
+[raudio] ADDED: LoadSoundAlias() by @JeffM2501
+[raudio] ADDED: Missing structure on standalone mode (#3160) by @raysan5
+[raudio] ADDED: GetMasterVolume() (#3434) by @rexim
+[raudio] REVIEWED: Comments about sample format to AttachAudioStreamProcessor() (#3188) by @AlbertoGP
+[raudio] REVIEWED: Documented buffer format for audio processors (#3186) by @AlbertoGP
+[raudio] REVIEWED: ExportWaveAsCode() file saving by @RadsammyT
+[raudio] REVIEWED: Fix warning on discarded const qualifier (#2967) by @RobLoach
+[raudio] REVIEWED: Move mutex initialization before ma_device_start() (#3325) by @Bigfoot71
+[raudio] REVIEWED: Fix UpdateSound() parameter name (#3405) by @KislyjKisel
+[raudio] REVIEWED: Fix QOA seeking (#3494) by @veins1
+[rcamera] REVIEWED: File-macros for consistency (#3161) by @raysan5
+[rcamera] REVIEWED: Support analog stick camera controls (#3066) by @PixelPhobicGames
+[rcamera] REVIEWED: CameraMoveToTarget(), ensure distance is greater than 0 (#3031) by @kolunmi
+[rcamera] REVIEWED: Exposing rcamera functions to the dll (#3355) by @JeffM2501
+[raymath] ADDED: Vector3Projection() and Vector3Rejection() (#3263) by @Dial0
+[raymath] ADDED: EPSILON macro to each function requiring it (#3330) by @Brian-ED
+[raymath] REVIEWED: Usage of 'sinf()' and 'cosf()' to be correct (#3181) by @RokasPuzonas
+[raymath] REVIEWED: Slightly optimized Vector3Normalize() (#2982) by @RicoP
+[raymath] REVIEWED: Comment to clarify raymath semantics by @raysan5
+[raymath] REVIEWED: Comment about Matrix conventions by @raysan5
+[raymath] REVIEWED: Vector2Angle() and Vector2LineAngle() (#3396) by @Murlocohol
+[rgestures] REVIEWED: Optimize and simplify the gesture system (#3190) by @ubkp
+[rgestures] REVIEWED: GESTURE_DRAG and GESTURE_SWIPE_* issues (mostly) for web (#3183) by @ubkp
+[rgestures] REVIEWED: Touch pointCount for web (#3163) by @ubkp
+[rgestures] REVIEWED: IsGestureDetected() parameter type
+[utils] ADDED: Security checks to file reading (memory allocations) by @raysan5
+[utils] REVIEWED: LoadFileData() potential issues with dataSize
+[examples] ADDED: shaders_lightmap (#3043) by @nullstare
+[examples] ADDED: core_2d_camera_split_screen (#3298) by @gabrielssanches
+[examples] ADDED: LoadSoundAlias() usage example (#3223) by @JeffM2501
+[examples] ADDED: textures_tiling (#3353) by @luis605
+[examples] ADDED: shader_deferred_render (#3496) by @27justin
+[examples] RENAMED: 2d_camera examples for consistency
+[examples] REVIEWED: Text examples SetTextLineSpacing() to multiline examples by @raysan5
+[examples] REVIEWED: examples/shapes/shapes_collision_area.c help instructions (#3279) by @asdqwe
+[examples] REVIEWED: examples/shaders/shaders_texture_outline.c help instructions (#3278) by @asdqwe
+[examples] REVIEWED: examples/others/easings_testbed.c help instructions and small twe… by @asdqwe
+[examples] REVIEWED: example/audio/audio_module_player.c help instructions and small b… by @asdqwe
+[examples] REVIEWED: example/models/models_loading_m3d.c controls (#3269) by @asdqwe
+[examples] REVIEWED: example/models/models_loading_gltf.c controls (#3268) by @asdqwe
+[examples] REVIEWED: text_unicode.c example crashing (#3250) by @ubkp
+[examples] REVIEWED: rlgl_standalone.c compilation issue (#3242) by @ubkp
+[examples] REVIEWED: core_input_gestures for Web (#3172) by @ubkp
+[examples] REVIEWED: core_input_gamepad (#3110) by @iacore
+[examples] REVIEWED: examples using raygui to raygui 4.0 by @raysan5
+[examples] REVIEWED: Julia set shader example (#3467) by @joshcol9232
+[build] ADDED: CMake option for SUPPORT_CUSTOM_FRAME_CONTROL (#3221) by @ubkp
+[build] ADDED: New BORDERLESS_WINDOWED_MODE for PLATFORM_DESKTOP (#3216) by @ubkp
+[build] ADDED: New examples to VS2022 solution by @raysan5
+[build] REVIEWED: Updated Makefile and Makefile.Web, include new examples
+[build] REVIEWED: Fix CMake extraneous -lglfw (#3266) by @iacore
+[build] REVIEWED: Add missing cmake options (#3267) by @asdqwe
+[build] REVIEWED: Match CMakeOptions.txt options default values (#3258) by @asdqwe
+[build] REVIEWED: Add build.zig options for individual modules (#3254) by @actondev
+[build] REVIEWED: build.zig to work with cross-compiling (#3225) by @yujiri8
+[build] REVIEWED: Makefile build on PLATFORM_ANDROID, soname (#3211) by @ndytts
+[build] REVIEWED: src/Makefile, fix misleading indentation (#3202) by @ashn-dot-dev
+[build] REVIEWED: build.zig: Support for building with PLAFORM_DRM (#3191) by @jakubvf
+[build] REVIEWED: Update CMakeOptions.txt by @raysan5
+[build] REVIEWED: fix: cmake option "OPENGL_VERSION" doesn't work (#3170) by @royqh1979
+[build] REVIEWED: Add error if raylib.h is included in a C++98 program (#3093) by @Peter0x44
+[build] REVIEWED: Cross compilation for PLATFORM_DRM (#3091) by @TheLastBilly
+[build] REVIEWED: build.zigm fixed cross-compiling from Linux (#3090)by @yujiri8
+[build] REVIEWED: Enhanced cmake part for OpenBSD (#3086) by @rayit
+[build] REVIEWED: Fixed compile on OpenBSD (#3085)by @rayit
+[build] REVIEWED: CMake project example: fix a couple of typos (#3014) by @benjamin-thomas
+[build] REVIEWED: Fix warnings in raylib for MSVC (#3004) by @JeffM2501
+[build] REVIEWED: Update cmake example project (#3062) by @lesleyrs
+[build] REVIEWED: Update build.zig be be able to build with current zig master (#3064) by @ryupold
+[build] REVIEWED: VSCode project template (#3048) by @Shoozza
+[build] REVIEWED: Fixed broken build.zig files. Now works with latest stable compiler (… by @Gamer-Kold
+[build] REVIEWED: Fix missing symbol when rglfw.c on BSD platforms (#2968) by @Koromix
+[build] REVIEWED: Update Makefile comment to indicate arm64 as a supported Linux deskto… @ashn-dot-dev
+[build] REVIEWED: Update Makefile : clean raygui.c & physac.c (#3296) by @SuperUserNameMan
+[build] REVIEWED: Update webassembly.yml and linux.yml
+[build] REVIEWED: Update zig build system to zig version 0.11.0 (#3393) by @purple4pur
+[build] REVIEWED: Fix for latest zig master (#3037) by @star-tek-mb
+[build] REVIEWED: Examples Makefile to use Makefile.Web when building for web (#3449) by @keithstellyes
+[build] REVIEWED: build.zig updates for 0.11.0 release. (#3501) by @cabarger
+[build] REVIEWED: Support OpenGL ES 3.0 building on Web platform
+[build] REVIEWED: Fix warnings in Visual Studio (#3512) by @JeffM2501
+[build] REVIEWED: OpenGL ES 3.0 flags on CMakeOptions (#3514) by @awfulcooking
+[bindings] ADDED: fortran-raylib
+[bindings] ADDED: raylib-raku to bindings (#3299) by @vushu
+[bindings] ADDED: claw-raylib to BINDINGS.md (#3310) by @bohonghuang
+[bindings] ADDED: vaiorabbit/raylib-bindings (#3318) by @wilsonsilva
+[bindings] ADDED: TurboRaylib (#3317) by @turborium
+[bindings] ADDED: raylib-ffi to bindings list (#3164) by @ewpratten
+[bindings] ADDED: raylib-pkpy-bindings (#3361) by @blueloveTH
+[bindings] ADDED: Raylib.lean to BINDINGS.md (#3409) by @KislyjKisel
+[bindings] UPDATED: BINDINGS.md (#3217) by @joseph-montanez
+[bindings] UPDATED: BINDINGS.md to include rayjs (#3212) by @mode777
+[bindings] UPDATED: latest h-raylib version (#3166) by @Anut-py
+[bindings] UPDATED: bindbd-raylib3 to raylib 4.5 (#3157) by @o3o
+[bindings] UPDATED: Janet bindings supported version update (#3083)by @archydragon
+[bindings] UPDATED: BINDINGS.md (raylib-py -> 4.5) (#2992) by @overdev
+[bindings] UPDATED: BINDINGS.md (raylib-lua -> 4.5) (#2989) by @TSnake41
+[bindings] UPDATED: raylib-d binding version to 4.5 (#2988) by @schveiguy
+[bindings] UPDATED: raylib-freebasic to 4.5 (#2986) by @WIITD
+[bindings] UPDATED: BINDINGS.md (#2983) by @jarroddavis68
+[bindings] UPDATED: BINDINGS.md for raylib Odin 4.5 (#2981) by @gingerBill
+[bindings] UPDATED: BINDINGS.md (#2980) by @GuvaCode
+[bindings] UPDATED: BINDINGS.md (#3002) by @fubark
+[bindings] UPDATED: BINDINGS.md (#3053) by @JupiterRider
+[bindings] UPDATED: BINDINGS.md (#3050) by @Its-Kenta
+[bindings] UPDATED: CL bindings version (#3049) by @shelvick
+[bindings] UPDATED: BINDINGS.md (#3026) by @ChrisDill
+[bindings] UPDATED: BINDINGS.md (#3023) by @sDos280
+[bindings] UPDATED: BINDINGS.md (#3017) by @Soutaisei
+[bindings] UPDATED: Various versions to 4.5 (#2974) by @RobLoach
+[bindings] UPDATED: raylib.zig version to 4.5 (#2971) by @ryupold
+[bindings] UPDATED: h-raylib version (#2970) by @Anut-py
+[bindings] UPDATED: Factor's raylib binding to v4.5 (#3350) by @WraithGlade
+[bindings] UPDATED: raylib-ocaml bindings to 4.5 version (#3322) by @tjammer
+[bindings] UPDATED: Jaylib binding (#3508) by @glowiak
+[external] UPDATED: sdefl and sinfl DEFLATE compression libraries by @raysan5
+[external] UPDATED: miniaudio v0.11.12 --> v0.11.19 by @raysan5
+[external] UPDATED: rl_gputex.h compressed images loading library by @raysan5
+[external] UPDATED: Replaced stb_image_resize.c by stb_image_resize2.h (#3403) by @BabakSamimi
+[external] UPDATED: qoi and qoa libraries
+[external] UPDATED: stb libraries (required ones)
+[external] UPDATED: cgltf and m3d libraries
+[external] REVIEWED: msf_gif.h, some warnings
+[external] REVIEWED: sinfl external library to avoid ASAN complaints (#3349) by @raysan5
+[misc] ADDED: New task point to issue template about checking the wiki (#3169) by @ubkp
+[misc] ADDED: CodeQL for static code analysis (#3476) by @b4yuan
+[misc] REVIEWED: Update FAQ.md by @raysan5
+[misc] REVIEWED: Potential code issues reported by CodeQL (#3476)
+[misc] REVIEWED: Fix a link in the FAQ (#3082)by @jasonliang-dev
+[misc] REVIEWED: New file formats to FAQ (#3079) by @Luramoth
+[misc] REVIEWED: Make assets loading extension case insensitive #3008 by @raysan5
+[misc] REVIEWED: Updated web shells open-graph info by @raysan5
+
+-------------------------------------------------------------------------
+Release: raylib 4.5 (18 March 2023)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - ADDED: Improved ANGLE support on Desktop platforms
+ - ADDED: rcamera module, simpler and more extendable
+ - ADDED: Support for M3D models and M3D/GLTF animations
+ - ADDED: Support QOA audio format (import/export)
+ - ADDED: rl_gputex module for compressed textures loading
+ - REDESIGNED: rlgl module for automatic render-batch limits checking
+ - REDESIGNED: rshapes module to minimize the rlgl dependency
+
+Detailed changes:
+[core] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach
+[core] ADDED: Basic gamepad support for Android (#2709) by @deniska
+[core] ADDED: Support CAPS/NUM lock keys registering if locked
+[core] ADDED: _GNU_SOURCE define on Linux (#2729)
+[core] ADDED: SetWindowIcons() to set multiple icon image sizes
+[core] `WARNING`: RENAMED: Exported raylib version symbol to raylib_version #2671
+[core] REMOVED: Touch points on touch up events on Android (#2711) by @deniska
+[core] REVIEWED: Window position setup on InitWindow() (#2732) by @RandomErrorMessage
+[core] REVIEWED: Touchscreen input related functions on Android (#2702) by @deniska
+[core] REVIEWED: Viewport scaling on Android after context rebind (#2703) by @deniska
+[core] REVIEWED: ScanDirectoryFilesRecursively() (#2704)
+[core] REVIEWED: Gamepad mappings with latest gamecontrollerdb (#2725)
+[core] REVIEWED: Monitor order check on app initialization
+[core] REVIEWED: Application monitor when opening (#2728, #2731) by @RandomErrorMessage
+[core] REVIEWED: Gestures module to use GetTime() if available (#2733) by @RobLoach
+[core] REVIEWED: Resolve GLFW3 some symbols re-definition of windows.h in glfw3native (#2643) by @daipom
+[core] REVIEWED: OpenURL(), string buffer too short sometimes
+[core] REVIEWED: GetRandomValue() range limit warning (#2800) by @Pere001
+[core] REVIEWED: UnloadDirectoryFiles()
+[core] REVIEWED: GetKeyPressed(), out of range issue (#2814) by @daipom
+[core] REVIEWED: GetTime(), renamed variable 'time' to 'nanoSeconds' (#2816) by @jtainer
+[core] REVIEWED: LoadShaderFromMemory(), issue with shader linkage
+[core] REVIEWED: Avoid possible gamepad index as -1 (#2839)
+[core] REVIEWED: SetShaderValue*(), avoid setup uniforms for invalid locations
+[core] REVIEWED: GetClipboardText() on PLATFORM_WEB, permissions issues
+[core] REVIEWED: Initial window position for display-sized fullscreen (#2742) by @daipom
+[core] REVIEWED: Sticky touches input (#2857) by @ImazighenGhost
+[core] REVIEWED: Enable GetWindowHandle() on macOS (#2915) by @Not-Nik
+[core] REVIEWED: Window position always inits centered in current monitor
+[core] REVIEWED: IsWindowFocused() to consider Android App state (#2935)
+[core] REVIEWED: GetMonitorWidth() and GetMonitorHeight() (#2934)
+[core] REVIEWED: GetWindowHandle() to return Linux window (#2938)
+[core] REVIEWED: WindowDropCallback(), additional security check (#2943)
+[core] REVIEWED: Security checks for emscripten_run_script() (#2954)
+[utils] REVIEWED: TraceLog() message size limit overflow
+[rcamera] REDESIGNED: New implementation from scratch (#2563) by @Crydsch
+[rcamera] REVIEWED: Make orbital camera work as expected (#2926) by @JeffM2501
+[rcamera] REVIEWED: Multiple reviews on the new implementation
+[rcamera] ADDED: UpdateCameraPro(), supporting custom user inputs
+[rlgl] ADDED: OpenGL ES 2.0 support on PLATFORM_DESKTOP (#2840) by @wtnbgo
+[rlgl] ADDED: Separate blending modes for color and alpha, BLEND_CUSTOM_SEPARATE (#2741)
+[rlgl] ADDED: rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) by @pure01fx
+[rlgl] ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to `rlTextureParameters()` for OpenGL 3.3 #2674
+[rlgl] ADDED: rlCubemapParameters() (#2862) by @GithubPrankster
+[rlgl] ADDED: rlSetCullFace() (#2797) by @jtainer
+[rlgl] REMOVED: Mipmaps software generation for OpenGL 1.1
+[rlgl] REVIEWED: Check for extensions before enabling them (#2706) by @Not-Nik
+[rlgl] REVIEWED: SSBO usage to avoid long long data types
+[rlgl] REVIEWED: Enable DXT compression on __APPLE__ targets (#2694) by @Not-Nik
+[rlgl] REVIEWED: enums exposed and description comments
+[rlgl] REVIEWED: rlBindImageTexture(), correct data types (#2808) by @planetis-m
+[rlgl] REVIEWED: rlMultMatrixf(), use const pointer (#2807) by @planetis-m
+[rlgl] REVIEWED: Expose OpenGL blending mode factors and functions/equations
+[rlgl] REVIEWED: rLoadTextureDepth(), issue with depth textures on WebGL (#2824)
+[rlgl] REVIEWED: rlUnloadFramebuffer() (#2937)
+[raymath] ADDED: Vector2LineAngle() (#2887)
+[raymath] REVIEWED: Vector2Angle() (#2829, #2832) by @AlxHnr, @planetis-m
+[shapes] ADDED: CheckCollisionPointPoly() (#2685) by @acejacek
+[shapes] REVIEWED: DrawPixel*(), use RL_QUADS/RL_TRIANGLES (#2750) by @hatkidchan
+[shapes] REVIEWED: DrawLineBezier*(), fix bezier line breaking (#2735, #2767) by @nobytesgiven
+[textures] ADDED: ColorBrightness()
+[textures] ADDED: ColorTint()
+[textures] ADDED: ColorContrast()
+[textures] ADDED: Support for PNM images (.ppm, .pgm)
+[textures] ADDED: GenImagePerlinNoise()
+[textures] ADDED: GenImageText(), generate grayscale image from text byte data
+[textures] ADDED: ImageDrawCircleLines(), ImageDrawCircleLinesV() (#2713) by @RobLoach
+[textures] ADDED: ImageBlurGaussian() (#2770) by @nobytesgiven
+[textures] REVIEWED: Image fileformat support: PIC, PNM
+[textures] REVIEWED: ImageTextEx() and ImageDrawTextEx() scaling (#2756) by @hatkidchan
+[textures] `WARNING`: REMOVED: DrawTextureQuad()
+[textures] `WARNING`: REMOVED: DrawTexturePoly(), function moved to example: `textures_polygon`
+[textures] `WARNING`: REMOVED: DrawTextureTiled(),function implementation moved to the textures_tiled.c
+[text] ADDED: GetCodepointPrevious()
+[text] ADDED: UnloadUTF8(), aligned with LoadUTF8()
+[text] `WARNING`: RENAMED: TextCodepointsToUTF8() to LoadUTF8()
+[text] `WARNING`: RENAMED: GetCodepoint() -> GetCodepointNext()
+[text] REDESIGNED: GetCodepointNext()
+[text] REVIEWED: MeasureTextEx(), avoid crash on bad data
+[text] REVIEWED: UnloadFontData(), avoid crash on invalid font data
+[models] ADDED: Support M3D model file format (meshes and materials) (#2648) by @bztsrc
+[models] ADDED: Support for M3D animations (#2648) by @bztsrc
+[models] ADDED: GLTF animation support (#2844) by @charles-l
+[models] ADDED: DrawCapsule() and DrawCapsuleWires() (#2761) by @IanBand
+[models] ADDED: LoadMaterials(), MTL files loading, same code as OBJ loader (#2872) by @JeffM2501
+[models] `WARNING`: REMOVED: UnloadModelKeepMeshes()
+[models] `WARNING`: REMOVED: DrawCubeTexture(), DrawCubeTextureRec(), functions moved to new example: `models_draw_cube_texture`
+[models] REVIEWED: DrawMesh(), using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) by @haved
+[models] REVIEWED: LoadM3D() vertex color support (#2878) by @GithubPrankster, @bztsrc
+[models] REVIEWED: GenMeshHeightmap() (#2716)
+[models] REVIEWED: LoadIQM() (#2676)
+[models] REVIEWED: Simplify .vox signature check (#2752) by @CrezyDud
+[models] REVIEWED: LoadIQM(), support bone names loading if available (#2882) by @PencilAmazing
+[models] REVIEWED: GenMeshTangents(), avoid crash on missing texcoords data (#2927)
+[audio] ADDED: Full support for QOA audio file format
+[audio] ADDED: Mixed audio processor (#2929) by @hatkidchan
+[audio] ADDED: IsWaveReady()`, IsSoundReady(), IsMusicReady() (#2892) by @RobLoach
+[audio] `WARNING`: REMOVED: Multichannel audio API: PlaySoundMulti(), StopSoundMulti()
+[audio] REVIEWED: Clear PCM buffer state when closing audio device (#2736) by @veins1
+[audio] REVIEWED: Android backend selected (#2118, #2875) by @planetis-m
+[audio] REVIEWED: Change default threading model for COM objects in miniaudio
+[multi] ADDED: IsShaderReady(), IsImageReady(), IsFontReady() (#2892) by @RobLoach
+[multi] ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895) by @RobLoach
+[multi] REVIEWED: Multiple code/comment typos by @sDos280
+[multi] REVIEWED: Grammar mistakes and typos (#2914) by @stickM4N
+[multi] REVIEWED: Use TRACELOG() macro instead of TraceLog() in internal modules (#2881) by @RobLoach
+[examples] ADDED: textures_textured_curve (#2821) by @JeffM2501
+[examples] ADDED: models_draw_cube_texture
+[examples] ADDED: models_loading_m3d (#2648) by @bztsrc
+[examples] ADDED: shaders_write_depth (#2836) by @BugraAlptekinSari
+[examples] ADDED: shaders_hybrid_render (#2919) by @BugraAlptekinSari
+[examples] REMOVED: audio_multichannel_sound
+[examples] RENAMED: Several shaders for naming consistency (#2707)
+[examples] RENAMED: lighting_instanced.fs to lighting_instancing.fs (glsl100) (#2805) by @gtrxAC
+[examples] REVIEWED: core_custom_logging.c (#2692) by @hartmannathan
+[examples] REVIEWED: core_camera_2d_platformer (#2687) by @skylar779
+[examples] REVIEWED: core_input_gamepad.c (#2903) by @planetis-m
+[examples] REVIEWED: core_custom_frame_control
+[examples] REVIEWED: core_drop_files (#2943)
+[examples] REVIEWED: text_rectangle_bounds (#2746) by @SzieberthAdam
+[examples] REVIEWED: textures_image_processing, added gaussian blurring (#2775) by @nobytesgiven
+[examples] REVIEWED: models_billboard, highlighting rotation and draw order (#2779) by @nobytesgiven
+[examples] REVIEWED: core_loading_thread, join thread on completion (#2845) by @planetis-m
+[examples] REVIEWED: models_loading_gltf
+[examples] REVIEWED: Shader lighting.fs for GLSL120 (#2651)
+[examples] REVIEWED: text_codepoints_loading.c
+[parser] REVIEWED: raylib-parser Makefile (#2765) by @Peter0x44
+[build] ADDED: Packaging for distros with deb-based and rpm-based packages (#2877) by @KOLANICH
+[build] ADDED: Linkage library -latomic on Linux (only required for ARM32)
+[build] ADDED: Required frameworks on macOS (#2793) by @SpexGuy
+[build] ADDED: WASM support for Zig build (#2901) by @Not-Nik
+[build] ADDED: New raylib examples as VS2022 project (to raylib solution)
+[build] REVIEWED: config.h format and inconsistencies
+[build] REVIEWED: Zig build to latest master, avoid deprecated functions (#2910) by @star-tek-mb
+[build] REVIEWED: CMake project template to easily target raylib version (#2700) by @RobLoach
+[build] REVIEWED: PATH for PLATFORM_WEB target (#2647) by @futureapricot
+[build] REVIEWED: build.zig to let user decide how to set build mode and linker fixes by @InKryption
+[build] REVIEWED: Deprecation error on Android API higher than 23 (#2778) by @anggape
+[build] REVIEWED: Android x86 Architecture name (#2783) by @IsaacTCB
+[build] REVIEWED: examples/build.zig for the latest Zig version (#2786) by @RomanAkberov
+[utils] REVIEWED: ExportDataAsCode() data types (#2787) by @RGDTAB
+[build] REVIEWED: Makefile emscripten path (#2785) by @Julianiolo
+[build] REVIEWED: Several compilation warnings (for strict rules)
+[build] REVIEWED: All github workflows using deprecated actions
+[build] REVIEWED: CMake when compiling for web (#2820) by @object71
+[build] REVIEWED: DLL build on Windows (#2951) by @Skaytacium
+[build] REVIEWED: Avoid MSVC warnings in raylib project (#2871) by @JeffM2501
+[build] REVIEWED: Paths in .bat files to build examples (#2870) by @masoudd
+[build] REVIEWED: CMake, use GLVND for old cmake versions (#2826) by @simendsjo
+[build] REVIEWED: Makefile, multiple tweaks
+[build] REVIEWED: CI action: linux_examples.yml
+[build] REVIEWED: CI action: cmake.yml
+[bindings] ADDED: h-raylib (Haskell) by @Anut-py
+[bindings] ADDED: raylib-c3 (C3) by @Its-Kenta
+[bindings] ADDED: raylib-umka (Umka) by @RobLoach
+[bindings] ADDED: chez-raylib (Chez Scheme) by @Yunoinsky
+[bindings] ADDED: raylib-python-ctypes (Python) by @sDos280
+[bindings] ADDED: claylib (Common Lisp) by @shelvick
+[bindings] ADDED: raylib-vapi (Vala) by @lxmcf
+[bindings] ADDED: TurboRaylib (Object Pascal) by @turborium
+[bindings] ADDED: Kaylib (Kotlin/Native) by @Its-Kenta
+[bindings] ADDED: Raylib-Nelua (Nelua) by @Its-Kenta
+[bindings] ADDED: Cyber (Cyber) by @fubark
+[bindings] ADDED: raylib-sunder (Sunder) by @ashn-dot-dev
+[bindings] ADDED: raylib BQN (#2962) by @Brian-ED
+[misc] REVIEWED: Update external libraries to latest versions
+
+-------------------------------------------------------------------------
+Release: raylib 4.2 (11 August 2022)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - REMOVED: extras libraries (raygui, physac, rrem, reasings, raudio.h) moved to independent separate repos
+ - UPDATED: examples: Added creation and update raylib versions and assigned **DIFFICULTY LEVELS**!
+ - rres 1.0: A custom resource-processing and packaging file format, including tooling and raylib integration examples
+ - raygui 3.2: New version of the immediate-mode gui system for tools development with raylib
+ - raylib_parser: Multiple improvements of the raylib parser to automatize bindings generation
+ - ADDED: New file system API: Reviewed to be more aligned with raylib conventions and one advance function added
+ - ADDED: New audio stream processors API (_experimental_): Allowing to add custom audio stream data processors using callbacks
+
+Detailed changes:
+[multi] ADDED: Frequently Asked Questions (FAQ.md)
+[multi] REVIEWED: Multiple trace log messages
+[multi] REVIEWED: Avoid some float to double promotions
+[multi] REVIEWED: Some functions input parametes that should be const
+[multi] REVIEWED: Variables initialization, all variables are initialized on declaration
+[multi] REVIEWED: Static array buffers are always re-initialized with memset()
+[multi] `WARNING`: RENAMED: Some function input parameters from "length" to "size"
+[core] ADDED: GetApplicatonDirectory() (#2256, #2285, #2290) by @JeffM2501
+[core] ADDED: raylibVersion symbol, it could be required by some bindings (#2190)
+[core] ADDED: SetWindowOpacity() (#2254) by @tusharsingh09
+[core] ADDED: GetRenderWidth() and GetRenderHeight() by @ArnaudValensi
+[core] ADDED: EnableEventWaiting() and DisableEventWaiting()
+[core] ADDED: GetFileLength()
+[core] ADDED: Modules info at initialization
+[core] ADDED: Support clipboard copy/paste on web
+[core] ADDED: Support OpenURL() on Android platform (#2396) by @futureapricot
+[core] ADDED: Support MOUSE_PASSTHROUGH (#2516)
+[core] ADDED: GetMouseWheelMoveV() (#2517) by @schveiguy
+[core] `WARNING`: REMOVED: LoadStorageValue() / SaveStorageValue(), moved to example
+[core] `WARNING`: RENAMED: GetDirectoryFiles() to LoadDirectoryFiles()
+[core] `WARNING`: RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()`
+[core] `WARNING`: RENAMED: GetDroppedFiles() to LoadDroppedFiles()
+[core] `WARNING`: RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()`
+[core] `WARNING`: REDESIGNED: WaitTime() argument from milliseconds to seconds (#2506) by @flashback-fx
+[core] REVIEWED: GetMonitorWidth()/GetMonitorHeight() by @gulrak
+[core] REVIEWED: GetDirectoryFiles(), maximum files allocation (#2126) by @ampers0x26
+[core] REVIEWED: Expose MAX_KEYBOARD_KEYS and MAX_MOUSE_BUTTONS (#2127)
+[core] REVIEWED: ExportMesh() (#2138)
+[core] REVIEWED: Fullscreen switch on PLATFORM_WEB
+[core] REVIEWED: GetMouseWheelMove(), fixed bug
+[core] REVIEWED: GetApplicationDirectory() on macOS (#2304)
+[core] REVIEWED: ToggleFullscreen()
+[core] REVIEWED: Initialize/reset CORE.inputs global state (#2360)
+[core] REVIEWED: MouseScrollCallback() (#2371)
+[core] REVIEWED: SwapScreenBuffers() for PLATFORM_DRM
+[core] REVIEWED: WaitTime(), fix regression causing video stuttering (#2503) by @flashback-fx
+[core] REVIEWED: Mouse device support on PLATFORM_DRM (#2381)
+[core] REVIEWED: Support OpenBSD timming functions
+[core] REVIEWED: Improved boolean definitions (#2485) by @noodlecollie
+[core] REVIEWED: TakeScreenshot(), use GetWindowScaleDPI() to calculate size in screenshot/recording (#2446) by @gulrak
+[core] REVIEWED: Remove fps requirement for drm connector selection (#2468) by @Crydsch
+[core] REVIEWED: IsFileExtension() (#2530)
+[camera] REVIEWED: Some camera improvements (#2563)
+[rlgl] ADDED: Premultiplied alpha blend mode (#2342) by @megagrump
+[rlgl] REVIEWED: VR rendering not taking render target size into account (#2424) by @FireFlyForLife
+[rlgl] REVIEWED: Set rlgl internal framebuffer (#2420)
+[rlgl] REVIEWED: rlGetCompressedFormatName()
+[rlgl] REVIEWED: Display OpenGL 4.3 capabilities with a compile flag (#2124) by @GithubPrankster
+[rlgl] REVIEWED: rlUpdateTexture()
+[rlgl] REVIEWED: Minimize buffer overflow probability
+[rlgl] REVIEWED: Fix scissor mode on macOS (#2170) by @ArnaudValensi
+[rlgl] REVIEWED: Clear SSBO buffers on loading (#2185)
+[rlgl] REVIEWED: rlLoadShaderCode(), improved shader loading code
+[rlgl] REVIEWED: Comment notes about custom blend modes (#2260) by @glorantq
+[rlgl] REVIEWED: rlGenTextureMipmaps()
+[rlgl] REVIEWED: rlTextureParameters()
+[raymath] ADDED: Wrap() (#2522) by @Tekkitslime
+[raymath] ADDED: Vector2Transform()
+[raymath] ADDED: Vector2DistanceSqr() (#2376) by @AnilBK
+[raymath] ADDED: Vector3DistanceSqr() (#2376) by @AnilBK
+[raymath] ADDED: Vector2ClampValue(), Vector3ClampValue() (#2428) by @saccharineboi
+[raymath] ADDED: Vector3RotateByAxisAngle() (#2590) by @Crydsch
+[raymath] `WARNING`: REDESIGNED: Vector2Angle() returns radians instead of degrees (#2193) by @schveiguy
+[raymath] `WARNING`: REMOVED: MatrixNormalize() (#2412)
+[raymath] REVIEWED: Fix inverse length in Vector2Normalize() (#2189) by @HarriP
+[raymath] REVIEWED: Vector2Angle() not working as expected (#2196) by @jdeokkim
+[raymath] REVIEWED: Vector2Angle() and Vector3Angle() (#2203) by @trikko
+[raymath] REVIEWED: QuaternionInvert(), code simplified (#2324) by @megagrump
+[raymath] REVIEWED: QuaternionScale() (#2419) by @tana
+[raymath] REVIEWED: Vector2Rotate(), optimized (#2340) by @jdeokkim
+[raymath] REVIEWED: QuaternionFromMatrix(), QuaternionEquals() (#2591) by @kirigirihitomi
+[raymath] REVIEWED: MatrixRotate*() (#2595, #2599) by @GoodNike
+[shapes] REVIEWED: CheckCollision*() consistency
+[shapes] REVIEWED: DrawRectanglePro(), support TRIANGLES drawing
+[textures] ADDED: Support for QOI image format
+[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawRectangleRec(), optimized functions (#2429) by @AnilBK
+[textures] REVIEWED: LoadTextureFromImage(), allow texture loading with no data transfer
+[textures] REVIEWED: ImageDraw(), comment to note that f32bit is not supported (#2222)
+[textures] REVIEWED: DrawTextureNPatch(), avoid batch overflow (#2401) by @JeffM2501
+[textures] REVIEWED: DrawTextureTiled() (#2173)
+[textures] REVIEWED: GenImageCellular() (#2178)
+[textures] REVIEWED: LoadTextureCubemap() (#2223, #2224)
+[textures] REVIEWED: Export format for float 32bit
+[textures] REVIEWED: ExportImage(), support export ".jpeg" files
+[textures] REVIEWED: ColorAlphaBlend() (#2524) by @royqh1979
+[textures] REVIEWED: ImageResize() (#2572)
+[textures] REVIEWED: ImageFromImage() (#2594) by @wiertek
+[text] ADDED: ExportFontAsCode()
+[text] ADDED: DrawTextCodepoints() (#2308) by @siddharthroy12
+[text] REVIEWED: TextIsEqual(), protect from NULLs (#2121) by @lukekras
+[text] REVIEWED: LoadFontEx(), comment to specify how to get the default character set (#2221) by @JeffM2501
+[text] REVIEWED: GenImageFontAtlas(), increase atlas size guesstimate by @megagrump
+[text] REVIEWED: GetCodepoint() (#2201)
+[text] REVIEWED: GenImageFontAtlas() (#2556)
+[text] REVIEWED: ExportFontAsCode() to use given font padding (#2525) by @TheTophatDemon
+[models] ADDED: Reference code to load bones id and weight data for animations
+[models] `WARNING`: REMOVED: GetRayCollisionModel() (#2405)
+[models] REMOVED: GenMeshBinormals()
+[models] REVIEWED: External library: vox_loader.h, 64bit issue (#2186)
+[models] REVIEWED: Material color loading when no texture material is available (#2298) by @royqh1979
+[models] REVIEWED: Fix Undefined Symbol _ftelli64 in cgltf (#2319) by @audinue
+[models] REVIEWED: LoadGLTF(), fix memory leak (#2441, #2442) by @leomonta
+[models] REVIEWED: DrawTriangle3D() batch limits check (#2489)
+[models] REVIEWED: DrawBillboardPro() (#2494)
+[models] REVIEWED: DrawMesh*() issue (#2211)
+[models] REVIEWED: ExportMesh() (#2220)
+[models] REVIEWED: GenMeshCylinder() (#2225)
+[audio] `WARNING`: ADDED: rAudioProcessor pointer to AudioStream struct (used by Sound and Music structs)
+[audio] ADDED: SetSoundPan(), SetMusicPan(), SetAudioStreamPan(), panning support (#2205) by ptarabbia
+[audio] ADDED: Audio stream input callback (#2212) by ptarabbia
+[audio] ADDED: Audio stream processors support (#2212) by ptarabbia
+[audio] REVIEWED: GetMusicTimePlayed(), incorrect value after the stream restarted for XM audio (#2092 #2215) by @ptarabbia
+[audio] REVIEWED: Turn on interpolation for XM playback (#2216) by @ptarabbia
+[audio] REVIEWED: Fix crash with delay example (#2472) by @ptarabbia
+[audio] REVIEWED: PlaySoundMulti() (#2231)
+[audio] REVIEWED: ExportWaveAsCode()
+[audio] REVIEWED: UpdateMusicStream(), reduce dynamic allocations (#2532) by @dbechrd
+[audio] REVIEWED: UpdateMusicStream() to support proper stream looping (#2579) by @veins1
+[utils] ADDED: ExportDataAsCode()
+[utils] REVIEWED: Force flush stdout after trace messages (#2465) by @nagy
+[easings] ADDED: Function descriptions (#2471) by @RobLoach
+[camera] REVIEWED: Fix free camera panning in the wrong direction (#2347) by @DavidLyhedDanielsson
+[examples] ADDED: core_window_should_close
+[examples] ADDED: core_2d_camera_mouse_zoom (#2583) by @JeffM2501
+[examples] ADDED: shapes_top_down_lights (#2199) by @JeffM2501
+[examples] ADDED: textures_fog_of_war
+[examples] ADDED: textures_gif_player
+[examples] ADDED: text_codepoints_loading
+[examples] ADDED: audio_stream_effects
+[examples] REMOVED: core_quat_conversion, not working properly
+[examples] REMOVED: raudio_standalone, moved to raudio repo
+[examples] RENAMED: textures_rectangle -> textures_sprite_anim
+[examples] REVIEWED: core_input_gamepad, improve joystick visualisation (#2390) by @kristianlm
+[examples] REVIEWED: textures_draw_tiled
+[examples] REVIEWED: shaders_mesh_instancing, free allocated matrices (#2425) by @AnilBK
+[examples] REVIEWED: shaders_raymarching
+[examples] REVIEWED: audio_raw_stream (#2205) by ptarabbia
+[examples] REVIEWED: audio_music_stream
+[examples] REVIEWED: shaders_mesh_instancing, simplified
+[examples] REVIEWED: shaders_basic_lighting, rlights.h simplified
+[examples] REVIEWED: All examples descriptions, included creation/update raylib versions
+[parser] ADDED: Defines to parser (#2269) by @iskolbin
+[parser] ADDED: Aliases to parser (#2444) by @lazaray
+[parser] ADDED: Parse struct descriptions (#2214) by @eutro
+[parser] ADDED: Parse enum descriptions and value descriptions (#2208) by @eutro
+[parser] ADDED: Lua output format for parser by @iskolbin
+[parser] ADDED: Makefile for raylib_parser by @iskolbin
+[parser] ADDED: Support for truncating parser input (#2464) by @lazaray
+[parser] ADDED: Support for calculated defines to parser (#2463) by @lazaray
+[parser] REVIEWED: Update parser files (#2125) by @catmanl
+[parser] REVIEWED: Fix memory leak in parser (#2136) by @ronnieholm
+[parser] REVIEWED: EscapeBackslashes()
+[parser] REVIEWED: Parser improvements (#2461 #2462) by @lazaray
+[bindings] ADDED: License details for BINDINGS
+[bindings] ADDED: dart-raylib (#2149) by @wolfenrain
+[bindings] ADDED: raylib-cslo (#2169) by @jasonswearingen
+[bindings] ADDED: raylib-d (#2194) by @schveiguy
+[bindings] ADDED: raylib-guile (#2202) by @petelliott
+[bindings] ADDED: raylib-scopes (#2238) by @salotz
+[bindings] ADDED: naylib (Nim) (#2386) by @planetis-m
+[bindings] ADDED: raylib.jl (Julia) (#2403) by @irishgreencitrus
+[bindings] ADDED: raylib.zig (#2449) by @ryupold
+[bindings] ADDED: racket-raylib (#2454) by @eutro
+[bindings] ADDED: raylibr (#2611) by @ramiromagno
+[bindings] ADDED: Raylib.4.0.Pascal (#2617) by @sysrpl
+[bindings] REVIEWED: Multiple bindings updated to raylib 4.0
+[build] ADDED: VS2022 project
+[build] ADDED: Support macOS by zig build system (#2175)
+[build] ADDED: Support custom modules selection on compilation
+[build] ADDED: Minimal web shell for WebAssembly compilation
+[build] ADDED: BSD support for zig builds (#2332) by @zigster64
+[build] ADDED: Repology badge (#2367) by @jubalh
+[build] ADDED: Support DLL compilation with TCC compiler (#2569) by @audinue
+[build] ADDED: Missing examples to VS2022 examples solution
+[build] REMOVED: VS2019 project (unmaintained)
+[build] REMOVED: SUPPORT_MOUSE_CURSOR_POINT config option
+[build] REVIEWED: Fixed RPi make install (#2217) by @wereii
+[build] REVIEWED: Fix build results path on Linux and RPi (#2218) by @wereii
+[build] REVIEWED: Makefiles debug flag
+[build] REVIEWED: Fixed cross-compilation from x86-64 to RPi (#2233) by @pitpit
+[build] REVIEWED: All Makefiles, simplified
+[build] REVIEWED: All Makefiles, improve organization
+[build] REVIEWED: All Makefiles, support CUSTOM_CFLAGS
+[build] REVIEWED: Fixed compiling for Android using CMake (#2270) by @hero2002
+[build] REVIEWED: Make zig build functionality available to zig programs (#2271) by @Not-Nik
+[build] REVIEWED: Update CMake project template with docs and web (#2274) by @RobLoach
+[build] REVIEWED: Update VSCode project to work with latest makefile and web (#2296) by @phil-shenk
+[build] REVIEWED: Support audio examples compilation with external glfw (#2329) by @locriacyber
+[build] REVIEWED: Fix "make clean" target failing when shell is not cmd (#2338) by @Peter0x44
+[build] REVIEWED: Makefile linkage -latomic, required by miniaudio on ARM 32bit #2452
+[build] REVIEWED: Update raylib-config.cmake (#2374) by @marcogmaia
+[build] REVIEWED: Simplify build.zig to not require user to specify raylib path (#2383) by @Hejsil
+[build] REVIEWED: Fix OpenGL 4.3 graphics option in CMake (#2427) by @GoldenThumbs
+[extras] `WARNING`: REMOVED: physac from raylib sources/examples, use github.com/raysan5/physac
+[extras] `WARNING`: REMOVED: raygui from raylib/src/extras, use github.com/raysan5/raygui
+[extras] `WARNING`: REMOVED: rmem from raylib/src/extras, moved to github.com/raylib-extras/rmem
+[extras] `WARNING`: REMOVED: easings from raylib/src/extras, moved to github.com/raylib-extras/reasings
+[extras] `WARNING`: REMOVED: raudio.h from raylib/src, moved to github.com/raysan5/raudio
+[misc] REVIEWED: Update some external libraries to latest versions
+
+-------------------------------------------------------------------------
+Release: raylib 4.0 - 8th Anniversary Edition (05 November 2021)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - Naming consistency and coherency: Complete review of the library: syntax, naming, comments, decriptions, logs...
+ - Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more!
+ - Custom game-loop control: Intended for advance users that want to control the events polling and the timming mechanisms
+ - rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only
+ - raymath 1.5: Complete review following new conventions, to make it more portable and self-contained
+ - raygui 3.0: Complete review and official new release, more portable and self-contained, intended for tools development
+ - raylib_parser: New tool to parse raylib.h and extract all required info into custom output formats (TXT, XML, JSON...)
+ - Zig and Odin official support
+
+Detailed changes:
+[core] ADDED: Support canvas resizing on web (#1840) by @skylersaleh
+[core] ADDED: GetMouseDelta() (#1832) by @adricoin2010
+[core] ADDED: Support additional mouse buttons (#1753) by @lambertwang
+[core] ADDED: SetRandomSeed() (#1994) by @TommiSinivuo
+[core] ADDED: GetTouchPointId() #1972
+[core] ADDED: EncodeDataBase64() and DecodeDataBase64()
+[core] REMOVED: PLATFORM_UWP, difficult to maintain
+[core] REMOVED: IsGamepadName()
+[core] RENAMED: SwapBuffers() to SwapScreenBuffer()
+[core] RENAMED: Wait() to WaitTime()
+[core] RENAMED: RayHitInfo to RayCollision (#1781)
+[core] RENAMED: GetRayCollisionGround() to GetRayCollisionQuad() (#1781)
+[core] REVIEWED: Support mouse wheel on x-axis (#1948)
+[core] REVIEWED: DisableCursor() on web by registering an empty mouse click event function in emscripten (#1900) by @grenappels
+[core] REVIEWED: LoadShader() and default locations and descriptions
+[core] REVIEWED: LoadShaderFromMemory() (#1851) by @Ruminant
+[core] REVIEWED: WaitTime(), avoid global variables dependency to make the function is self-contained (#1841)
+[core] REVIEWED: SetWindowSize() to work on web (#1847) by @nikki93
+[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
+[core] REVIEWED: Android multi-touch (#1869) by @humbe
+[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
+[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
+[core] REVIEWED: KeyCallback(), register keys independently of the actions
+[rlgl] ADDED: GRAPHIC_API_OPENGL_43
+[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
+[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
+[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
+[rlgl] ADDED: rlGetPixelFormatName()
+[rlgl] REVIEWED: rlUpdateVertexBuffer (#1914) by @630Studios
+[rlgl] REVIEWED: rlDrawVertexArrayElements() (#1891)
+[rlgl] REVIEWED: Wrong normal matrix calculation (#1870)
+[raymath] ADDED: Vector3Angle()
+[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892)
+[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71
+[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
+[shapes] ADDED: DrawSplineBezierCubic() (#2021) by @SAOMDVN
+[textures] ADDED: GetImageColor() #2024
+[textures] REMOVED: GenImagePerlinNoise()
+[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
+[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
+[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
+[textures] REVIEWED: LoadImageAnim() #2005
+[text] ADDED: Security check in case of not valid font
+[text] ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint
+[text] ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas
+[text] ADDED: DrawTextPro() with text rotation support, WARNING: DrawTextPro() requires including `rlgl.h`, before it was only dependant on `textures` module.
+[text] ADDED: UnloadCodepoints() to safely free loaded codepoints
+[text] REMOVED: DrawTextRec() and DrawTextRecEx(), moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters.
+[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
+[text] RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case.
+[text] RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality.
+[text] RENAMED: GetCodepoints() to LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
+[text] RENAMED: GetNextCodepoint() to GetCodepoint()
+[models] ADDED: MagikaVoxel VOX models loading
+[models] ADDED: GenMeshCone() (#1903)
+[models] ADDED: GetModelBoundingBox()
+[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
+[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
+[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
+[models] REMOVED: DrawBillboardEx()
+[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
+[models] RENAMED: MeshTangents() to GenMeshTangents()
+[models] RENAMED: MeshBinormals() to GenMeshBinormals()
+[models] REVIEWED: GenMeshTangents() (#1877) by @630Studios
+[models] REVIEWED: CheckCollisionBoxSphere() by @Crydsch
+[models] REVIEWED: GetRayCollisionQuad() by @Crydsch
+[models] REVIEWED: LoadGLTF(), fixed missing transformations and nonroot skinning by @MrDiver
+[models] REVIEWED: LoadGLTF(), rewriten from scratch, removed animations support (broken)
+[models] REVIEWED: Decouple DrawMesh() and DrawMeshInstanced() (#1958)
+[models] REVIEWED: Support vertex color attribute for GLTF and IQM (#1790) by @object71
+[models] REVIEWED: DrawBillboardPro() (#1941) by @GithubPrankster
+[models] REDESIGNED: Major review of glTF loading functionality (#1849) by @object71
+[audio] ADDED: SeekMusicStream() (#2006) by @GithubPrankster
+[audio] REMOVED: GetAudioStreamBufferSizeDefault()
+[audio] RENAMED: InitAudioStream() to LoadAudioStream()
+[audio] RENAMED: CloseAudioStream() to UnloadAudioStream()
+[audio] RENAMED: IsMusicPlaying() to IsMusicStreamPlaying()
+[audio] REVIEWED: ExportWaveAsCode()
+[audio] REDESIGNED: Use frameCount on audio instead of sampleCount
+[utils] REVIEWED: exit() on LOG_FATAL instead of LOG_ERROR (#1796)
+[examples] ADDED: core_custom_frame_control
+[examples] ADDED: core_basic_screen_manager
+[examples] ADDED: core_split_screen (#1806) by @JeffM2501
+[examples] ADDED: core_smooth_pixelperfect (#1771) by @NotManyIdeasDev
+[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
+[examples] ADDED: models_loading_vox (#1940) by @procfxgen
+[examples] ADDED: rlgl_compute_shader by @TSnake41 (#2088)
+[examples] REMOVED: models_material_pbr
+[examples] REMOVED: models_gltf_animation
+[examples] REVIEWED: core_3d_picking
+[examples] REVIEWED: core_input_mouse
+[examples] REVIEWED: core_vr_simulator, RenderTexture usage
+[examples] REVIEWED: core_window_letterbox, RenderTexture usage
+[examples] REVIEWED: shapes_basic_shapes
+[examples] REVIEWED: shapes_logo_raylib_anim
+[examples] REVIEWED: textures_to_image
+[examples] REVIEWED: text_rectangle_bounds
+[examples] REVIEWED: text_unicode
+[examples] REVIEWED: text_draw_3d
+[examples] REVIEWED: models_loading
+[examples] REVIEWED: models_skybox (#1792) (#1778)
+[examples] REVIEWED: models_mesh_picking
+[examples] REVIEWED: models_yaw_pitch_roll
+[examples] REVIEWED: models_rlgl_solar_system
+[examples] REVIEWED: shaders_custom_uniform, RenderTexture usage
+[examples] REVIEWED: shaders_eratosthenes, RenderTexture usage
+[examples] REVIEWED: shaders_julia_set, RenderTexture usage
+[examples] REVIEWED: shaders_postprocessing, RenderTexture usage
+[examples] REVIEWED: shaders_basic_lighting, simplified (#1865)
+[examples] REVIEWED: audio_raw_stream.c
+[examples] REVIEWED: raudio_standalone
+[examples] REVIEWED: raylib_opengl_interop
+[examples] REVIEWED: rlgl_standalone.c
+[examples] REVIEWED: Resources licenses
+[examples] REVIEWED: models resources reorganization
+[templates] REMOVED: Moved to a separate repo: https://github.com/raysan5/raylib-game-template
+[build] ADDED: Zig build file (#2014) by @TommiSinivuo
+[build] ADDED: Android VS2019 solution (#2013) by @Kronka
+[build] REMOVED: VS2017 project, outdated
+[build] RENAMED: All raylib modules prefixed with 'r' (core -> rcore)
+[build] RENAMED: SUPPORT_MOUSE_CURSOR_NATIVE to SUPPORT_MOUSE_CURSOR_POINT
+[build] REVIEWED: examples/examples_template.c
+[build] REVIEWED: Makefile to latest Emscripten SDK r23
+[build] REVIEWED: Makefile for latest Android NDK r32 LTS
+[build] REVIEWED: raylib resource files
+[build] Moved some extra raylib libraries to /extras/ directory
+[*] UPDATED: Multiple bindings to latest version
+[*] UPDATED: Most external libraries to latest versions (except GLFW)
+[*] Multiple code improvements and fixes by multiple contributors!
+
+-------------------------------------------------------------------------
+Release: raylib 3.7 (26 April 2021)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - [rlgl] REDESIGNED: Greater abstraction level, some functionality moved to core module
+ - [rlgl] REVIEWED: Instancing and stereo rendering
+ - [core] REDESIGNED: VR simulator, fbo/shader exposed to user
+ - [utils] ADDED: File access callbacks system
+ - [models] ADDED: glTF animations support (#1551) by @object71
+ - [audio] ADDED: Music streaming support from memory (#1606) by @nezvers
+ - [*] RENAMED: enum types and enum values for consistency
+
+Detailed changes:
+[core] ADDED: LoadVrStereoConfig()
+[core] ADDED: UnloadVrStereoConfig()
+[core] ADDED: BeginVrStereoMode()
+[core] ADDED: EndVrStereoMode()
+[core] ADDED: GetCurrentMonitor() (#1485) by @object71
+[core] ADDED: SetGamepadMappings() (#1506)
+[core] RENAMED: struct Camera: camera.type to camera.projection
+[core] RENAMED: LoadShaderCode() to LoadShaderFromMemory() (#1690)
+[core] RENAMED: SetMatrixProjection() to rlSetMatrixProjection()
+[core] RENAMED: SetMatrixModelview() to rlSetMatrixModelview()
+[core] RENAMED: GetMatrixModelview() to rlGetMatrixModelview()
+[core] RENAMED: GetMatrixProjection() to rlGetMatrixProjection()
+[core] RENAMED: GetShaderDefault() to rlGetShaderDefault()
+[core] RENAMED: GetTextureDefault() to rlGetTextureDefault()
+[core] REMOVED: GetShapesTexture()
+[core] REMOVED: GetShapesTextureRec()
+[core] REMOVED: GetMouseCursor()
+[core] REMOVED: SetTraceLogExit()
+[core] REVIEWED: GetFileName() and GetDirectoryPath() (#1534) by @gilzoide
+[core] REVIEWED: Wait() to support FreeBSD (#1618)
+[core] REVIEWED: HighDPI support on macOS retina (#1510)
+[core] REDESIGNED: GetFileExtension(), includes the .dot
+[core] REDESIGNED: IsFileExtension(), includes the .dot
+[core] REDESIGNED: Compresion API to use sdefl/sinfl libs
+[rlgl] ADDED: SUPPORT_GL_DETAILS_INFO config flag
+[rlgl] REMOVED: GenTexture*() functions (#721)
+[rlgl] REVIEWED: rlLoadShaderDefault()
+[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
+[raymath] REVIEWED: QuaternionFromEuler() (#1651)
+[raymath] REVIEWED: MatrixRotateZYX() (#1642)
+[shapes] ADDED: DrawSplineBezierQuad() (#1468) by @epsilon-phase
+[shapes] ADDED: CheckCollisionLines()
+[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
+[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1
+[shapes] REDESIGNED: SetShapesTexture()
+[shapes] REDESIGNED: DrawCircleSector(), to use float params
+[shapes] REDESIGNED: DrawCircleSectorLines(), to use float params
+[shapes] REDESIGNED: DrawRing(), to use float params
+[shapes] REDESIGNED: DrawRingLines(), to use float params
+[textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho
+[textures] ADDED: UnloadImageColors() for allocs consistency
+[textures] RENAMED: GetImageData() to LoadImageColors()
+[textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501
+[textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill
+[text] REDESIGNED: DrawFPS()
+[models] ADDED: UploadMesh() (#1529)
+[models] ADDED: UpdateMeshBuffer()
+[models] ADDED: DrawMesh()
+[models] ADDED: DrawMeshInstanced()
+[models] ADDED: UnloadModelAnimations() (#1648) by @object71
+[models] REMOVED: DrawGizmo()
+[models] REMOVED: LoadMeshes()
+[models] REMOVED: MeshNormalsSmooth()
+[models] REVIEWED: DrawLine3D() (#1643)
+[audio] REVIEWED: Multichannel sound system (#1548)
+[audio] REVIEWED: jar_xm library (#1701) by @jmorel33
+[utils] ADDED: SetLoadFileDataCallback()
+[utils] ADDED: SetSaveFileDataCallback()
+[utils] ADDED: SetLoadFileTextCallback()
+[utils] ADDED: SetSaveFileTextCallback()
+[examples] ADDED: text_draw_3d (#1689) by @Demizdor
+[examples] ADDED: textures_poly (#1677) by @chriscamacho
+[examples] ADDED: models_gltf_model (#1551) by @object71
+[examples] RENAMED: shaders_rlgl_mesh_instanced to shaders_mesh_intancing
+[examples] REDESIGNED: shaders_rlgl_mesh_instanced by @moliad
+[examples] REDESIGNED: core_vr_simulator
+[examples] REDESIGNED: models_yaw_pitch_roll
+[build] ADDED: Config flag: SUPPORT_STANDARD_FILEIO
+[build] ADDED: Config flag: SUPPORT_WINMM_HIGHRES_TIMER (#1641)
+[build] ADDED: Config flag: SUPPORT_GL_DETAILS_INFO
+[build] ADDED: Examples projects to VS2019 solution
+[build] REVIEWED: Makefile to support PLATFORM_RPI (#1580)
+[build] REVIEWED: Multiple typecast warnings by @JeffM2501
+[build] REDESIGNED: VS2019 project build paths
+[build] REDESIGNED: CMake build system by @object71
+[*] RENAMED: Several functions parameters for consistency
+[*] UPDATED: Multiple bindings to latest version
+[*] UPDATED: All external libraries to latest versions
+[*] Multiple code improvements and fixes by multiple contributors!
+
+-------------------------------------------------------------------------
+Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
+-------------------------------------------------------------------------
+KEY CHANGES:
+ - [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic
+ - [core] REDESIGNED: Window states management system through FLAGS
+ - [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only)
+ - [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721)
+ - [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering)
+ - [*] REVIEWED: Multiple functions to replace file accesses by memory accesses
+ - [*] ADDED: GitHub Actions CI to support multiple raylib build configurations
+
+Detailed changes:
+[core] ADDED: SetWindowState() / ClearWindowState() -> New flags added!
+[core] ADDED: IsWindowFocused()
+[core] ADDED: GetWindowScaleDPI()
+[core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie
+[core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill
+[core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances
+[core] REMOVED: struct RenderTexture2D: depthTexture variable
+[core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState()
+[core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState()
+[core] RENAMED: GetExtension() to GetFileExtension()
+[core] REVIEWED: Several structs to reduce size and padding
+[core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap
+[core] REVIEWED: ToggleFullscreen() (#1287)
+[core] REVIEWED: InitWindow(), support empty title for window (#1323)
+[core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic
+[core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx
+[core] REPLACED: rgif.h by msf_gif.h for automatic gif recording
+[core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee
+[core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336)
+[core] UWP rework with improvements (#1231) by @Rover656
+[core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot
+[core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth
+[rlgl] Corrected issue with OpenGL 1.1 support
+[rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle
+[rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle
+[rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage
+[rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501
+[rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath]
+[rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls
+[rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only
+[rlgl] REVIEWED: rlFramebufferAttach() to support texture layers
+[rlgl] REVIEWED: GenDrawCube() and GenDrawQuad()
+[rlgl] REVIEWED: Issues with vertex batch overflow (#1223)
+[rlgl] REVIEWED: rlUpdateTexture(), issue with offsets
+[rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721)
+[raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid
+[raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube
+[raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend
+[raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa
+[raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik
+[raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo
+[raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage
+[shapes] ADDED: CheckCollisionLines(), by @Elkantor
+[text] Avoid [textures] functions dependencies
+[text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION
+[text] ADDED: LoadFontFromMemory() (TTF only) (#1327)
+[text] ADDED: UnloadFontData()
+[text] RENAMED: FormatText() -> TextFormat()
+[text] REVIEWED: Font struct, added charsPadding (#1432)
+[text] REVIEWED: TextJoin()
+[text] REVIEWED: TextReplace() (#1172)
+[text] REVIEWED: LoadBMFont() to load data from memory (#1232)
+[text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171)
+[text] REDESIGNED: LoadFontData(), reviewed input parameters
+[text] REDESIGNED: LoadFontDefault(), some code simplifications
+[text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx()
+[text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat()
+[text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask()
+[textures] Move Color functions from [core] to [textures] module
+[textures] ADDED: ColorAlphaBlend()
+[textures] ADDED: GetPixelColor()
+[textures] ADDED: SetPixelColor()
+[textures] ADDED: LoadImageFromMemory() (#1327)
+[textures] ADDED: LoadImageAnim() to load animated sequence of images
+[textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor
+[textures] ADDED: UpdateTextureRec()
+[textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples()
+[textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING
+[textures] REMOVED: LoadImageEx()
+[textures] REMOVED: LoadImagePro()
+[textures] REMOVED: GetImageDataNormalized(), not exposed in the API
+[textures] RENAMED: ImageExtractPalette() to GetImagePalette()
+[textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility
+[textures] RENAMED: GetImageData() -> LoadImageColors()
+[textures] RENAMED: GetImagePalette() -> LoadImagePalette()
+[textures] RENAMED: GetWaveData() -> LoadWaveSamples()
+[textures] REVIEWED: GetPixelDataSize() to consider compressed data properly
+[textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data
+[textures] REVIEWED: ImageDrawText*() params order
+[textures] REVIEWED: ColorAlphaBlend(), support tint color
+[textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218)
+[textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283)
+[textures] REVIEWED: ImageDraw(), optimizations test (#1218)
+[textures] REVIEWED: ImageResizeCanvas(), optimization (#1218)
+[textures] REVIEWED: ExportImage(), optimized
+[textures] REVIEWED: ImageAlphaPremultiply(), optimization
+[textures] REVIEWED: ImageAlphaClear(), minor optimization
+[textures] REVIEWED: ImageToPOT(), renamed parameter
+[textures] REVIEWED: ImageCrop() (#1218)
+[textures] REVIEWED: ImageToPOT() (#1218)
+[textures] REVIEWED: ImageAlphaCrop() (#1218)
+[textures] REVIEWED: ExportImage(), optimized (#1218)
+[textures] REDESIGNED: ImageCrop(), optimized (#1218)
+[textures] REDESIGNED: ImageRotateCCW(), optimized (#1218)
+[textures] REDESIGNED: ImageRotateCW(), optimized (#1218)
+[textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218)
+[textures] REDESIGNED: ImageFlipVertical(), optimized (#1218)
+[textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218)
+[textures] REDESIGNED: ImageDrawPixel(), optimized
+[textures] REDESIGNED: ImageDrawLine(), optimized
+[textures] REDESIGNED: ImageDraw(), optimized (#1218)
+[textures] REDESIGNED: ImageResize(), optimized (#1218)
+[textures] REDESIGNED: ImageFromImage(), optimized (#1218)
+[textures] REDESIGNED: ImageDraw(), optimization (#1218)
+[textures] REDESIGNED: ImageAlphaClear(), optimized (#1218)
+[textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232)
+[textures] REDESIGNED: ColorFromHSV()
+[models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
+[models] ADDED: UnloadModelKeepMeshes()
+[models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent
+[models] REVIEWED: GenMeshCubicmap(), added comments and simplification
+[models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs
+[models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah
+[models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies
+[models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666
+[models] REVIEWED: LoadGLTF() to read from memory buffer
+[models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn
+[models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle
+[models] REVIEWED: DrawGrid() (#1417)
+[models] REDESIGNED: ExportMesh() to use memory buffer (#1232)
+[models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers
+[audio] ADDED: LoadWaveFromMemory() (#1327)
+[audio] REMOVED: SetMusicLoopCount()
+[audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423)
+[audio] REVIEWED: SaveWAV() to use memory write insted of file
+[audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198)
+[audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340)
+[audio] REVIEWED: SetAudioBufferPitch()
+[audio] REDESIGNED: Audio looping system
+[audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312)
+[audio] REDESIGNED: ExportWaveAsCode() to use memory buffers
+[utils] ADDED: MemAlloc() / MemFree() (#1440)
+[utils] ADDED: UnloadFileData() / UnloadFileText()
+[utils] REVIEWED: android_fopen() to support SDCard access
+[utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420)
+[rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic
+[examples] ADDED: core/core_window_flags
+[examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies
+[examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel
+[examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor
+[examples] ADDED: shaders/shaders_hot_reloading (#1198)
+[examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle
+[examples] ADDED: shaders/shaders_multi_sampler2d
+[examples] ADDED: others/embedded_files_loading
+[examples] REVIEWED: textures/textures_raw_data (#1286)
+[examples] REVIEWED: textures/textures_sprite_explosion, replace resources
+[examples] REVIEWED: textures/textures_particles_blending, replace resources
+[examples] REVIEWED: textures/textures_image_processing, support mouse
+[examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0
+[examples] REVIEWED: audio/resources, use open license resources
+[examples] REVIEWED: others/raudio_standalone.c
+[build] ADDED: New config.h configuration options exposing multiple #define values
+[build] REMOVED: ANGLE VS2017 template project
+[build] REVIEWED: All MSVC compile warnings
+[build] Updated Makefile for web (#1332) by @rfaile313
+[build] Updated build pipelines to use latest emscripten and Android NDK
+[build] Updated emscriptem build script to generate .a on WebAssembly
+[build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000
+[build] Updated VSCode project template tasks
+[build] Updated VS2017.UWP project template by @Rover656
+[build] Updated Android build pipeline
+[build] REMOVED: AppVeyor and Travis CI build systems
+[*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games
+[*] Replaced several examples resources with more open licensed alternatives
+[*] Updated BINDINGS.md with NEW bindings and added raylib version binding!
+[*] Updated all external libraries to latest versions
+[*] Multiple code improvements and small fixes
+
+-----------------------------------------------
+Release: raylib 3.0 (01 April 2020)
+-----------------------------------------------
+KEY CHANGES:
+ - Global context states used on all modules.
+ - Custom memory allocators for all modules and dependencies.
+ - Centralized file access system and memory data loading.
+ - Structures reviewed to reduce size and always be used as pass-by-value.
+ - Tracelog messages completely reviewed and categorized.
+ - raudio module reviewed to accomodate new Music struct and new miniaudio.
+ - text module reviewed to improve fonts generation and text management functions.
+ - Multiple new examples added and categorized examples table.
+ - GitHub Actions CI implemented for Windows, Linux and macOS.
+
+Detailed changes:
+[build] ADDED: VS2017.ANGLE project, by @msmshazan
+[build] ADDED: VS2017 project support for x64 platform configuration
+[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky
+[build] ADDED: Makefile for Android building on Linux, by @pamarcos
+[build] REMOVED: VS2015 project
+[build] REVIEWED: VSCode project
+[build] REVIEWED: Makefile build system
+[build] REVIEWED: Android building, by @NimbusFox
+[build] REVIEWED: Compilation with CLion IDE, by @Rover656
+[build] REVIEWED: Generation of web examples, by @pamarcos
+[build] REVIEWED: Makefiles path to 'shell.html', by @niorad
+[build] REVIEWED: VS2017 64bit compilation issues, by @spec-chum
+[build] REVIEWED: Multiple fixes on projects building, by @ChrisDill, @JuDelCo, @electronstudio
+[core] ADDED: Support touch/mouse indistinctly
+[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize
+[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP
+[core] ADDED: RPI mouse cursor point support on native mode
+[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy
+[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy
+[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position
+[core] ADDED: DirectoryExists() - Check if a directory path exists
+[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path
+[core] ADDED: CompressData() - Compress data (DEFLATE algorythm)
+[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm)
+[core] ADDED: GetWindowPosition() - Get window position XY on monitor
+[core] ADDED: LoadFileData() - Load file data as byte array (read)
+[core] ADDED: SaveFileData() - Save data to file from byte array (write)
+[core] ADDED: LoadFileText() - Load text data from file (read), returns a '\0' terminated string
+[core] ADDED: SaveFileText() - Save text data to file (write), string must be '\0' terminated
+[core] REMOVED: Show raylib logo at initialization
+[core] REVIEWED: GetFileName(), security checks
+[core] REVIEWED: LoadStorageValue(), by @danimartin82
+[core] REVIEWED: SaveStorageValue(), by @danimartin82
+[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk
+[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity
+[core] REVIEWED: IsFileExtension() to be case-insensitive
+[core] REVIEWED: IsFileExtension() when checking no-extension files
+[core] REVIEWED: Default font scale filter for HighDPI mode
+[core] REVIEWED: Touch input scaling for PLATFORM_WEB
+[core] REVIEWED: RPI input system, by @DarkElvenAngel
+[core] REVIEWED: RPI input threads issues
+[core] REVIEWED: OpenGL extensions loading and freeing
+[core] REVIEWED: GetDirectoryPath()
+[core] REVIEWED: Camera2D behavior, by @arvyy
+[core] REVIEWED: OpenGL ES 2.0 extensions check
+[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time
+[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time
+[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho
+[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku
+[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko
+[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0
+[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique
+[rlgl] REVIEWED: rlLoadTexture()
+[rlgl] REVIEWED: rlReadTexturePixels()
+[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku
+[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency
+[rlgl] REVIEWED: HDR pixels loading
+[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho
+[raymath] RENAMED: Vector3Multiply() to Vector3Scale()
+[camera] REVIEWED: Free camera pitch, by @chriscamacho
+[camera] REVIEWED: Camera not working properly at z-align, by @Ushio
+[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points
+[shapes] ADDED: DrawEllipse() - Draw ellipse
+[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline
+[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides
+[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC
+[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file
+[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle
+[textures] ADDED: ImageFromImage() - Create an image from another image piece
+[textures] ADDED: ImageClearBackground(), by @iamsouravgupta
+[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta
+[textures] ADDED: ImageDrawCircle(), by @iamsouravgupta
+[textures] ADDED: ImageDrawLineEx(), by @iamsouravgupta
+[textures] ADDED: ImageDrawPixelV(), by @RobLoach
+[textures] ADDED: ImageDrawCircleV(), by @RobLoach
+[textures] ADDED: ImageDrawLineV(), by @RobLoach
+[textures] ADDED: ImageDrawRectangleV(), by @RobLoach
+[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach
+[textures] REVIEWED: ImageDrawPixel(), by @RobLoach
+[textures] REVIEWED: ImageDrawLine(), by @RobLoach
+[textures] REVIEWED: ImageDrawCircle(), by @RobLoach
+[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach
+[textures] REVIEWED: ImageDraw(), now it supports color tint parameter
+[textures] REVIEWED: ImageResizeCanvas()
+[textures] REVIEWED: ImageCrop() with security checks
+[textures] REVIEWED: ImageAlphaMask()
+[textures] REVIEWED: ImageDrawRectangleLines()
+[textures] REVIEWED: GetImageData()
+[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied
+[text] ADDED: GetCodepoints() - Get all codepoints in a string
+[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text
+[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint)
+[text] RENAMED: LoadDefaultFont() -> LoadFontDefault()
+[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount()
+[text] REVIEWED: TextFormat(), to support caching, by @brankoku
+[text] REVIEWED: LoadFontData(), generate empty image for space character
+[text] REVIEWED: TextSplit()
+[text] REVIEWED: TextToInteger()
+[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity
+[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing
+[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font
+[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph
+[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added
+[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU
+[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing
+[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski
+[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend, @chriscamacho
+[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh
+[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant
+[models] REVIEWED: GetCollisionRayModel(), to avoid pointers
+[models] REVIEWED: CheckCollisionRay*(), parameters renamed
+[models] REVIEWED: UnloadMesh(), to avoid pointers
+[models] REVIEWED: LoadModel(), memory initialization
+[models] REVIEWED: UpdateModelAnimation(), added security checks
+[models] REVIEWED: Multiple fixes on models loading, by @jubalh
+[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars
+[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor
+[raudio] ADDED: Multi-channel audio playing, by @chriscamacho
+[raudio] REMOVED: LoadWaveEx()
+[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed()
+[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction
+[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh
+[raudio] REVIEWED: Modules playing time to full length
+[raudio] REDESIGNED: Replaced Music pointer by struct
+[raudio] REDESIGNED: Removed sampleLeft from Music struct
+[examples] ADDED: core_scissor_test, by @ChrisDill
+[examples] ADDED: core_2d_camera_platformer, by @arvyy
+[examples] ADDED: textures_mouse_painting, by @ChrisDill
+[examples] ADDED: models_waving_cubes, by @codecat
+[examples] ADDED: models_solar_system, by @aldrinmartoq
+[examples] ADDED: shaders_fog, by @chriscamacho
+[examples] ADDED: shaders_texture_waves, by @Anata
+[examples] ADDED: shaders_basic_lighting, by @chriscamacho
+[examples] ADDED: shaders_simple_mask, by @chriscamacho
+[examples] ADDED: audio_multichannel_sound, by @chriscamacho
+[examples] ADDED: shaders_spotlight, by @chriscamacho
+[examples] RENAMED: text_sprite_font > text_font_spritefont
+[examples] RENAMED: text_ttf_loading > text_font_filters
+[examples] RENAMED: text_bmfont_ttf > text_font_loading
+[examples] REMOVED: models_obj_viewer
+[examples] REMOVED: models_solar_system
+[examples] REVIEWED: models_obj_loading > models_loading
+[examples] REVIEWED: models_materials_pbr, shader issues
+[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0
+[examples] REVIEWED: core_window_letterbox, virtual mouse, by @anatagawa
+[games] ADDED: GGJ2020 game - RE-PAIR
+[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie
+[*] Update ALL supported projects (Notepad++, VS2017)
+[*] Update ALL external libraries to latest versions (29.Jan.2020)
+[*] Update ALL examples and games
+[*] Update BINDINGS list
+
+-----------------------------------------------
+Release: raylib 2.5 (May 2019)
+-----------------------------------------------
+KEY CHANGES:
+ - [core] Redesigned Gamepad mechanism, now common to all platforms and gamepads
+ - [core] HighDPI monitors support with automatic content scaling
+ - [rlgl] Complete module redesign to use one single internal buffer
+ - [rlgl] VR system redesign to allow custom device parameters and distortion shader
+ - [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded
+ - [text] New text management API (multiple functions)
+ - [text] Full Unicode support (utf8 text)
+ - [textures] Cubemap textures support
+ - [textures] Quad and N-Patch drawing
+ - [models] Skeletal model animation support
+ - [models] Support multiple meshes per model
+ - [models] Support glTF model loading
+
+Detailed changes:
+[build] REVIEWED: Default raylib and examples Makefile
+[build] REVIEWED: Notepad++ NppExec scripts
+[build] REVIEWED: VS2015 and VS2017 projects
+[build] REVIEWED: Android APK build pipeline
+[core] Converted most #defined values as enum values
+[core] Complete redesign of RPI input system to use evdev events
+[core] ADDED: IsWindowResized() - Check if window has been resized
+[core] ADDED: IsWindowHidden() - Check if window is currently hidden
+[core] ADDED: UnhideWindow() - Show the window
+[core] ADDED: HideWindow() - Hide the window
+[core] ADDED: GetWindowHandle() - Get native window handle
+[core] ADDED: GetMonitorCount() - Get number of connected monitors
+[core] ADDED: GetMonitorWidth() - Get primary monitor width
+[core] ADDED: GetMonitorHeight() - Get primary monitor height
+[core] ADDED: GetMonitorPhysicalWidth() - Get primary monitor physical width in millimetres
+[core] ADDED: GetMonitorPhysicalHeight() - Get primary monitor physical height in millimetres
+[core] ADDED: GetMonitorName() - Get the human-readable, UTF-8 encoded name of the primary monitor
+[core] ADDED: GetClipboardText() - Get clipboard text content
+[core] ADDED: SetClipboardText() - Set clipboard text content
+[core] ADDED: ColorFromHSV() - Returns a Color from HSV values
+[core] ADDED: FileExists() - Check if file exists
+[core] ADDED: GetFileNameWithoutExt() - Get filename string without extension (memory should be freed)
+[core] ADDED: GetDirectoryFiles() - Get filenames in a directory path (memory should be freed)
+[core] ADDED: ClearDirectoryFiles() - Clear directory files paths buffers (free memory)
+[core] ADDED: OpenURL() - Open URL with default system browser (if available)
+[core] ADDED: SetMouseOffset() - Set mouse offset
+[core] ADDED: SetMouseScale() - Set mouse scaling
+[core] REMOVED: ShowLogo() - Activate raylib logo at startup (can be done with flags)
+[shapes] ADDED: DrawCircleSector() - Draw a piece of a circle
+[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline
+[shapes] ADDED: DrawRing() - Draw ring
+[shapes] ADDED: DrawRingLines() - Draw ring outline
+[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges
+[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline
+[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes
+[textures] REVIEWED: ExportImage() - Reorder function parameters
+[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter
+[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes
+[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported
+[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed)
+[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image
+[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters
+[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely
+[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading
+[models] REVIEWED: LoadMaterial() -> LoadMaterials() - Support multiple materials loading
+[models] REVIEWED: ExportMesh() - Reorder parameters
+[models] ADDED: DrawCubeWiresV() - Draw cube wires (Vector version)
+[models] ADDED: GenMeshPoly() - Generate polygonal mesh
+[models] ADDED: SetMaterialTexture() - Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
+[models] ADDED: SetModelMeshMaterial() - Set material for a mesh
+[models] ADDED: LoadModelAnimations() - Load model animations from file
+[models] ADDED: UpdateModelAnimation() - Update model animation pose
+[models] ADDED: UnloadModelAnimation() - Unload animation data
+[models] ADDED: IsModelAnimationValid() - Check model animation skeleton match
+[rlgl] Improved internal batching mechanism (multibuffering support, triangle texcoords...)
+[rlgl] REVIEWED: rlPushMatrix()/rlPopMatrix() - Now works like OpenGL 1.1
+[rlgl] REVIEWED: SetShaderValue() - More generic, now requires uniform type
+[rlgl] REMOVED: SetShaderValuei() - Can be acoomplished with new SetShaderValue()
+[rlgl] ADDED: SetShaderValueV() - Set shader uniform value vector
+[rlgl] ADDED: SetShaderValueTexture() - Set shader uniform value for texture
+[rlgl] ADDED: BeginScissorMode() - Begin scissor mode (define screen area for following drawing)
+[rlgl] ADDED: EndScissorMode() - End scissor mode
+[rlgl] ADDED: SetVrConfiguration() - Set stereo rendering configuration parameters
+[rlgl] REVIEWED: InitVrSimulator() - No input parameter required, use SetVrConfiguration()
+[text] REVIEWED: LoadFontEx() - Reorder function parameters
+[text] REVIEWED: LoadFontData() - Reorder function parameters
+[text] REVIEWED: GenImageFontAtlas() - Reorder function parameters
+[text] RENAMED: FormatText() -> TextFormat()
+[text] RENAMED: SubText() -> TextSubtext()
+[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style)
+[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits
+[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection
+[text] ADDED: TextIsEqual() - Check if two text string are equal
+[text] ADDED: TextLength() - Get text length, checks for '\0' ending
+[text] ADDED: TextReplace() - Replace text string (memory should be freed!)
+[text] ADDED: TextInsert() - Insert text in a position (memory should be freed!)
+[text] ADDED: TextJoin() - Join text strings with delimiter
+[text] ADDED: TextSplit() - Split text into multiple strings
+[text] ADDED: TextAppend() - Append text at specific position and move cursor!
+[text] ADDED: TextFindIndex() - Find first text occurrence within a string
+[text] ADDED: TextToUpper() - Get upper case version of provided string
+[text] ADDED: TextToLower() - Get lower case version of provided string
+[text] ADDED: TextToPascal() - Get Pascal case notation version of provided string
+[text] ADDED: TextToInteger() - Get integer value from text (negative values not supported)
+[raudio] ADDED: ExportWave() - Export wave data to file
+[raudio] ADDED: ExportWaveAsCode() - Export wave sample data to code (.h)
+[raudio] ADDED: IsAudioStreamPlaying() - Check if audio stream is playing
+[raudio] ADDED: SetAudioStreamVolume() - Set volume for audio stream (1.0 is max level)
+[raudio] ADDED: SetAudioStreamPitch() - Set pitch for audio stream (1.0 is base level)
+[examples] Complete review of full examples collection, many additions
+[examples] ADDED: core_custom_logging - Custom trace log system
+[examples] ADDED: core_input_multitouch - Multitouch input example
+[examples] ADDED: core_window_letterbox - Window adapted to screen
+[examples] ADDED: core_loading_thread - Data loading in second thread
+[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system
+[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided
+[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content
+[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse
+[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing
+[examples] ADDED: shapes_draw_ring - Ring drawing
+[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing
+[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen
+[examples] ADDED: shapes_collision_area - Collision detection and drawing
+[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse
+[examples] ADDED: shapes_easings_ball_anim - Ball animation
+[examples] ADDED: shapes_easings_box_anim - Box animation
+[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation
+[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying
+[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect
+[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes
+[examples] ADDED: textures_sprite_button - Sprite button with sound
+[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound
+[examples] ADDED: textures_bunnymark - Benchmarking test
+[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box
+[examples] ADDED: text_unicode - Multiple languages text drawing
+[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle
+[examples] REVIEWED: text_bmfont_ttf - Simplified example
+[examples] ADDED: models_animation - Animated models loading and animation playing
+[examples] ADDED: models_obj_viewer - Draw and drop models viewer
+[examples] ADDED: models_rlgl_solar_system - Solar system simulation using rlgl functionality
+[examples] ADDED: models_first_person_maze - 3D maze fps
+[examples] ADDED: shaders_palette_switch - Switching color palette on shader
+[examples] ADDED: shaders_raymarching - Raymarching shader
+[examples] ADDED: shaders_texture_drawing - Texture drawing on GPU
+[examples] ADDED: shaders_texture_waves - Texture waves on shader
+[examples] ADDED: shaders_julia_set - Julia set fractals
+[examples] ADDED: shaders_eratosthenes - Prime number visualization shader
+[examples] REVIEWED: audio_raw_stream - Mostly rewritten
+[games] ADDED: GGJ19 game - Cat vs Roomba
+[*] Updated external libraries to latest version
+[*] Multiple bugs corrected (check github issues)
+
+-----------------------------------------------
+Release: raylib 2.0 (July 2018)
+-----------------------------------------------
+KEY CHANGES:
+ - Removed external dependencies (GLFW3 and OpenAL)
+ - Complete redesign of audio module to use miniaudio library
+ - Support AppVeyor and Travis CI (continuous integration) building
+ - Reviewed raymath.h for better consistency and performance (inlining)
+ - Refactor all #define SUPPORT_* into a single config.h
+ - Support TCC compiler (32bit and 64bit)
+
+Detailed changes:
+[build] REMOVED: GitHub develop branch
+[build] REMOVED: External dependencies GLFW and OpenAL
+[build] ADDED: Android 64bit ARM support
+[build] ADDED: FreeBSD, OpenBSD, NetBSD, Dragon Fly OS support
+[build] ADDED: Universal Windows Platform (UWP) support
+[build] ADDED: Wayland Linux desktop support
+[build] ADDED: AppVeyor CI for automatic Windows builds
+[build] ADDED: Travis CI for automatic Linux/macOS builds
+[build] ADDED: rglfw (GLFW3 module) to avoid external dependency
+[build] ADDED: VS2017 UWP project
+[build] ADDED: Builder project template
+[build] ADDED: Compiler memory sanitizer for better debug
+[build] ADDED: CMake package target and CI auto-deploy tags
+[build] ADDED: DEBUG library building support
+[build] ADDED: Notepad++ NppExec scripts
+[build] REVIEWED: VS2015 and VS2017 projects
+[build] REVIEWED: Android APK build pipeline
+[core] REVIEWED: Window creation hints to support transparent windows
+[core] Unified InitWindow() between platforms
+[core] Export Android main entry point
+[core] RENAMED: Begin3dMode() to BeginMode3D()
+[core] RENAMED: End3dMode() to EndMode3D()
+[core] RENAMED: Begin2dMode() to BeginMode2D()
+[core] RENAMED: End2dMode() to EndMode2D()
+[core] RENAMED: struct Camera to Camera3D
+[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
+[core] RENAMED: enum TextureFormat to PixelFormat
+[core] REVIEWED: Rectangle params int to float
+[core] REVIEWED: timing system for macOS
+[core] REMOVED: ColorToFloat()
+[core] ADDED: GetCurrentTime() on macOS
+[core] ADDED: GetTime()
+[core] ADDED: struct Vector4
+[core] ADDED: SetTraceLog() to define trace log messages type
+[core] ADDED: GetFileName() to get filename from path string
+[core] ADDED: ColorToHSV()
+[core] ADDED: ColorNormalize()
+[core] ADDED: SetWindowSize() to scale Windows in runtime
+[core] ADDED: SetMouseScale() to scale mouse input
+[core] ADDED: key definitions - KEY_GRAVE, KEY_SLASH, KEY_BACKSLASH
+[core] RENAMED: GetHexValue() to ColorToInt()
+[core] REVIEWED: Fade()
+[core] REVIEWED: InitWindow() to avoid void pointer (safety)
+[core] Support camera 3d orthographic projection mode
+[shapes] ADDED: DrawRectangleLinesEx()
+[textures] Improved pixel formats support (32bit channels)
+[textures] Improved textures support for OpenGL 2.1
+[textures] REMOVED: DrawRectangleT() --> Added support to DrawRectangle()
+[textures] ADDED: GetPixelDataSize(); pixel data size in bytes (image or texture)
+[textures] ADDED: ImageAlphaClear() --> Clear alpha channel to desired color
+[textures] ADDED: ImageAlphaCrop() --> Crop image depending on alpha value
+[textures] ADDED: ImageAlphaPremultiply() --> Premultiply alpha channel
+[textures] ADDED: ImageDrawRectangle()
+[textures] ADDED: ImageMipmaps()
+[textures] ADDED: GenImageColor()
+[textures] ADDED: GetPixelDataSize()
+[textures] ADDED: ImageRotateCW()
+[textures] ADDED: ImageRotateCCW()
+[textures] ADDED: ImageResizeCanvas()
+[textures] ADDED: GetImageDataNormalized()
+[textures] REVIEWED: ImageFormat() to use normalized data
+[textures] REVIEWED: Manual mipmap generation
+[textures] REVIEWED: LoadASTC()
+[textures] REVIEWED: GenImagePerlinNoise()
+[textures] REVIEWED: ImageTextEx() to support UTF8 basic characters
+[textures] REVIEWED: GetTextureData() for RPI - requires some work
+[textures] Added new example: text drawing on image
+[text] Corrected issue with ttf font y-offset
+[text] Support SDF font data generation
+[text] ADDED: GenImageFontAtlas()
+[text] ADDED: LoadFontData() to load data from TTF file
+[text] REMOVED: LoadTTF() internal function
+[text] REVIEWED: DrawTextEx() - avoid rendering SPACE character!
+[text] RENAMED: GetDefaultFont() to GetFontDefault()
+[rlgl] ADDED: rlCheckBufferLimit()
+[rlgl] ADDED: LoadShaderCode()
+[rlgl] ADDED: GetMatrixModelview()
+[rlgl] ADDED: SetVrDistortionShader(Shader shader)
+[rlgl] REVIEWED: rlLoadTexture() - added mipmaps support, improved compressed textures loading
+[rlgl] REVIEWED: rlReadTexturePixels()
+[models] Support 4 components mesh.tangent data
+[models] Removed tangents generation from LoadOBJ()
+[models] ADDED: MeshTangents()
+[models] ADDED: MeshBinormals()
+[models] ADDED: ExportMesh()
+[models] ADDED: GetCollisionRayModel()
+[models] RENAMED: CalculateBoundingBox() to MeshBoundingBox()
+[models] REMOVED: GetCollisionRayMesh() - does not consider model transform
+[models] REVIEWED: LoadMesh() - fallback to default cube mesh if loading fails
+[audio] ADDED: Support for MP3 fileformat
+[audio] ADDED: IsAudioStreamPlaying()
+[audio] ADDED: SetAudioStreamVolume()
+[audio] ADDED: SetAudioStreamPitch()
+[utils] Corrected issue with SaveImageAs()
+[utils] RENAMED: SaveImageAs() to ExportImage()
+[utils] REMOVED: rres support - moved to external library (rres.h)
+[shaders] REVIEWED: GLSL 120 shaders
+[raymath] ADDED: Vector3RotateByQuaternion()
+[raymath] REVIEWED: math usage to reduce temp variables
+[raymath] REVIEWED: Avoid pointer-based parameters for API consistency
+[physac] REVIEWED: physac.h timing system
+[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings
+[examples] Assets cleaning and some replacements
+[games] ADDED: GGJ18 game - transmission mission
+[games] REVIEWED: Light my Ritual game - improved gameplay drawing
+[*] Updated external libraries to latest version
+[*] Multiple bugs corrected (check github issues)
+
+-----------------------------------------------
+Release: raylib 1.8.0 (Oct 2017)
+-----------------------------------------------
+NOTE:
+ In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
+ It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
+
+BIG CHANGES:
+ - New Image generation functions: Gradient, Checked, Noise, Cellular...
+ - New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
+ - New Shaders and Materials systems to support PBR materials
+ - Custom Android APK build pipeline with simple Makefile
+ - Complete review of rlgl layer functionality
+ - Complete review of raymath functionality
+
+detailed changes:
+[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
+[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
+[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
+[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
+[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
+[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
+[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
+[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
+[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
+[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
+[rlgl] RENAMED: rlglUnproject() to rlUnproject()
+[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
+[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
+[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
+[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
+[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
+[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
+[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
+[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
+[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
+[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices
+[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
+[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
+[core] ADDED: GetExtension(), Get file extension
+[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
+[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
+[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
+[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
+[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
+[textures] ADDED: SaveImageAs(), Save image as PNG file
+[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
+[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
+[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
+[textures] ADDED: GenImageChecked(), Generate image: checked
+[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
+[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
+[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
+[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
+[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
+[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
+[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
+[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
+[models] REMOVED: UpdateMesh(), very ineficient
+[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
+[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
+[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
+[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
+[models] ADDED: GenMeshCube(), Generate cuboid mesh
+[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
+[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
+[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
+[models] ADDED: GenMeshTorus(), Generate torus mesh
+[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
+[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
+[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
+[raymath] REVIEWED: full Matrix functionality to align with GLM in usage
+[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*()
+[build] Integrate Android APK building into examples Makefile
+[build] Integrate Android APK building into templates Makefiles
+[build] Improved Visual Studio 2015 project, folders, references...
+[templates] Reviewed the full pack to support Android building
+[examples] Reviewed full collection to adapt to raylib changes
+[examples] [textures] ADDED: textures_image_generation
+[examples] [models] ADDED: models_mesh_generation
+[examples] [models] ADDED: models_material_pbr
+[examples] [models] ADDED: models_skybox
+[examples] [models] ADDED: models_yaw_pitch_roll
+[examples] [others] REVIEWED: rlgl_standalone
+[examples] [others] REVIEWED: audio_standalone
+[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
+[games] Reviewed game: Koala Seasons
+[*] Updated STB libraries to latest version
+[*] Multiple bugs corrected (check github issues)
+
+-----------------------------------------------
+Release: raylib 1.7.0 (20 May 2017)
+-----------------------------------------------
+NOTE:
+ In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification.
+ It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again,
+ it sets a stepping stone towards raylib future.
+
+BIG changes:
+ - More than 30 new functions added to the library, check list below.
+ - Support of configuration flags on every raylib module, to customize library build.
+ - Improved build system for all supported platforms with a unique Makefile to compile sources.
+ - Complete review of examples and sample games, added new sample material.
+ - Support automatic GIF recording of current window, just pressing Ctrl+F12
+ - Improved library consistency and organization in general.
+
+other changes:
+[core] Added function: SetWindowIcon(), to setup icon by code
+[core] Added function: SetWindowMonitor(), to set current display monitor
+[core] Added function: SetWindowMinSize(), to set minimum resize size
+[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12)
+[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path)
+[core] Added function: GetWorkingDirectory(), get current working directory
+[core] Added function: ChangeDirectory(), change working directory
+[core] Added function: TraceLog(), made public to API
+[core] Improved timing system to avoid busy wait loop on frame sync: Wait()
+[core] Added support for gamepad on HTML5 platform
+[core] Support mouse lock, useful for camera system
+[core] Review functions description comments
+[rlgl] Removed function: GetStandardShader(), removed internal standard shader
+[rlgl] Removed function: CreateLight(), removed internal lighting system
+[rlgl] Removed function: DestroyLight(), removed internal lighting system
+[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
+[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
+[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
+[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
+[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
+[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
+[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
+[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
+[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
+[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
+[rlgl] Removed internal lighting system and standard shader, moved to example
+[rlgl] Removed Oculus Rift support, moved to oculus_rift example
+[rlgl] Removed VR device support and replaced by VR simulator
+[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
+[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
+[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
+[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
+[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
+[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
+[textures] Added function: LoadImagePro()), load image from raw data with parameters
+[textures] Review TraceLog() message when image file not found
+[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency
+[text] Removed rBMF fileformat support, replaced by .png
+[text] Refactor SpriteFont struct (better for rres custom fileformat)
+[text] Renamed some variables for consistency
+[models] Added function: LoadMesh(), load mesh from file
+[models] Added function: LoadMeshEx(), load mesh from vertex data
+[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM)
+[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh
+[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle
+[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane
+[models] Renamed function: LoadModelEx() to LoadModelFromMesh()
+[models] Removed function: DrawLight(), removed internal lighting system
+[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency
+[models] Removed function: LoadStandardMaterial(), removed internal standard shader
+[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat
+[models] Renamed multiple variables for consistency
+[audio] Added function: SetMasterVolume(), define listener volume
+[audio] Added function: ResumeSound(), resume a paused sound
+[audio] Added function: SetMusicLoopCount(), set number of repeats for a music
+[audio] Added function: LoadWaveEx(), load wave from raw audio data
+[audio] Added function: WaveCrop(), crop wave audio data
+[audio] Added function: WaveFormat(), format audio data
+[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat
+[audio] Added support for 32bit audio samples
+[audio] Preliminary support for multichannel, limited to mono and stereo
+[audio] Make sure buffers are ready for update: UpdateMusicStream()
+[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API
+[utils] Unified function: TraceLog() between Android and other platforms
+[utils] Removed internal function: GetNextPOT(), simplified implementation
+[raymath] Added function: QuaternionToEuler(), to work with Euler angles
+[raymath] Added function: QuaternionFromEuler(), to work with Euler angles
+[raymath] Added multiple Vector2 math functions
+[build] Integrate Android source building into Makefile
+[example] Added example: shapes_lines_bezier
+[example] Added example: text_input_box
+[github] Moved gh-pages branch to master/docs
+[github] Moved rlua.h and Lua examples to own repo: raylib-lua
+[games] Reviewed full games collection
+[games] New game added to collection: Koala Seasons
+[*] Reviewed and improved examples collection (new assets)
+[*] Reorganized library functions, structs, enums
+[*] Updated STB libraries to latest version
+
+-----------------------------------------------
+Release: raylib 1.6.0 (20 November 2016)
+-----------------------------------------------
+NOTE:
+ This new raylib version commemorates raylib 3rd anniversary and represents another complete review of the library.
+ It includes some interesting new features and is a stepping stone towards raylib future.
+
+HUGE changes:
+[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples.
+[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
+[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
+
+other changes:
+
+[core] Corrected issue on OSX with HighDPI display
+[core] Added flag to allow resizable window
+[core] Allow no default font loading
+[core] Corrected old issue with mouse buttons on web
+[core] Improved gamepad support, unified across platforms
+[core] Gamepad id functionality: GetGamepadName(), IsGamepadName()
+[core] Gamepad buttons/axis checking functionality:
+[core] Reviewed Android key inputs system, unified with desktop
+[rlgl] Redesigned lighting shader system
+[rlgl] Updated standard shader for better performance
+[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture()
+[rlgl] Reviewed UpdateVrTracking() to update camera
+[rlgl] Added IsVrSimulator() to check for VR simulator
+[shapes] Corrected issue on DrawPolyEx()
+[textures] Simplified supported image formats support
+[textures] Improved text drawing within an image: ImageDrawText()
+[textures] Support image alpha mixing: ImageAlphaMask()
+[textures] Support textures filtering: SetTextureFilter()
+[textures] Support textures wrap modes: SetTextureWrap()
+[text] Improved TTF spritefont generation: LoadSpriteFontTTF()
+[text] Improved AngelCode fonts support (unordered chars)
+[text] Added TraceLog info on image spritefont loading
+[text] Improved text measurement: MeasureTextEx()
+[models] Improved OBJ loading flexibility
+[models] Reviewed functions: DrawLine3D(), DrawCircle3D()
+[models] Removed function: ResolveCollisionCubicmap()
+[camera] Redesigned camera system and ported to header-only
+[camera] Removed function: UpdateCameraPlayer()
+[gestures] Redesigned gestures module to header-only
+[audio] Simplified Music loading and playing system
+[audio] Added trace on audio device closing
+[audio] Reviewed Wave struct, improved flexibility
+[audio] Support sound data update: UpdateSound()
+[audio] Added support for FLAC audio loading/streaming
+[raygui] Removed raygui from raylib repo (moved to own repo)
+[build] Added OpenAL static library
+[build] Added Visual Studio 2015 projects
+[build] Support shared/dynamic raylib compilation
+[*] Updated LibOVR to SDK version 1.8
+[*] Updated games to latest raylib version
+[*] Improved examples and added new ones
+[*] Improved Android support
+
+-----------------------------------------------
+Release: raylib 1.5.0 (18 July 2016)
+-----------------------------------------------
+NOTE:
+ Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
+ lots of bugs have been solved and some **AMAZING** new features have been added.
+
+HUGE changes:
+[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform).
+[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
+[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot.
+[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread!
+[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported.
+
+other changes:
+
+[core] Review Android button inputs
+[core] Support Android internal data storage
+[core] Renamed WorldToScreen() to GetWorldToScreen()
+[core] Removed function SetCustomCursor()
+[core] Removed functions BeginDrawingEx(), BeginDrawingPro()
+[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice()
+[core] Added support for field-of-view Y (fovy) on 3d Camera
+[core] Added 2D camera mode functions: Begin2dMode() - End2dMode()
+[core] Translate mouse inputs to Android touch/gestures internally
+[core] Translate mouse inputs as touch inputs in HTML5
+[core] Improved function GetKeyPressed() to support multiple keys (including function keys)
+[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support)
+[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized)
+[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h
+[rlgl] Added support for OpenGL 2.1 on desktop
+[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
+[rlgl] Improved DXT-ETC1 support on HTML5
+[rlgl] Review function: rlglUnproject()
+[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
+[rlgl] Updated Mesh and Shader structs
+[rlgl] Simplified internal (default) dynamic buffers
+[rlgl] Added support for indexed and dynamic mesh data
+[rlgl] Set fixed vertex attribs location points
+[rlgl] Improved mesh data loading support
+[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h
+[rlgl] Added light functions: CreateLight(), DestroyLight()
+[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode()
+[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh()
+[rlgl] Replaced SetCustomShader() by: BeginShaderMode() - EndShaderMode()
+[rlgl] Replaced SetBlendMode() by: BeginBlendMode() - EndBlendMode()
+[rlgl] Added functions to customize internal matrices: SetMatrixProjection(), SetMatrixModelview()
+[rlgl] Unified internal shaders to only one default shader
+[rlgl] Added support for render to texture (RenderTexture2D):
+ LoadRenderTexture() - UnloadRenderTexture()
+ BeginTextureMode() - EndTextureMode()
+[rlgl] Removed SetShaderMap*() functions
+[rlgl] Redesigned default buffers usage functions:
+ LoadDefaultBuffers() - UnloadDefaultBuffers()
+ UpdateDefaultBuffers() - DrawDefaultBuffers()
+[shapes] Corrected bug on GetCollisionRec()
+[textures] Added support for Nearest-Neighbor image scaling
+[textures] Added functions to draw text on image: ImageDrawText(), ImageDrawTextEx()
+[text] Reorganized internal functions: Added LoadImageFont()
+[text] Security check for unsupported BMFonts
+[models] Split mesh creation from model loading on heightmap and cubicmap
+[models] Updated BoundingBox collision detections
+[models] Added color parameter to DrawBoundigBox()
+[models] Removed function: DrawQuad()
+[models] Removed function: SetModelTexture()
+[models] Redesigned DrawPlane() to use RL_TRIANGLES
+[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
+[models] Redesign to accomodate new materials system: LoadMaterial()
+[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial()
+[models] Added MTL material loading support: LoadMTL()
+[models] Added function: DrawLight()
+[audio] Renamed SoundIsPlaying() to IsSoundPlaying()
+[audio] Renamed MusicIsPlaying() to IsMusicPlaying()
+[audio] Support multiple Music streams (indexed)
+[audio] Support multiple mixing channels
+[gestures] Improved and reviewed gestures system
+[raymath] Added QuaternionInvert()
+[raymath] Removed function: PrintMatrix()
+[raygui] Ported to header-only library (https://github.com/raysan5/raygui)
+[shaders] Added depth drawing shader (requires a depth texture)
+[shaders] Reviewed included shaders and added comments
+[OpenAL Soft] Updated to latest version (1.17.2)
+[GLFW3] Updated to latest version (3.2)
+[stb] Updated to latest headers versions
+[GLAD] Converted to header only library and simplified to only used extensions
+[*] Reorganize library folders: external libs moved to src/external folder
+[*] Reorganize src folder for Android library
+[*] Review external dependencies usage
+[*] Improved Linux and OSX build systems
+[*] Lots of tweaks and bugs corrected all around
+
+-----------------------------------------------
+Release: raylib 1.4.0 (22 February 2016)
+-----------------------------------------------
+NOTE:
+ This version supposed another big improvement for raylib, including new modules and new features.
+ More than 30 new functions have been added to previous raylib version.
+ Around 8 new examples and +10 new game samples have been added.
+
+BIG changes:
+[textures] IMAGE MANIPULATION: Functions to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
+[text] SPRITEFONT SUPPORT: Added support for AngelCode fonts (.fnt) and TrueType fonts (.ttf).
+[gestures] REDESIGN: Gestures system simplified and prepared to process generic touch events, including mouse events (multiplatform).
+[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
+
+other changes:
+
+[rlgl] Removed GLEW library dependency, now using GLAD
+[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
+[rlgl] Using depth data on batch drawing
+[rlgl] Reviewed glReadPixels() function
+[core][rlgl] Reviewed raycast system, now 3D picking works
+[core] Android: Reviewed Android App cycle, paused if inactive
+[shaders] Implemented Blinn-Phong lighting shading model
+[textures] Implemented Floyd-Steinberg dithering - ImageDither()
+[text] Added line-break support to DrawText()
+[text] Added TrueType Fonts support (using stb_truetype)
+[models] Implement function: CalculateBoundingBox(Mesh mesh)
+[models] Added functions to check Ray collisions
+[models] Improve map resolution control on LoadHeightmap()
+[camera] Corrected small-glitch on zoom-in with mouse-wheel
+[gestures] Implemented SetGesturesEnabled() to enable only some gestures
+[gestures] Implemented GetElapsedTime() on Windows system
+[gestures] Support mouse gestures for desktop platforms
+[raymath] Complete review of the module and converted to header-only
+[easings] Added new module for easing animations
+[stb] Updated to latest headers versions
+[*] Lots of tweaks around
+
+-----------------------------------------------
+Release: raylib 1.3.0 (01 September 2015)
+-----------------------------------------------
+NOTE:
+ This version supposed a big boost for raylib, new modules have been added with lots of features.
+ Most of the modules have been completely reviewed to accomodate to the new features.
+ Over 50 new functions have been added to previous raylib version.
+ Most of the examples have been redone and +10 new advanced examples have been added.
+
+BIG changes:
+[rlgl] SHADERS: Support for model shaders and postprocessing shaders (multiple functions)
+[textures] FORMATS: Support for multiple internal formats, including compressed formats
+[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person
+[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
+[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
+
+other changes:
+
+[rlgl] Added check for OpenGL supported extensions
+[rlgl] Added function SetBlenMode() to select some predefined blending modes
+[core] Added support for drop&drag of external files into running program
+[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
+[core] Renamed function SetFlags() to SetConfigFlags()
+[shapes] Simplified some functions to improve performance
+[textures] Review of Image struct to support multiple data formats
+[textures] Added function LoadImageEx()
+[textures] Added function LoadImageRaw()
+[textures] Added function LoadTextureEx()
+[textures] Simplified function parameters LoadTextureFromImage()
+[textures] Added function GetImageData()
+[textures] Added function GetTextureData()
+[textures] Renamed function ConvertToPOT() to ImageConvertToPOT()
+[textures] Added function ImageConvertFormat()
+[textures] Added function GenTextureMipmaps()
+[text] Added support for Latin-1 Extended characters for default font
+[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle
+[text] Removed function GetFontBaseSize(), use directly spriteFont.size
+[models] Review of struct: Model (added shaders support)
+[models] Added 3d collision functions (sphere vs sphere vs box vs box)
+[models] Added function DrawCubeTexture()
+[models] Added function DrawQuad()
+[models] Added function DrawRay()
+[models] Simplified function DrawPlane()
+[models] Removed function DrawPlaneEx()
+[models] Simplified function DrawGizmo()
+[models] Removed function DrawGizmoEx()
+[models] Added function LoadModelEx()
+[models] Review of function LoadCubicMap()
+[models] Added function ResolveCollisionCubicmap()
+[audio] Decopupled from raylib, now this module can be used as standalone
+[audio] Added function UpdateMusicStream()
+[raymath] Complete review of the module
+[stb] Updated to latest headers versions
+[*] Lots of tweaks around
+
+-----------------------------------------------
+Release: raylib 1.2.2 (31 December 2014)
+-----------------------------------------------
+[*] Added support for HTML5 compiling (emscripten, asm.js)
+[core] Corrected bug on input handling (keyboard and mouse)
+[textures] Renamed function CreateTexture() to LoadTextureFromImage()
+[textures] Added function ConvertToPOT()
+[rlgl] Added support for color tint on models on GL 3.3+ and ES2
+[rlgl] Added support for normals on models
+[models] Corrected bug on DrawBillboard()
+[models] Corrected bug on DrawHeightmap()
+[models] Renamed LoadCubesmap() to LoadCubicmap()
+[audio] Added function LoadSoundFromWave()
+[makefile] Added support for Linux and OSX compiling
+[stb] Updated to latest headers versions
+[*] Lots of tweaks around
+
+---------------------------------------------------------------
+Update: raylib 1.2.1 (17 October 2014) (Small Fixes Update)
+---------------------------------------------------------------
+[core] Added function SetupFlags() to preconfigure raylib Window
+[core] Corrected bug on fullscreen mode
+[rlgl] rlglDrawmodel() - Added rotation on Y axis
+[text] MeasureTextEx() - Corrected bug on measures for default font
+
+-----------------------------------------------
+Release: raylib 1.2 (16 September 2014)
+-----------------------------------------------
+NOTE:
+ This version supposed a complete redesign of the [core] module to support Android and Raspberry Pi.
+ Multiples modules have also been tweaked to accomodate to the new platforms, specially [rlgl]
+
+[core] Added multiple platforms support: Android and Raspberry Pi
+[core] InitWindow() - Complete rewrite and split for Android
+[core] InitDisplay() - Internal function added to calculate proper display size
+[core] InitGraphics() - Internal function where OpenGL graphics are initialized
+[core] Complete refactoring of input functions to accomodate to new platforms
+[core] Mouse and Keyboard raw data reading functions added for Raspberry Pi
+[core] GetTouchX(), GetTouchY() - Added for Android
+[core] Added Android callbacks to process inputs and Android activity commands
+[rlgl] Adjusted buffers depending on platform
+[rlgl] Added security check in case deployed vertex excess buffer size
+[rlgl] Adjusted indices type depending on GL version (int or short)
+[rlgl] Fallback to VBOs only usage if VAOs not supported on ES2
+[rlgl] rlglLoadModel() stores vbo ids on new Model struct
+[textures] Added support for PKM files (ETC1, ETC2 compression support)
+[shapes] DrawRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS
+[text] LoadSpriteFont() - Modified to use LoadImage()
+[models] Minor changes on models loading to accomodate to new Model struct
+[audio] PauseMusicStream(), ResumeMusicStream() - Added
+[audio] Reduced music buffer size to avoid stalls on Raspberry Pi
+[src] Added makefile for Windows and RPI
+[src] Added resources file (raylib icon and executable info)
+[examples] Added makefile for Windows and RPI
+[examples] Renamed and merged with test examples for coherence with module names
+[templates] Added multiple templates to be use as a base-code for games
+
+-----------------------------------------------
+Release: raylib 1.1.1 (22 July 2014)
+-----------------------------------------------
+[core] ShowLogo() - To enable raylib logo animation at startup
+[core] Corrected bug with window resizing
+[rlgl] Redefined colors arrays to use byte instead of float
+[rlgl] Removed double buffer system (no performance improvement)
+[rlgl] rlglDraw() - Reorganized buffers drawing order
+[rlgl] Corrected bug on screen resizing
+[shapes] DrawRectangle() - Use QUADS instead of TRIANGLES
+[models] DrawSphereWires() - Corrected some issues
+[models] LoadOBJ() - Redesigned to support multiple meshes
+[models] LoadCubesMap() - Loading a map as cubes (by pixel color)
+[textures] Added security check if file doesn't exist
+[text] Corrected bug on SpriteFont loading
+[examples] Corrected some 3d examples
+[test] Added cubesmap loading test
+
+-----------------------------------------------
+Release: raylib 1.1.0 (19 April 2014)
+-----------------------------------------------
+NOTE:
+ This version supposed a complete internal redesign of the library to support OpenGL 3.3+ and OpenGL ES 2.0.
+ New module [rlgl] has been added to 'translate' immediate mode style functions (i.e. rlVertex3f()) to GL 1.1, 3.3+ or ES2.
+ Another new module [raymath] has also been added with lot of useful 3D math vector-matrix-quaternion functions.
+
+[rlgl] New module, abstracts OpenGL rendering (multiple versions support)
+[raymath] New module, useful 3D math vector-matrix-quaternion functions
+[core] Adapt all OpenGL code (initialization, drawing) to use [rlgl]
+[shapes] Rewrite all shapes drawing functions to use [rlgl]
+[textures] Adapt texture GPU loading to use [rlgl]
+[textures] Added support for DDS images (compressed and uncompressed)
+[textures] CreateTexture() - Redesigned to add mipmap automatic generation
+[textures] DrawTexturePro() - Redesigned and corrected bugs
+[models] Rewrite all 3d-shapes drawing functions to use [rlgl]
+[models] Adapt model loading and drawing to use [rlgl]
+[models] Model struct updated to include texture id
+[models] SetModelTexture() - Added, link a texture to a model
+[models] DrawModelEx() - Redesigned with extended parameters
+[audio] Added music streaming support (OGG files)
+[audio] Added support for OGG files as Sound
+[audio] PlayMusicStream() - Added, open a new music stream and play it
+[audio] StopMusicStream() - Added, stop music stream playing and close stream
+[audio] PauseMusicStream() - Added, pause music stream playing
+[audio] MusicIsPlaying() - Added, to check if music is playing
+[audio] SetMusicVolume() - Added, set volume for music
+[audio] GetMusicTimeLength() - Added, get current music time length (in seconds)
+[audio] GetMusicTimePlayed() - Added, get current music time played (in seconds)
+[utils] Added log tracing functionality - TraceLog(), TraceLogOpen(), TraceLogClose()
+[*] Log tracing messages all around the code
+
+-----------------------------------------------
+Release: raylib 1.0.6 (16 March 2014)
+-----------------------------------------------
+[core] Removed unused lighting-system code
+[core] Removed SetPerspective() function, calculated directly
+[core] Unload and reload default font on fullscreen toggle
+[core] Corrected bug gamepad buttons checking if no gamepad available
+[texture] DrawTextureV() - Added, to draw using Vector2 for position
+[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
+[text] FormatText() - Corrected memory leak bug
+[models] Added Matrix struct and related functions
+[models] DrawBillboard() - Reviewed, now it works!
+[models] DrawBillboardRec() - Reviewed, now it works!
+[tests] Added folder with multiple tests for new functions
+
+-----------------------------------------------
+Update: raylib 1.0.5 (28 January 2014)
+-----------------------------------------------
+[audio] LoadSound() - Corrected a bug, WAV file was not closed!
+[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
+[texture] CreateTexture2D() renamed to CreateTexture()
+[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
+[tool] rREM updated, now supports (partially) drag and drop of files
+
+-----------------------------------------------
+Release: raylib 1.0.4 (23 January 2014)
+-----------------------------------------------
+[tool] Published a first alpha version of rREM tool (raylib Resource Embedder)
+[core] GetRandomValue() - Bug corrected, now works right
+[core] Fade() - Added, fades a color to an alpha percentadge
+[core] WriteBitmap() - Moved to new module: utils.c, not used anymore
+[core] TakeScreenshot() - Now uses WritePNG() (utils.c)
+[utils] New module created with utility functions
+[utils] WritePNG() - Write a PNG file (used by TakeScreenshot() on core)
+[utils] DecompressData() - Added, used for rRES resource data decompresion
+[textures] LoadImageFromRES() - Added, load an image from a rRES resource file
+[textures] LoadTextureFromRES() - Added, load a texture from a rRES resource file
+[audio] LoadSoundFromRES() - Added, load a sound from a rRES resource file
+[audio] IsPlaying() - Added, check if a sound is currently playing
+[audio] SetVolume() - Added, set the volume for a sound
+[audio] SetPitch() - Added, set the pitch for a sound
+[examples] ex06a_color_select completed
+[examples] ex06b_logo_anim completed
+[examples] ex06c_font select completed
+
+-----------------------------------------------
+Release: raylib 1.0.3 (19 December 2013)
+-----------------------------------------------
+[fonts] Added 8 rBMF free fonts to be used on projects!
+[text] LoadSpriteFont() - Now supports rBMF file loading (raylib Bitmap Font)
+[examples] ex05a_sprite_fonts completed
+[examples] ex05b_rbmf_fonts completed
+[core] InitWindowEx() - InitWindow with extended parameters, resizing option and custom cursor!
+[core] GetRandomValue() - Added, returns a random value within a range (int)
+[core] SetExitKey() - Added, sets a key to exit program (default is ESC)
+[core] Custom cursor not drawn when mouse out of screen
+[shapes] CheckCollisionPointRec() - Added, check collision between point and rectangle
+[shapes] CheckCollisionPointCircle() - Added, check collision between point and circle
+[shapes] CheckCollisionPointTriangle() - Added, check collision between point and triangle
+[shapes] DrawPoly() - Added, draw regular polygons of n sides, rotation can be defined!
+
+-----------------------------------------------
+Release: raylib 1.0.2 (1 December 2013)
+-----------------------------------------------
+[text] GetDefaultFont() - Added, get default SpriteFont to be used on DrawTextEx()
+[shapes] CheckCollisionRecs() - Added, check collision between rectangles
+[shapes] CheckCollisionCircles() - Added, check collision between circles
+[shapes] CheckCollisionCircleRec() - Added, check collision circle-rectangle
+[shapes] GetCollisionRec() - Added, get collision rectangle
+[textures] CreateTexture2D() - Added, create Texture2D from Image data
+[audio] Fixed WAV loading function, now audio works!
+
+-----------------------------------------------
+Update: raylib 1.0.1 (28 November 2013)
+-----------------------------------------------
+[text] DrawText() - Removed spacing parameter
+[text] MeasureText() - Removed spacing parameter
+[text] DrawFps() - Renamed to DrawFPS() for coherence with similar function
+[core] IsKeyPressed() - Change functionality, check if key pressed once
+[core] IsKeyDown() - Added, check if key is being pressed
+[core] IsKeyReleased() - Change functionality, check if key released once
+[core] IsKeyUp() - Added, check if key is being NOT pressed
+[core] IsMouseButtonDown() - Added, check if mouse button is being pressed
+[core] IsMouseButtonPressed() - Change functionality, check if mouse button pressed once
+[core] IsMouseButtonUp() - Added, check if mouse button is NOT being pressed
+[core] IsMouseButtonReleased() - Change functionality, check if mouse button released once
+[textures] DrawTexturePro() - Added, texture drawing with 'pro' parameters
+[examples] Function changes applied to ALL examples
+
+-----------------------------------------------
+Release: raylib 1.0.0 (18 November 2013)
+-----------------------------------------------
+* Initial version
+* 6 Modules provided:
+ - core: basic window/context creation functions, input management, timing functions
+ - shapes: basic shapes drawing functions
+ - textures: image data loading and conversion to OpenGL textures
+ - text: text drawing, sprite fonts loading, default font loading
+ - models: basic 3d shapes drawing, OBJ models loading and drawing
+ - audio: audio device initialization, WAV files loading and playing
diff --git a/raylib/raylib-5.0_win64_mingw-w64/LICENSE b/raylib/raylib-5.0_win64_mingw-w64/LICENSE
new file mode 100644
index 0000000..ca631da
--- /dev/null
+++ b/raylib/raylib-5.0_win64_mingw-w64/LICENSE
@@ -0,0 +1,16 @@
+Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
+
+This software is provided "as-is", without any express or implied warranty. In no event
+will the authors be held liable for any damages arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose, including commercial
+applications, and to alter it and redistribute it freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not claim that you
+ wrote the original software. If you use this software in a product, an acknowledgment
+ in the product documentation would be appreciated but is not required.
+
+ 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+ as being the original software.
+
+ 3. This notice may not be removed or altered from any source distribution.
diff --git a/raylib/raylib-5.0_win64_mingw-w64/README.md b/raylib/raylib-5.0_win64_mingw-w64/README.md
new file mode 100644
index 0000000..ed26bfa
--- /dev/null
+++ b/raylib/raylib-5.0_win64_mingw-w64/README.md
@@ -0,0 +1,150 @@
+
+
+**raylib is a simple and easy-to-use library to enjoy videogames programming.**
+
+raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's especially well suited for prototyping, tooling, graphical applications, embedded systems and education.
+
+*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
+
+Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
+
+---
+
+
+
+[](https://github.com/raysan5/raylib/releases)
+[](https://github.com/raysan5/raylib/stargazers)
+[](https://github.com/raysan5/raylib/commits/master)
+[](https://github.com/sponsors/raysan5)
+[](https://repology.org/project/raylib/versions)
+[](LICENSE)
+
+[](https://discord.gg/raylib)
+[](https://www.reddit.com/r/raylib/)
+[](https://www.youtube.com/c/raylib)
+[](https://www.twitch.tv/raysan5)
+
+[](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
+[](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
+[](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
+[](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
+
+[](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
+[](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
+[](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
+
+features
+--------
+ - **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
+ - Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
+ - Written in plain C code (C99) using PascalCase/camelCase notation
+ - Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**)
+ - **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
+ - Multiple **Fonts** formats supported (TTF, OTF, Image fonts, AngelCode fonts)
+ - Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
+ - **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
+ - Flexible Materials system, supporting classic maps and **PBR maps**
+ - **Animated 3D models** supported (skeletal bones animation) (IQM, M3D, glTF)
+ - Shaders support, including model shaders and **postprocessing** shaders
+ - **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
+ - Audio loading and playing with streaming support (WAV, QOA, OGG, MP3, FLAC, XM, MOD)
+ - **VR stereo rendering** support with configurable HMD device parameters
+ - Huge examples collection with [+140 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
+ - Bindings to [+70 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
+ - **Free and open source**
+
+basic example
+--------------
+This is a basic raylib example, it creates a window and draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
+```c
+#include "raylib.h"
+
+int main(void)
+{
+ InitWindow(800, 450, "raylib [core] example - basic window");
+
+ while (!WindowShouldClose())
+ {
+ BeginDrawing();
+ ClearBackground(RAYWHITE);
+ DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+ EndDrawing();
+ }
+
+ CloseWindow();
+
+ return 0;
+}
+```
+
+build and installation
+----------------------
+
+raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
+
+raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
+
+#### Installing and building raylib on multiple platforms
+
+[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
+
+ - [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
+ - [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
+ - [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
+ - [Working on Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS)
+ - [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
+ - [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
+ - [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
+ - [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
+ - [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
+
+*Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.*
+
+#### Setup raylib with multiple IDEs
+
+raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) compiler but it can be used with other IDEs on multiple platforms.
+
+[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
+
+*Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.*
+
+learning and docs
+------------------
+
+raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
+
+Some additional documentation about raylib design can be found in [raylib GitHub Wiki](https://github.com/raysan5/raylib/wiki). Here are the relevant links:
+
+ - [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
+ - [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
+ - [raylib library design](https://github.com/raysan5/raylib/wiki)
+ - [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples)
+ - [raylib games collection](https://github.com/raysan5/raylib-games)
+
+
+contact and networks
+---------------------
+
+raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
+
+ - Webpage: [https://www.raylib.com](https://www.raylib.com)
+ - Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
+ - Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5)
+ - Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5)
+ - Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
+ - Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
+ - YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
+
+contributors
+------------
+
+
+
+
+
+license
+-------
+
+raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.
+
+raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on [raylib Wiki](https://github.com/raysan5/raylib/wiki) for details.
diff --git a/raylib/raylib-5.0_win64_mingw-w64/include/raylib.h b/raylib/raylib-5.0_win64_mingw-w64/include/raylib.h
new file mode 100644
index 0000000..85faba4
--- /dev/null
+++ b/raylib/raylib-5.0_win64_mingw-w64/include/raylib.h
@@ -0,0 +1,1662 @@
+/**********************************************************************************************
+*
+* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
+*
+* FEATURES:
+* - NO external dependencies, all required libraries included with raylib
+* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
+* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
+* - Written in plain C code (C99) in PascalCase/camelCase notation
+* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
+* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
+* - Flexible Materials system, supporting classic maps and PBR maps
+* - Animated 3D models supported (skeletal bones animation) (IQM)
+* - Shaders support, including Model shaders and Postprocessing shaders
+* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
+* - VR stereo rendering with configurable HMD device parameters
+* - Bindings to multiple programming languages available!
+*
+* NOTES:
+* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
+* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
+* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
+* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
+*
+* DEPENDENCIES (included):
+* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
+* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
+* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
+*
+* OPTIONAL DEPENDENCIES (included):
+* [rcore] msf_gif (Miles Fogle) for GIF recording
+* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
+* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
+* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
+* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
+* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
+* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
+* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
+* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
+* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
+* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
+* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+* [raudio] dr_wav (David Reid) for WAV audio file loading
+* [raudio] dr_flac (David Reid) for FLAC audio file loading
+* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
+* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
+* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
+* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
+*
+*
+* LICENSE: zlib/libpng
+*
+* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software:
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYLIB_H
+#define RAYLIB_H
+
+#include // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION_MAJOR 5
+#define RAYLIB_VERSION_MINOR 0
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION "5.0"
+
+// Function specifiers in case library is build/used as a shared library (Windows)
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+#if defined(_WIN32)
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #if defined(__TINYC__)
+ #define __declspec(x) __attribute__((x))
+ #endif
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#endif
+
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+//----------------------------------------------------------------------------------
+// Some basic Defines
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Allow custom memory allocators
+// NOTE: Require recompiling raylib sources
+#ifndef RL_MALLOC
+ #define RL_MALLOC(sz) malloc(sz)
+#endif
+#ifndef RL_CALLOC
+ #define RL_CALLOC(n,sz) calloc(n,sz)
+#endif
+#ifndef RL_REALLOC
+ #define RL_REALLOC(ptr,sz) realloc(ptr,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(ptr) free(ptr)
+#endif
+
+// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
+// Plain structures in C++ (without constructors) can be initialized with { }
+// This is called aggregate initialization (C++11 feature)
+#if defined(__cplusplus)
+ #define CLITERAL(type) type
+#else
+ #define CLITERAL(type) (type)
+#endif
+
+// Some compilers (mostly macos clang) default to C++98,
+// where aggregate initialization can't be used
+// So, give a more clear error stating how to fix this
+#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
+ #error "C++11 or later is required. Add -std=c++11"
+#endif
+
+// NOTE: We set some defines with some data types declared by raylib
+// Other modules (raymath, rlgl) also require some of those types, so,
+// to be able to use those other modules as standalone (not depending on raylib)
+// this defines are very useful for internal check and avoid type (re)definitions
+#define RL_COLOR_TYPE
+#define RL_RECTANGLE_TYPE
+#define RL_VECTOR2_TYPE
+#define RL_VECTOR3_TYPE
+#define RL_VECTOR4_TYPE
+#define RL_QUATERNION_TYPE
+#define RL_MATRIX_TYPE
+
+// Some Basic Colors
+// NOTE: Custom raylib color palette for amazing visuals on WHITE background
+#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray
+#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray
+#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray
+#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow
+#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold
+#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange
+#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink
+#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red
+#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon
+#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green
+#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime
+#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green
+#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue
+#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue
+#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue
+#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple
+#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet
+#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple
+#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige
+#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown
+#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown
+
+#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White
+#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black
+#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent)
+#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta
+#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo)
+
+//----------------------------------------------------------------------------------
+// Structures Definition
+//----------------------------------------------------------------------------------
+// Boolean type
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include
+#elif !defined(__cplusplus) && !defined(bool)
+ typedef enum bool { false = 0, true = !false } bool;
+ #define RL_BOOL_TYPE
+#endif
+
+// Vector2, 2 components
+typedef struct Vector2 {
+ float x; // Vector x component
+ float y; // Vector y component
+} Vector2;
+
+// Vector3, 3 components
+typedef struct Vector3 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+} Vector3;
+
+// Vector4, 4 components
+typedef struct Vector4 {
+ float x; // Vector x component
+ float y; // Vector y component
+ float z; // Vector z component
+ float w; // Vector w component
+} Vector4;
+
+// Quaternion, 4 components (Vector4 alias)
+typedef Vector4 Quaternion;
+
+// Matrix, 4x4 components, column major, OpenGL style, right-handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+
+// Color, 4 components, R8G8B8A8 (32bit)
+typedef struct Color {
+ unsigned char r; // Color red value
+ unsigned char g; // Color green value
+ unsigned char b; // Color blue value
+ unsigned char a; // Color alpha value
+} Color;
+
+// Rectangle, 4 components
+typedef struct Rectangle {
+ float x; // Rectangle top-left corner position x
+ float y; // Rectangle top-left corner position y
+ float width; // Rectangle width
+ float height; // Rectangle height
+} Rectangle;
+
+// Image, pixel data stored in CPU memory (RAM)
+typedef struct Image {
+ void *data; // Image raw data
+ int width; // Image base width
+ int height; // Image base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Image;
+
+// Texture, tex data stored in GPU memory (VRAM)
+typedef struct Texture {
+ unsigned int id; // OpenGL texture id
+ int width; // Texture base width
+ int height; // Texture base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (PixelFormat type)
+} Texture;
+
+// Texture2D, same as Texture
+typedef Texture Texture2D;
+
+// TextureCubemap, same as Texture
+typedef Texture TextureCubemap;
+
+// RenderTexture, fbo for texture rendering
+typedef struct RenderTexture {
+ unsigned int id; // OpenGL framebuffer object id
+ Texture texture; // Color buffer attachment texture
+ Texture depth; // Depth buffer attachment texture
+} RenderTexture;
+
+// RenderTexture2D, same as RenderTexture
+typedef RenderTexture RenderTexture2D;
+
+// NPatchInfo, n-patch layout info
+typedef struct NPatchInfo {
+ Rectangle source; // Texture source rectangle
+ int left; // Left border offset
+ int top; // Top border offset
+ int right; // Right border offset
+ int bottom; // Bottom border offset
+ int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
+} NPatchInfo;
+
+// GlyphInfo, font characters glyphs info
+typedef struct GlyphInfo {
+ int value; // Character value (Unicode)
+ int offsetX; // Character offset X when drawing
+ int offsetY; // Character offset Y when drawing
+ int advanceX; // Character advance position X
+ Image image; // Character image data
+} GlyphInfo;
+
+// Font, font texture and GlyphInfo array data
+typedef struct Font {
+ int baseSize; // Base size (default chars height)
+ int glyphCount; // Number of glyph characters
+ int glyphPadding; // Padding around the glyph characters
+ Texture2D texture; // Texture atlas containing the glyphs
+ Rectangle *recs; // Rectangles in texture for the glyphs
+ GlyphInfo *glyphs; // Glyphs info data
+} Font;
+
+// Camera, defines position/orientation in 3d space
+typedef struct Camera3D {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera3D;
+
+typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
+
+// Camera2D, defines position/orientation in 2d space
+typedef struct Camera2D {
+ Vector2 offset; // Camera offset (displacement from target)
+ Vector2 target; // Camera target (rotation and zoom origin)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
+// Mesh, vertex data and vao/vbo
+typedef struct Mesh {
+ int vertexCount; // Number of vertices stored in arrays
+ int triangleCount; // Number of triangles stored (indexed or not)
+
+ // Vertex attributes data
+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
+ float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
+
+ // Animation vertex data
+ float *animVertices; // Animated vertex positions (after bones transformations)
+ float *animNormals; // Animated normals (after bones transformations)
+ unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
+ float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
+
+ // OpenGL identifiers
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
+} Mesh;
+
+// Shader
+typedef struct Shader {
+ unsigned int id; // Shader program id
+ int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS)
+} Shader;
+
+// MaterialMap
+typedef struct MaterialMap {
+ Texture2D texture; // Material map texture
+ Color color; // Material map color
+ float value; // Material map value
+} MaterialMap;
+
+// Material, includes shader and maps
+typedef struct Material {
+ Shader shader; // Material shader
+ MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
+ float params[4]; // Material generic parameters (if required)
+} Material;
+
+// Transform, vertex transformation data
+typedef struct Transform {
+ Vector3 translation; // Translation
+ Quaternion rotation; // Rotation
+ Vector3 scale; // Scale
+} Transform;
+
+// Bone, skeletal animation bone
+typedef struct BoneInfo {
+ char name[32]; // Bone name
+ int parent; // Bone parent
+} BoneInfo;
+
+// Model, meshes, materials and animation data
+typedef struct Model {
+ Matrix transform; // Local transform matrix
+
+ int meshCount; // Number of meshes
+ int materialCount; // Number of materials
+ Mesh *meshes; // Meshes array
+ Material *materials; // Materials array
+ int *meshMaterial; // Mesh material number
+
+ // Animation data
+ int boneCount; // Number of bones
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform *bindPose; // Bones base transformation (pose)
+} Model;
+
+// ModelAnimation
+typedef struct ModelAnimation {
+ int boneCount; // Number of bones
+ int frameCount; // Number of animation frames
+ BoneInfo *bones; // Bones information (skeleton)
+ Transform **framePoses; // Poses array by frame
+ char name[32]; // Animation name
+} ModelAnimation;
+
+// Ray, ray for raycasting
+typedef struct Ray {
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction
+} Ray;
+
+// RayCollision, ray hit information
+typedef struct RayCollision {
+ bool hit; // Did the ray hit something?
+ float distance; // Distance to the nearest hit
+ Vector3 point; // Point of the nearest hit
+ Vector3 normal; // Surface normal of hit
+} RayCollision;
+
+// BoundingBox
+typedef struct BoundingBox {
+ Vector3 min; // Minimum vertex box-corner
+ Vector3 max; // Maximum vertex box-corner
+} BoundingBox;
+
+// Wave, audio wave data
+typedef struct Wave {
+ unsigned int frameCount; // Total number of frames (considering channels)
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+ void *data; // Buffer data pointer
+} Wave;
+
+// Opaque structs declaration
+// NOTE: Actual structs are defined internally in raudio module
+typedef struct rAudioBuffer rAudioBuffer;
+typedef struct rAudioProcessor rAudioProcessor;
+
+// AudioStream, custom audio stream
+typedef struct AudioStream {
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+ rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects
+
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
+} AudioStream;
+
+// Sound
+typedef struct Sound {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+} Sound;
+
+// Music, audio stream, anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ AudioStream stream; // Audio stream
+ unsigned int frameCount; // Total number of frames (considering channels)
+ bool looping; // Music looping enable
+
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+} Music;
+
+// VrDeviceInfo, Head-Mounted-Display device parameters
+typedef struct VrDeviceInfo {
+ int hResolution; // Horizontal resolution in pixels
+ int vResolution; // Vertical resolution in pixels
+ float hScreenSize; // Horizontal size in meters
+ float vScreenSize; // Vertical size in meters
+ float vScreenCenter; // Screen center in meters
+ float eyeToScreenDistance; // Distance between eye and display in meters
+ float lensSeparationDistance; // Lens separation distance in meters
+ float interpupillaryDistance; // IPD (distance between pupils) in meters
+ float lensDistortionValues[4]; // Lens distortion constant parameters
+ float chromaAbCorrection[4]; // Chromatic aberration correction parameters
+} VrDeviceInfo;
+
+// VrStereoConfig, VR stereo rendering configuration for simulator
+typedef struct VrStereoConfig {
+ Matrix projection[2]; // VR projection matrices (per eye)
+ Matrix viewOffset[2]; // VR view offset matrices (per eye)
+ float leftLensCenter[2]; // VR left lens center
+ float rightLensCenter[2]; // VR right lens center
+ float leftScreenCenter[2]; // VR left screen center
+ float rightScreenCenter[2]; // VR right screen center
+ float scale[2]; // VR distortion scale
+ float scaleIn[2]; // VR distortion scale in
+} VrStereoConfig;
+
+// File path list
+typedef struct FilePathList {
+ unsigned int capacity; // Filepaths max entries
+ unsigned int count; // Filepaths entries count
+ char **paths; // Filepaths entries
+} FilePathList;
+
+// Automation event
+typedef struct AutomationEvent {
+ unsigned int frame; // Event frame
+ unsigned int type; // Event type (AutomationEventType)
+ int params[4]; // Event parameters (if required)
+} AutomationEvent;
+
+// Automation event list
+typedef struct AutomationEventList {
+ unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
+ unsigned int count; // Events entries count
+ AutomationEvent *events; // Events entries
+} AutomationEventList;
+
+//----------------------------------------------------------------------------------
+// Enumerators Definition
+//----------------------------------------------------------------------------------
+// System/Window config flags
+// NOTE: Every bit registers one state (use it with bit masks)
+// By default all flags are set to 0
+typedef enum {
+ FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU
+ FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen
+ FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window
+ FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons)
+ FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window
+ FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify)
+ FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor)
+ FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused
+ FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top
+ FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized
+ FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
+ FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
+ FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
+ FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
+ FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
+ FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
+} ConfigFlags;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE, // Trace logging, intended for internal use only
+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ LOG_INFO, // Info logging, used for program execution info
+ LOG_WARNING, // Warning logging, used on recoverable failures
+ LOG_ERROR, // Error logging, used on unrecoverable failures
+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ LOG_NONE // Disable logging
+} TraceLogLevel;
+
+// Keyboard keys (US keyboard layout)
+// NOTE: Use GetKeyPressed() to allow redefining
+// required keys for alternative layouts
+typedef enum {
+ KEY_NULL = 0, // Key: NULL, used for no key pressed
+ // Alphanumeric keys
+ KEY_APOSTROPHE = 39, // Key: '
+ KEY_COMMA = 44, // Key: ,
+ KEY_MINUS = 45, // Key: -
+ KEY_PERIOD = 46, // Key: .
+ KEY_SLASH = 47, // Key: /
+ KEY_ZERO = 48, // Key: 0
+ KEY_ONE = 49, // Key: 1
+ KEY_TWO = 50, // Key: 2
+ KEY_THREE = 51, // Key: 3
+ KEY_FOUR = 52, // Key: 4
+ KEY_FIVE = 53, // Key: 5
+ KEY_SIX = 54, // Key: 6
+ KEY_SEVEN = 55, // Key: 7
+ KEY_EIGHT = 56, // Key: 8
+ KEY_NINE = 57, // Key: 9
+ KEY_SEMICOLON = 59, // Key: ;
+ KEY_EQUAL = 61, // Key: =
+ KEY_A = 65, // Key: A | a
+ KEY_B = 66, // Key: B | b
+ KEY_C = 67, // Key: C | c
+ KEY_D = 68, // Key: D | d
+ KEY_E = 69, // Key: E | e
+ KEY_F = 70, // Key: F | f
+ KEY_G = 71, // Key: G | g
+ KEY_H = 72, // Key: H | h
+ KEY_I = 73, // Key: I | i
+ KEY_J = 74, // Key: J | j
+ KEY_K = 75, // Key: K | k
+ KEY_L = 76, // Key: L | l
+ KEY_M = 77, // Key: M | m
+ KEY_N = 78, // Key: N | n
+ KEY_O = 79, // Key: O | o
+ KEY_P = 80, // Key: P | p
+ KEY_Q = 81, // Key: Q | q
+ KEY_R = 82, // Key: R | r
+ KEY_S = 83, // Key: S | s
+ KEY_T = 84, // Key: T | t
+ KEY_U = 85, // Key: U | u
+ KEY_V = 86, // Key: V | v
+ KEY_W = 87, // Key: W | w
+ KEY_X = 88, // Key: X | x
+ KEY_Y = 89, // Key: Y | y
+ KEY_Z = 90, // Key: Z | z
+ KEY_LEFT_BRACKET = 91, // Key: [
+ KEY_BACKSLASH = 92, // Key: '\'
+ KEY_RIGHT_BRACKET = 93, // Key: ]
+ KEY_GRAVE = 96, // Key: `
+ // Function keys
+ KEY_SPACE = 32, // Key: Space
+ KEY_ESCAPE = 256, // Key: Esc
+ KEY_ENTER = 257, // Key: Enter
+ KEY_TAB = 258, // Key: Tab
+ KEY_BACKSPACE = 259, // Key: Backspace
+ KEY_INSERT = 260, // Key: Ins
+ KEY_DELETE = 261, // Key: Del
+ KEY_RIGHT = 262, // Key: Cursor right
+ KEY_LEFT = 263, // Key: Cursor left
+ KEY_DOWN = 264, // Key: Cursor down
+ KEY_UP = 265, // Key: Cursor up
+ KEY_PAGE_UP = 266, // Key: Page up
+ KEY_PAGE_DOWN = 267, // Key: Page down
+ KEY_HOME = 268, // Key: Home
+ KEY_END = 269, // Key: End
+ KEY_CAPS_LOCK = 280, // Key: Caps lock
+ KEY_SCROLL_LOCK = 281, // Key: Scroll down
+ KEY_NUM_LOCK = 282, // Key: Num lock
+ KEY_PRINT_SCREEN = 283, // Key: Print screen
+ KEY_PAUSE = 284, // Key: Pause
+ KEY_F1 = 290, // Key: F1
+ KEY_F2 = 291, // Key: F2
+ KEY_F3 = 292, // Key: F3
+ KEY_F4 = 293, // Key: F4
+ KEY_F5 = 294, // Key: F5
+ KEY_F6 = 295, // Key: F6
+ KEY_F7 = 296, // Key: F7
+ KEY_F8 = 297, // Key: F8
+ KEY_F9 = 298, // Key: F9
+ KEY_F10 = 299, // Key: F10
+ KEY_F11 = 300, // Key: F11
+ KEY_F12 = 301, // Key: F12
+ KEY_LEFT_SHIFT = 340, // Key: Shift left
+ KEY_LEFT_CONTROL = 341, // Key: Control left
+ KEY_LEFT_ALT = 342, // Key: Alt left
+ KEY_LEFT_SUPER = 343, // Key: Super left
+ KEY_RIGHT_SHIFT = 344, // Key: Shift right
+ KEY_RIGHT_CONTROL = 345, // Key: Control right
+ KEY_RIGHT_ALT = 346, // Key: Alt right
+ KEY_RIGHT_SUPER = 347, // Key: Super right
+ KEY_KB_MENU = 348, // Key: KB menu
+ // Keypad keys
+ KEY_KP_0 = 320, // Key: Keypad 0
+ KEY_KP_1 = 321, // Key: Keypad 1
+ KEY_KP_2 = 322, // Key: Keypad 2
+ KEY_KP_3 = 323, // Key: Keypad 3
+ KEY_KP_4 = 324, // Key: Keypad 4
+ KEY_KP_5 = 325, // Key: Keypad 5
+ KEY_KP_6 = 326, // Key: Keypad 6
+ KEY_KP_7 = 327, // Key: Keypad 7
+ KEY_KP_8 = 328, // Key: Keypad 8
+ KEY_KP_9 = 329, // Key: Keypad 9
+ KEY_KP_DECIMAL = 330, // Key: Keypad .
+ KEY_KP_DIVIDE = 331, // Key: Keypad /
+ KEY_KP_MULTIPLY = 332, // Key: Keypad *
+ KEY_KP_SUBTRACT = 333, // Key: Keypad -
+ KEY_KP_ADD = 334, // Key: Keypad +
+ KEY_KP_ENTER = 335, // Key: Keypad Enter
+ KEY_KP_EQUAL = 336, // Key: Keypad =
+ // Android key buttons
+ KEY_BACK = 4, // Key: Android back button
+ KEY_MENU = 82, // Key: Android menu button
+ KEY_VOLUME_UP = 24, // Key: Android volume up button
+ KEY_VOLUME_DOWN = 25 // Key: Android volume down button
+} KeyboardKey;
+
+// Add backwards compatibility support for deprecated names
+#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
+#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
+#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
+
+// Mouse buttons
+typedef enum {
+ MOUSE_BUTTON_LEFT = 0, // Mouse button left
+ MOUSE_BUTTON_RIGHT = 1, // Mouse button right
+ MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
+ MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
+ MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
+ MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
+ MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
+} MouseButton;
+
+// Mouse cursor
+typedef enum {
+ MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape
+ MOUSE_CURSOR_ARROW = 1, // Arrow shape
+ MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape
+ MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape
+ MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor
+ MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
+ MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
+ MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
+} MouseCursor;
+
+// Gamepad buttons
+typedef enum {
+ GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking
+ GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button
+ GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button
+ GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button
+ GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button
+ GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+ GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X)
+ GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+ GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
+ GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button
+ GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button
+ GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button
+ GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select)
+ GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start)
+ GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left
+ GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
+} GamepadButton;
+
+// Gamepad axis
+typedef enum {
+ GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
+ GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
+ GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis
+ GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1]
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1]
+} GamepadAxis;
+
+// Material map index
+typedef enum {
+ MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
+ MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
+ MATERIAL_MAP_NORMAL, // Normal material
+ MATERIAL_MAP_ROUGHNESS, // Roughness material
+ MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
+ MATERIAL_MAP_EMISSION, // Emission material
+ MATERIAL_MAP_HEIGHT, // Heightmap material
+ MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
+ MATERIAL_MAP_BRDF // Brdf material
+} MaterialMapIndex;
+
+#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
+#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
+
+// Shader location index
+typedef enum {
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
+ SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
+ SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} ShaderLocationIndex;
+
+#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
+#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ SHADER_UNIFORM_INT, // Shader uniform type: int
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} ShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} ShaderAttributeDataType;
+
+// Pixel formats
+// NOTE: Support depends on OpenGL version and platform
+typedef enum {
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} PixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+ TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ TEXTURE_FILTER_BILINEAR, // Linear filtering
+ TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} TextureFilter;
+
+// Texture parameters: wrap mode
+typedef enum {
+ TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
+ TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
+ TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
+ TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
+} TextureWrap;
+
+// Cubemap layouts
+typedef enum {
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
+} CubemapLayout;
+
+// Font type, defines generation method
+typedef enum {
+ FONT_DEFAULT = 0, // Default font generation, anti-aliased
+ FONT_BITMAP, // Bitmap font generation, no anti-aliasing
+ FONT_SDF // SDF font generation, requires external shader
+} FontType;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ BLEND_ADDITIVE, // Blend textures adding colors
+ BLEND_MULTIPLIED, // Blend textures multiplying colors
+ BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
+} BlendMode;
+
+// Gesture
+// NOTE: Provided as bit-wise flags to enable only desired gestures
+typedef enum {
+ GESTURE_NONE = 0, // No gesture
+ GESTURE_TAP = 1, // Tap gesture
+ GESTURE_DOUBLETAP = 2, // Double tap gesture
+ GESTURE_HOLD = 4, // Hold gesture
+ GESTURE_DRAG = 8, // Drag gesture
+ GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
+ GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
+ GESTURE_SWIPE_UP = 64, // Swipe up gesture
+ GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
+ GESTURE_PINCH_IN = 256, // Pinch in gesture
+ GESTURE_PINCH_OUT = 512 // Pinch out gesture
+} Gesture;
+
+// Camera system modes
+typedef enum {
+ CAMERA_CUSTOM = 0, // Custom camera
+ CAMERA_FREE, // Free camera
+ CAMERA_ORBITAL, // Orbital camera
+ CAMERA_FIRST_PERSON, // First person camera
+ CAMERA_THIRD_PERSON // Third person camera
+} CameraMode;
+
+// Camera projection
+typedef enum {
+ CAMERA_PERSPECTIVE = 0, // Perspective projection
+ CAMERA_ORTHOGRAPHIC // Orthographic projection
+} CameraProjection;
+
+// N-patch layout
+typedef enum {
+ NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
+ NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
+ NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
+} NPatchLayout;
+
+// Callbacks to hook some internal functions
+// WARNING: These callbacks are intended for advance users
+typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
+typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
+typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
+typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
+typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
+
+//------------------------------------------------------------------------------------
+// Global Variables Definition
+//------------------------------------------------------------------------------------
+// It's lonely here...
+
+//------------------------------------------------------------------------------------
+// Window and Graphics Device Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+// Window-related functions
+RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+RLAPI void CloseWindow(void); // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
+RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
+RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
+RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
+RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
+RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
+RLAPI void SetWindowSize(int width, int height); // Set window dimensions
+RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
+RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
+RLAPI void *GetWindowHandle(void); // Get native window handle
+RLAPI int GetScreenWidth(void); // Get current screen width
+RLAPI int GetScreenHeight(void); // Get current screen height
+RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+RLAPI int GetMonitorCount(void); // Get number of connected monitors
+RLAPI int GetCurrentMonitor(void); // Get current connected monitor
+RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
+RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
+RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
+RLAPI void SetClipboardText(const char *text); // Set clipboard text content
+RLAPI const char *GetClipboardText(void); // Get clipboard text content
+RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
+RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
+
+// Cursor-related functions
+RLAPI void ShowCursor(void); // Shows cursor
+RLAPI void HideCursor(void); // Hides cursor
+RLAPI bool IsCursorHidden(void); // Check if cursor is not visible
+RLAPI void EnableCursor(void); // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
+// Drawing-related functions
+RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
+RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+RLAPI void EndTextureMode(void); // Ends drawing to render texture
+RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
+RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
+RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
+RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+RLAPI void EndScissorMode(void); // End scissor mode
+RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
+// VR stereo config functions for VR simulator
+RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
+// Shader management functions
+// NOTE: Shader functionality is not available on OpenGL 1.1
+RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
+RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
+RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
+// Screen-space-related functions
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+
+// Timing-related functions
+RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
+RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void); // Get current FPS
+
+// Custom frame control functions
+// NOTE: Those functions are intended for advance users that want full control over the frame processing
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
+// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+RLAPI void PollInputEvents(void); // Register all input events
+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
+
+// Random values generation functions
+RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
+RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
+
+// Misc. functions
+RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
+RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
+RLAPI void MemFree(void *ptr); // Internal memory free
+
+// Set custom callbacks
+// WARNING: Callbacks setup is intended for advance users
+RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
+// Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
+
+// File system functions
+RLAPI bool FileExists(const char *fileName); // Check if file exists
+RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
+RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
+RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
+RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
+RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
+RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
+RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
+// Compression/Encoding functionality
+RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
+RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
+RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
+
+// Automation events functionality
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
+
+//------------------------------------------------------------------------------------
+// Input Handling Functions (Module: core)
+//------------------------------------------------------------------------------------
+
+// Input-related functions: keyboard
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
+RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+// Input-related functions: gamepads
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+
+// Input-related functions: mouse
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+RLAPI int GetMouseX(void); // Get mouse position X
+RLAPI int GetMouseY(void); // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
+RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames
+RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
+RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
+RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
+RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
+
+// Input-related functions: touch
+RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
+RLAPI int GetTouchPointCount(void); // Get number of touch points
+
+//------------------------------------------------------------------------------------
+// Gestures and Touch Handling Functions (Module: rgestures)
+//------------------------------------------------------------------------------------
+RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void); // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+//------------------------------------------------------------------------------------
+// Camera System Functions (Module: rcamera)
+//------------------------------------------------------------------------------------
+RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
+
+//------------------------------------------------------------------------------------
+// Basic Shapes Drawing Functions (Module: shapes)
+//------------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
+RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
+RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
+RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
+RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
+RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
+RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
+RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
+RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
+RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
+RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
+RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
+RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
+RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
+RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
+
+// Splines drawing functions
+RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
+RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
+RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
+RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
+
+// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
+RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
+RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
+RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
+RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
+RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
+
+// Basic shapes collision detection functions
+RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
+RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
+RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
+RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
+RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+
+//------------------------------------------------------------------------------------
+// Texture Loading and Drawing Functions (Module: textures)
+//------------------------------------------------------------------------------------
+
+// Image loading functions
+// NOTE: These functions do not require GPU access
+RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
+RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
+RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
+RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageReady(Image image); // Check if an image is ready
+RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
+RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
+RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
+RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
+RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
+RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
+
+// Image manipulation functions
+RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
+RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
+RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
+RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
+RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
+RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
+RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
+RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
+RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
+RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image
+RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
+RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
+RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
+RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
+RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
+RLAPI void ImageColorInvert(Image *image); // Modify image color: invert
+RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale
+RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
+RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
+RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
+
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
+RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
+RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
+RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
+RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
+RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
+RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
+RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
+RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
+RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
+
+// Texture configuration functions
+RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
+RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
+RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
+
+// Texture drawing functions
+RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
+RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
+RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+
+//------------------------------------------------------------------------------------
+// Font Loading and Text Drawing Functions (Module: text)
+//------------------------------------------------------------------------------------
+
+// Font loading/unloading functions
+RLAPI Font GetFontDefault(void); // Get the default Font
+RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
+RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontReady(Font font); // Check if a font is ready
+RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
+RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
+RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
+
+// Text drawing functions
+RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
+RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
+
+// Text font info functions
+RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
+RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
+RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+
+// Text codepoints management functions (unicode characters)
+RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+
+//------------------------------------------------------------------------------------
+// Basic 3d Shapes Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Basic geometric 3D shapes drawing functions
+RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
+RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
+RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
+RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
+RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+
+//------------------------------------------------------------------------------------
+// Model 3d Loading and Drawing Functions (Module: models)
+//------------------------------------------------------------------------------------
+
+// Model management functions
+RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI bool IsModelReady(Model model); // Check if a model is ready
+RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+
+// Model drawing functions
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
+RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
+
+// Mesh management functions
+RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+
+// Mesh generation functions
+RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+// Material loading/unloading functions
+RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
+RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+// Model animations loading/unloading functions
+RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
+RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+
+// Collision detection functions
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+
+//------------------------------------------------------------------------------------
+// Audio Loading and Playing Functions (Module: audio)
+//------------------------------------------------------------------------------------
+typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
+
+// Audio device management functions
+RLAPI void InitAudioDevice(void); // Initialize audio device and context
+RLAPI void CloseAudioDevice(void); // Close the audio device and context
+RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
+RLAPI float GetMasterVolume(void); // Get master volume (listener)
+
+// Wave/Sound loading/unloading functions
+RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
+RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
+RLAPI Sound LoadSound(const char *fileName); // Load sound from file
+RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
+RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
+RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
+RLAPI void UnloadWave(Wave wave); // Unload wave data
+RLAPI void UnloadSound(Sound sound); // Unload sound
+RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
+RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+
+// Wave/Sound management functions
+RLAPI void PlaySound(Sound sound); // Play a sound
+RLAPI void StopSound(Sound sound); // Stop playing a sound
+RLAPI void PauseSound(Sound sound); // Pause a sound
+RLAPI void ResumeSound(Sound sound); // Resume a paused sound
+RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+
+// Music management functions
+RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
+RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
+RLAPI void UnloadMusicStream(Music music); // Unload music stream
+RLAPI void PlayMusicStream(Music music); // Start music playing
+RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
+RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
+RLAPI void StopMusicStream(Music music); // Stop music playing
+RLAPI void PauseMusicStream(Music music); // Pause music playing
+RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
+RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
+RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
+RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
+RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
+RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
+RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s
+RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
+
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/raylib/raylib-5.0_win64_mingw-w64/include/raymath.h b/raylib/raylib-5.0_win64_mingw-w64/include/raymath.h
new file mode 100644
index 0000000..40a8a84
--- /dev/null
+++ b/raylib/raylib-5.0_win64_mingw-w64/include/raymath.h
@@ -0,0 +1,2190 @@
+/**********************************************************************************************
+*
+* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
+*
+* CONVENTIONS:
+* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
+* math operations performed by the library consider the structure as it was column-major
+* It is like transposed versions of the matrices are used for all the maths
+* It benefits some functions making them cache-friendly and also avoids matrix
+* transpositions sometimes required by OpenGL
+* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
+* - Functions are always self-contained, no function use another raymath function inside,
+* required code is directly re-implemented inside
+* - Functions input parameters are always received by value (2 unavoidable exceptions)
+* - Functions use always a "result" variable for return
+* - Functions are always defined inline
+* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
+* - No compound literals used to make sure libray is compatible with C++
+*
+* CONFIGURATION:
+* #define RAYMATH_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define RAYMATH_STATIC_INLINE
+* Define static inline functions code, so #include header suffices for use.
+* This may use up lots of memory.
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RAYMATH_H
+#define RAYMATH_H
+
+#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE)
+ #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory"
+#endif
+
+// Function specifiers definition
+#if defined(RAYMATH_IMPLEMENTATION)
+ #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
+ #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+ #else
+ #define RMAPI extern inline // Provide external definition
+ #endif
+#elif defined(RAYMATH_STATIC_INLINE)
+ #define RMAPI static inline // Functions may be inlined, no external out-of-line definition
+#else
+ #if defined(__TINYC__)
+ #define RMAPI static inline // plain inline not supported by tinycc (See issue #435)
+ #else
+ #define RMAPI inline // Functions may be inlined or external definition used
+ #endif
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+
+#ifndef EPSILON
+ #define EPSILON 0.000001f
+#endif
+
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+// Get float vector for Matrix
+#ifndef MatrixToFloat
+ #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
+#endif
+
+// Get float vector for Vector3
+#ifndef Vector3ToFloat
+ #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if !defined(RL_VECTOR2_TYPE)
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+#define RL_VECTOR2_TYPE
+#endif
+
+#if !defined(RL_VECTOR3_TYPE)
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+#define RL_VECTOR3_TYPE
+#endif
+
+#if !defined(RL_VECTOR4_TYPE)
+// Vector4 type
+typedef struct Vector4 {
+ float x;
+ float y;
+ float z;
+ float w;
+} Vector4;
+#define RL_VECTOR4_TYPE
+#endif
+
+#if !defined(RL_QUATERNION_TYPE)
+// Quaternion type
+typedef Vector4 Quaternion;
+#define RL_QUATERNION_TYPE
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix type (OpenGL style 4x4 - right handed, column major)
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// NOTE: Helper types to be used instead of array return types for *ToFloat functions
+typedef struct float3 {
+ float v[3];
+} float3;
+
+typedef struct float16 {
+ float v[16];
+} float16;
+
+#include // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabs()
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Utils math
+//----------------------------------------------------------------------------------
+
+// Clamp float value
+RMAPI float Clamp(float value, float min, float max)
+{
+ float result = (value < min)? min : value;
+
+ if (result > max) result = max;
+
+ return result;
+}
+
+// Calculate linear interpolation between two floats
+RMAPI float Lerp(float start, float end, float amount)
+{
+ float result = start + amount*(end - start);
+
+ return result;
+}
+
+// Normalize input value within input range
+RMAPI float Normalize(float value, float start, float end)
+{
+ float result = (value - start)/(end - start);
+
+ return result;
+}
+
+// Remap input value within input range to output range
+RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
+{
+ float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart;
+
+ return result;
+}
+
+// Wrap input value from min to max
+RMAPI float Wrap(float value, float min, float max)
+{
+ float result = value - (max - min)*floorf((value - min)/(max - min));
+
+ return result;
+}
+
+// Check whether two given floats are almost equal
+RMAPI int FloatEquals(float x, float y)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector2 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector2 Vector2Zero(void)
+{
+ Vector2 result = { 0.0f, 0.0f };
+
+ return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector2 Vector2One(void)
+{
+ Vector2 result = { 1.0f, 1.0f };
+
+ return result;
+}
+
+// Add two vectors (v1 + v2)
+RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x + v2.x, v1.y + v2.y };
+
+ return result;
+}
+
+// Add vector and float value
+RMAPI Vector2 Vector2AddValue(Vector2 v, float add)
+{
+ Vector2 result = { v.x + add, v.y + add };
+
+ return result;
+}
+
+// Subtract two vectors (v1 - v2)
+RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x - v2.x, v1.y - v2.y };
+
+ return result;
+}
+
+// Subtract vector by float value
+RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub)
+{
+ Vector2 result = { v.x - sub, v.y - sub };
+
+ return result;
+}
+
+// Calculate vector length
+RMAPI float Vector2Length(Vector2 v)
+{
+ float result = sqrtf((v.x*v.x) + (v.y*v.y));
+
+ return result;
+}
+
+// Calculate vector square length
+RMAPI float Vector2LengthSqr(Vector2 v)
+{
+ float result = (v.x*v.x) + (v.y*v.y);
+
+ return result;
+}
+
+// Calculate two vectors dot product
+RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y);
+
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
+{
+ float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
+{
+ float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+
+ return result;
+}
+
+// Calculate angle between two vectors
+// NOTE: Angle is calculated from origin point (0, 0)
+RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
+{
+ float result = 0.0f;
+
+ float dot = v1.x*v2.x + v1.y*v2.y;
+ float det = v1.x*v2.y - v1.y*v2.x;
+
+ result = atan2f(det, dot);
+
+ return result;
+}
+
+// Calculate angle defined by a two vectors line
+// NOTE: Parameters need to be normalized
+// Current implementation should be aligned with glm::angle
+RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
+{
+ float result = 0.0f;
+
+ // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
+ result = -atan2f(end.y - start.y, end.x - start.x);
+
+ return result;
+}
+
+// Scale vector (multiply by value)
+RMAPI Vector2 Vector2Scale(Vector2 v, float scale)
+{
+ Vector2 result = { v.x*scale, v.y*scale };
+
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x*v2.x, v1.y*v2.y };
+
+ return result;
+}
+
+// Negate vector
+RMAPI Vector2 Vector2Negate(Vector2 v)
+{
+ Vector2 result = { -v.x, -v.y };
+
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { v1.x/v2.x, v1.y/v2.y };
+
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector2 Vector2Normalize(Vector2 v)
+{
+ Vector2 result = { 0 };
+ float length = sqrtf((v.x*v.x) + (v.y*v.y));
+
+ if (length > 0)
+ {
+ float ilength = 1.0f/length;
+ result.x = v.x*ilength;
+ result.y = v.y*ilength;
+ }
+
+ return result;
+}
+
+// Transforms a Vector2 by a given Matrix
+RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
+{
+ Vector2 result = { 0 };
+
+ float x = v.x;
+ float y = v.y;
+ float z = 0;
+
+ result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
+ result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
+{
+ Vector2 result = { 0 };
+
+ result.x = v1.x + amount*(v2.x - v1.x);
+ result.y = v1.y + amount*(v2.y - v1.y);
+
+ return result;
+}
+
+// Calculate reflected vector to normal
+RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
+{
+ Vector2 result = { 0 };
+
+ float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product
+
+ result.x = v.x - (2.0f*normal.x)*dotProduct;
+ result.y = v.y - (2.0f*normal.y)*dotProduct;
+
+ return result;
+}
+
+// Rotate vector by angle
+RMAPI Vector2 Vector2Rotate(Vector2 v, float angle)
+{
+ Vector2 result = { 0 };
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.x = v.x*cosres - v.y*sinres;
+ result.y = v.x*sinres + v.y*cosres;
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
+{
+ Vector2 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float value = (dx*dx) + (dy*dy);
+
+ if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target;
+
+ float dist = sqrtf(value);
+
+ result.x = v.x + dx/dist*maxDistance;
+ result.y = v.y + dy/dist*maxDistance;
+
+ return result;
+}
+
+// Invert the given vector
+RMAPI Vector2 Vector2Invert(Vector2 v)
+{
+ Vector2 result = { 1.0f/v.x, 1.0f/v.y };
+
+ return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
+{
+ Vector2 result = { 0 };
+
+ result.x = fminf(max.x, fmaxf(min.x, v.x));
+ result.y = fminf(max.y, fmaxf(min.y, v.y));
+
+ return result;
+}
+
+// Clamp the magnitude of the vector between two min and max values
+RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
+{
+ Vector2 result = v;
+
+ float length = (v.x*v.x) + (v.y*v.y);
+ if (length > 0.0f)
+ {
+ length = sqrtf(length);
+
+ if (length < min)
+ {
+ float scale = min/length;
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ }
+ else if (length > max)
+ {
+ float scale = max/length;
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ }
+ }
+
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector2Equals(Vector2 p, Vector2 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector3 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMAPI Vector3 Vector3Zero(void)
+{
+ Vector3 result = { 0.0f, 0.0f, 0.0f };
+
+ return result;
+}
+
+// Vector with components value 1.0f
+RMAPI Vector3 Vector3One(void)
+{
+ Vector3 result = { 1.0f, 1.0f, 1.0f };
+
+ return result;
+}
+
+// Add two vectors
+RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
+
+ return result;
+}
+
+// Add vector and float value
+RMAPI Vector3 Vector3AddValue(Vector3 v, float add)
+{
+ Vector3 result = { v.x + add, v.y + add, v.z + add };
+
+ return result;
+}
+
+// Subtract two vectors
+RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
+
+ return result;
+}
+
+// Subtract vector by float value
+RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub)
+{
+ Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
+
+ return result;
+}
+
+// Multiply vector by scalar
+RMAPI Vector3 Vector3Scale(Vector3 v, float scalar)
+{
+ Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar };
+
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z };
+
+ return result;
+}
+
+// Calculate two vectors cross product
+RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
+
+ return result;
+}
+
+// Calculate one vector perpendicular vector
+RMAPI Vector3 Vector3Perpendicular(Vector3 v)
+{
+ Vector3 result = { 0 };
+
+ float min = (float) fabs(v.x);
+ Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
+
+ if (fabsf(v.y) < min)
+ {
+ min = (float) fabs(v.y);
+ Vector3 tmp = {0.0f, 1.0f, 0.0f};
+ cardinalAxis = tmp;
+ }
+
+ if (fabsf(v.z) < min)
+ {
+ Vector3 tmp = {0.0f, 0.0f, 1.0f};
+ cardinalAxis = tmp;
+ }
+
+ // Cross product between vectors
+ result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y;
+ result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z;
+ result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x;
+
+ return result;
+}
+
+// Calculate vector length
+RMAPI float Vector3Length(const Vector3 v)
+{
+ float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+
+ return result;
+}
+
+// Calculate vector square length
+RMAPI float Vector3LengthSqr(const Vector3 v)
+{
+ float result = v.x*v.x + v.y*v.y + v.z*v.z;
+
+ return result;
+}
+
+// Calculate two vectors dot product
+RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+ result = sqrtf(dx*dx + dy*dy + dz*dz);
+
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
+ result = dx*dx + dy*dy + dz*dz;
+
+ return result;
+}
+
+// Calculate angle between two vectors
+RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
+{
+ float result = 0.0f;
+
+ Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
+ float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
+ float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ result = atan2f(len, dot);
+
+ return result;
+}
+
+// Negate provided vector (invert direction)
+RMAPI Vector3 Vector3Negate(Vector3 v)
+{
+ Vector3 result = { -v.x, -v.y, -v.z };
+
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
+
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector3 Vector3Normalize(Vector3 v)
+{
+ Vector3 result = v;
+
+ float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ if (length != 0.0f)
+ {
+ float ilength = 1.0f/length;
+
+ result.x *= ilength;
+ result.y *= ilength;
+ result.z *= ilength;
+ }
+
+ return result;
+}
+
+//Calculate the projection of the vector v1 on to v2
+RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+ float mag = v1dv2/v2dv2;
+
+ result.x = v2.x*mag;
+ result.y = v2.y*mag;
+ result.z = v2.z*mag;
+
+ return result;
+}
+
+//Calculate the rejection of the vector v1 on to v2
+RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
+ float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
+
+ float mag = v1dv2/v2dv2;
+
+ result.x = v1.x - (v2.x*mag);
+ result.y = v1.y - (v2.y*mag);
+ result.z = v1.z - (v2.z*mag);
+
+ return result;
+}
+
+// Orthonormalize provided vectors
+// Makes vectors normalized and orthogonal to each other
+// Gram-Schmidt function implementation
+RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
+{
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Normalize(*v1);
+ Vector3 v = *v1;
+ 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;
+ v1->x *= ilength;
+ v1->y *= ilength;
+ v1->z *= ilength;
+
+ // Vector3CrossProduct(*v1, *v2)
+ Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x };
+
+ // Vector3Normalize(vn1);
+ v = vn1;
+ 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;
+ vn1.x *= ilength;
+ vn1.y *= ilength;
+ vn1.z *= ilength;
+
+ // Vector3CrossProduct(vn1, *v1)
+ Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x };
+
+ *v2 = vn2;
+}
+
+// Transforms a Vector3 by a given Matrix
+RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat)
+{
+ Vector3 result = { 0 };
+
+ float x = v.x;
+ float y = v.y;
+ float z = v.z;
+
+ result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
+ result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
+ result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
+
+ return result;
+}
+
+// Transform a vector by quaternion rotation
+RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
+{
+ Vector3 result = { 0 };
+
+ result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y);
+ result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z);
+ result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z);
+
+ return result;
+}
+
+// Rotates a vector around an axis
+RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
+{
+ // Using Euler-Rodrigues Formula
+ // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula
+
+ Vector3 result = v;
+
+ // Vector3Normalize(axis);
+ float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f / length;
+ axis.x *= ilength;
+ axis.y *= ilength;
+ axis.z *= ilength;
+
+ angle /= 2.0f;
+ float a = sinf(angle);
+ float b = axis.x*a;
+ float c = axis.y*a;
+ float d = axis.z*a;
+ a = cosf(angle);
+ Vector3 w = { b, c, d };
+
+ // Vector3CrossProduct(w, v)
+ Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
+
+ // Vector3CrossProduct(w, wv)
+ Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
+
+ // Vector3Scale(wv, 2*a)
+ a *= 2;
+ wv.x *= a;
+ wv.y *= a;
+ wv.z *= a;
+
+ // Vector3Scale(wwv, 2)
+ wwv.x *= 2;
+ wwv.y *= 2;
+ wwv.z *= 2;
+
+ result.x += wv.x;
+ result.y += wv.y;
+ result.z += wv.z;
+
+ result.x += wwv.x;
+ result.y += wwv.y;
+ result.z += wwv.z;
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
+{
+ Vector3 result = { 0 };
+
+ result.x = v1.x + amount*(v2.x - v1.x);
+ result.y = v1.y + amount*(v2.y - v1.y);
+ result.z = v1.z + amount*(v2.z - v1.z);
+
+ return result;
+}
+
+// Calculate reflected vector to normal
+RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
+{
+ Vector3 result = { 0 };
+
+ // I is the original vector
+ // N is the normal of the incident plane
+ // R = I - (2*N*(DotProduct[I, N]))
+
+ float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z);
+
+ result.x = v.x - (2.0f*normal.x)*dotProduct;
+ result.y = v.y - (2.0f*normal.y)*dotProduct;
+ result.z = v.z - (2.0f*normal.z)*dotProduct;
+
+ return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+ result.z = fminf(v1.z, v2.z);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2)
+{
+ Vector3 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+ result.z = fmaxf(v1.z, v2.z);
+
+ return result;
+}
+
+// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
+// NOTE: Assumes P is on the plane of the triangle
+RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+{
+ Vector3 result = { 0 };
+
+ Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a)
+ Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a)
+ Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a)
+ float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0)
+ float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1)
+ float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1)
+ float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0)
+ float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1)
+
+ float denom = d00*d11 - d01*d01;
+
+ result.y = (d11*d20 - d01*d21)/denom;
+ result.z = (d00*d21 - d01*d20)/denom;
+ result.x = 1.0f - (result.z + result.y);
+
+ return result;
+}
+
+// Projects a Vector3 from screen space into object space
+// NOTE: We are avoiding calling other raymath functions despite available
+RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
+{
+ Vector3 result = { 0 };
+
+ // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
+ Matrix matViewProj = { // MatrixMultiply(view, projection);
+ view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
+ view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
+ view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14,
+ view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15,
+ view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12,
+ view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13,
+ view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14,
+ view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15,
+ view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12,
+ view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13,
+ view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14,
+ view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15,
+ view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12,
+ view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13,
+ view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14,
+ view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 };
+
+ // Calculate inverted matrix -> MatrixInvert(matViewProj);
+ // Cache the matrix values (speed optimization)
+ float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3;
+ float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7;
+ float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11;
+ float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15;
+
+ float b00 = a00*a11 - a01*a10;
+ float b01 = a00*a12 - a02*a10;
+ float b02 = a00*a13 - a03*a10;
+ float b03 = a01*a12 - a02*a11;
+ float b04 = a01*a13 - a03*a11;
+ float b05 = a02*a13 - a03*a12;
+ float b06 = a20*a31 - a21*a30;
+ float b07 = a20*a32 - a22*a30;
+ float b08 = a20*a33 - a23*a30;
+ float b09 = a21*a32 - a22*a31;
+ float b10 = a21*a33 - a23*a31;
+ float b11 = a22*a33 - a23*a32;
+
+ // Calculate the invert determinant (inlined to avoid double-caching)
+ float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
+
+ Matrix matViewProjInv = {
+ (a11*b11 - a12*b10 + a13*b09)*invDet,
+ (-a01*b11 + a02*b10 - a03*b09)*invDet,
+ (a31*b05 - a32*b04 + a33*b03)*invDet,
+ (-a21*b05 + a22*b04 - a23*b03)*invDet,
+ (-a10*b11 + a12*b08 - a13*b07)*invDet,
+ (a00*b11 - a02*b08 + a03*b07)*invDet,
+ (-a30*b05 + a32*b02 - a33*b01)*invDet,
+ (a20*b05 - a22*b02 + a23*b01)*invDet,
+ (a10*b10 - a11*b08 + a13*b06)*invDet,
+ (-a00*b10 + a01*b08 - a03*b06)*invDet,
+ (a30*b04 - a31*b02 + a33*b00)*invDet,
+ (-a20*b04 + a21*b02 - a23*b00)*invDet,
+ (-a10*b09 + a11*b07 - a12*b06)*invDet,
+ (a00*b09 - a01*b07 + a02*b06)*invDet,
+ (-a30*b03 + a31*b01 - a32*b00)*invDet,
+ (a20*b03 - a21*b01 + a22*b00)*invDet };
+
+ // Create quaternion from source point
+ Quaternion quat = { source.x, source.y, source.z, 1.0f };
+
+ // Multiply quat point by unprojecte matrix
+ Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
+ matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
+ matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
+ matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w,
+ matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w };
+
+ // Normalized world points in vectors
+ result.x = qtransformed.x/qtransformed.w;
+ result.y = qtransformed.y/qtransformed.w;
+ result.z = qtransformed.z/qtransformed.w;
+
+ return result;
+}
+
+// Get Vector3 as float array
+RMAPI float3 Vector3ToFloatV(Vector3 v)
+{
+ float3 buffer = { 0 };
+
+ buffer.v[0] = v.x;
+ buffer.v[1] = v.y;
+ buffer.v[2] = v.z;
+
+ return buffer;
+}
+
+// Invert the given vector
+RMAPI Vector3 Vector3Invert(Vector3 v)
+{
+ Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z };
+
+ return result;
+}
+
+// Clamp the components of the vector between
+// min and max values specified by the given vectors
+RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
+{
+ Vector3 result = { 0 };
+
+ result.x = fminf(max.x, fmaxf(min.x, v.x));
+ result.y = fminf(max.y, fmaxf(min.y, v.y));
+ result.z = fminf(max.z, fmaxf(min.z, v.z));
+
+ return result;
+}
+
+// Clamp the magnitude of the vector between two values
+RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
+{
+ Vector3 result = v;
+
+ float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
+ if (length > 0.0f)
+ {
+ length = sqrtf(length);
+
+ if (length < min)
+ {
+ float scale = min/length;
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ result.z = v.z*scale;
+ }
+ else if (length > max)
+ {
+ float scale = max/length;
+ result.x = v.x*scale;
+ result.y = v.y*scale;
+ result.z = v.z*scale;
+ }
+ }
+
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector3Equals(Vector3 p, Vector3 q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
+
+ return result;
+}
+
+// Compute the direction of a refracted ray
+// v: normalized direction of the incoming ray
+// n: normalized normal vector of the interface of two optical media
+// r: ratio of the refractive index of the medium from where the ray comes
+// to the refractive index of the medium on the other side of the surface
+RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
+{
+ Vector3 result = { 0 };
+
+ float dot = v.x*n.x + v.y*n.y + v.z*n.z;
+ float d = 1.0f - r*r*(1.0f - dot*dot);
+
+ if (d >= 0.0f)
+ {
+ d = sqrtf(d);
+ v.x = r*v.x - (r*dot + d)*n.x;
+ v.y = r*v.y - (r*dot + d)*n.y;
+ v.z = r*v.z - (r*dot + d)*n.z;
+
+ result = v;
+ }
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix math
+//----------------------------------------------------------------------------------
+
+// Compute matrix determinant
+RMAPI float MatrixDeterminant(Matrix mat)
+{
+ float result = 0.0f;
+
+ // Cache the matrix values (speed optimization)
+ float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
+ float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
+ float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
+ float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
+
+ result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
+ a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
+ a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
+ a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
+ a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
+ a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
+
+ return result;
+}
+
+// Get the trace of the matrix (sum of the values along the diagonal)
+RMAPI float MatrixTrace(Matrix mat)
+{
+ float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
+
+ return result;
+}
+
+// Transposes provided matrix
+RMAPI Matrix MatrixTranspose(Matrix mat)
+{
+ Matrix result = { 0 };
+
+ result.m0 = mat.m0;
+ result.m1 = mat.m4;
+ result.m2 = mat.m8;
+ result.m3 = mat.m12;
+ result.m4 = mat.m1;
+ result.m5 = mat.m5;
+ result.m6 = mat.m9;
+ result.m7 = mat.m13;
+ result.m8 = mat.m2;
+ result.m9 = mat.m6;
+ result.m10 = mat.m10;
+ result.m11 = mat.m14;
+ result.m12 = mat.m3;
+ result.m13 = mat.m7;
+ result.m14 = mat.m11;
+ result.m15 = mat.m15;
+
+ return result;
+}
+
+// Invert provided matrix
+RMAPI Matrix MatrixInvert(Matrix mat)
+{
+ Matrix result = { 0 };
+
+ // Cache the matrix values (speed optimization)
+ float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
+ float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
+ float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
+ float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
+
+ float b00 = a00*a11 - a01*a10;
+ float b01 = a00*a12 - a02*a10;
+ float b02 = a00*a13 - a03*a10;
+ float b03 = a01*a12 - a02*a11;
+ float b04 = a01*a13 - a03*a11;
+ float b05 = a02*a13 - a03*a12;
+ float b06 = a20*a31 - a21*a30;
+ float b07 = a20*a32 - a22*a30;
+ float b08 = a20*a33 - a23*a30;
+ float b09 = a21*a32 - a22*a31;
+ float b10 = a21*a33 - a23*a31;
+ float b11 = a22*a33 - a23*a32;
+
+ // Calculate the invert determinant (inlined to avoid double-caching)
+ float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
+
+ result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet;
+ result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet;
+ result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet;
+ result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet;
+ result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet;
+ result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet;
+ result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet;
+ result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet;
+ result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet;
+ result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet;
+ result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet;
+ result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet;
+ result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet;
+ result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet;
+ result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet;
+ result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet;
+
+ return result;
+}
+
+// Get identity matrix
+RMAPI Matrix MatrixIdentity(void)
+{
+ Matrix result = { 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 result;
+}
+
+// Add two matrices
+RMAPI Matrix MatrixAdd(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ result.m0 = left.m0 + right.m0;
+ result.m1 = left.m1 + right.m1;
+ result.m2 = left.m2 + right.m2;
+ result.m3 = left.m3 + right.m3;
+ result.m4 = left.m4 + right.m4;
+ result.m5 = left.m5 + right.m5;
+ result.m6 = left.m6 + right.m6;
+ result.m7 = left.m7 + right.m7;
+ result.m8 = left.m8 + right.m8;
+ result.m9 = left.m9 + right.m9;
+ result.m10 = left.m10 + right.m10;
+ result.m11 = left.m11 + right.m11;
+ result.m12 = left.m12 + right.m12;
+ result.m13 = left.m13 + right.m13;
+ result.m14 = left.m14 + right.m14;
+ result.m15 = left.m15 + right.m15;
+
+ return result;
+}
+
+// Subtract two matrices (left - right)
+RMAPI Matrix MatrixSubtract(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ result.m0 = left.m0 - right.m0;
+ result.m1 = left.m1 - right.m1;
+ result.m2 = left.m2 - right.m2;
+ result.m3 = left.m3 - right.m3;
+ result.m4 = left.m4 - right.m4;
+ result.m5 = left.m5 - right.m5;
+ result.m6 = left.m6 - right.m6;
+ result.m7 = left.m7 - right.m7;
+ result.m8 = left.m8 - right.m8;
+ result.m9 = left.m9 - right.m9;
+ result.m10 = left.m10 - right.m10;
+ result.m11 = left.m11 - right.m11;
+ result.m12 = left.m12 - right.m12;
+ result.m13 = left.m13 - right.m13;
+ result.m14 = left.m14 - right.m14;
+ result.m15 = left.m15 - right.m15;
+
+ return result;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+RMAPI Matrix MatrixMultiply(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
+ result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
+ result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
+ result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
+ result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
+ result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
+ result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
+ result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
+ result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
+ result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
+ result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
+ result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
+ result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
+ result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
+ result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
+ result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
+
+ return result;
+}
+
+// Get translation matrix
+RMAPI Matrix MatrixTranslate(float x, float y, float z)
+{
+ Matrix result = { 1.0f, 0.0f, 0.0f, x,
+ 0.0f, 1.0f, 0.0f, y,
+ 0.0f, 0.0f, 1.0f, z,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+
+ return result;
+}
+
+// Create rotation matrix from axis and angle
+// NOTE: Angle should be provided in radians
+RMAPI Matrix MatrixRotate(Vector3 axis, float angle)
+{
+ Matrix result = { 0 };
+
+ float x = axis.x, y = axis.y, z = axis.z;
+
+ float lengthSquared = x*x + y*y + z*z;
+
+ if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
+ {
+ float ilength = 1.0f/sqrtf(lengthSquared);
+ x *= ilength;
+ y *= ilength;
+ z *= ilength;
+ }
+
+ float sinres = sinf(angle);
+ float cosres = cosf(angle);
+ float t = 1.0f - cosres;
+
+ result.m0 = x*x*t + cosres;
+ result.m1 = y*x*t + z*sinres;
+ result.m2 = z*x*t - y*sinres;
+ result.m3 = 0.0f;
+
+ result.m4 = x*y*t - z*sinres;
+ result.m5 = y*y*t + cosres;
+ result.m6 = z*y*t + x*sinres;
+ result.m7 = 0.0f;
+
+ result.m8 = x*z*t + y*sinres;
+ result.m9 = y*z*t - x*sinres;
+ result.m10 = z*z*t + cosres;
+ result.m11 = 0.0f;
+
+ result.m12 = 0.0f;
+ result.m13 = 0.0f;
+ result.m14 = 0.0f;
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get x-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateX(float angle)
+{
+ Matrix result = { 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m5 = cosres;
+ result.m6 = sinres;
+ result.m9 = -sinres;
+ result.m10 = cosres;
+
+ return result;
+}
+
+// Get y-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateY(float angle)
+{
+ Matrix result = { 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m0 = cosres;
+ result.m2 = -sinres;
+ result.m8 = sinres;
+ result.m10 = cosres;
+
+ return result;
+}
+
+// Get z-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZ(float angle)
+{
+ Matrix result = { 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 }; // MatrixIdentity()
+
+ float cosres = cosf(angle);
+ float sinres = sinf(angle);
+
+ result.m0 = cosres;
+ result.m1 = sinres;
+ result.m4 = -sinres;
+ result.m5 = cosres;
+
+ return result;
+}
+
+
+// Get xyz-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateXYZ(Vector3 angle)
+{
+ Matrix result = { 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 }; // MatrixIdentity()
+
+ float cosz = cosf(-angle.z);
+ float sinz = sinf(-angle.z);
+ float cosy = cosf(-angle.y);
+ float siny = sinf(-angle.y);
+ float cosx = cosf(-angle.x);
+ float sinx = sinf(-angle.x);
+
+ result.m0 = cosz*cosy;
+ result.m1 = (cosz*siny*sinx) - (sinz*cosx);
+ result.m2 = (cosz*siny*cosx) + (sinz*sinx);
+
+ result.m4 = sinz*cosy;
+ result.m5 = (sinz*siny*sinx) + (cosz*cosx);
+ result.m6 = (sinz*siny*cosx) - (cosz*sinx);
+
+ result.m8 = -siny;
+ result.m9 = cosy*sinx;
+ result.m10= cosy*cosx;
+
+ return result;
+}
+
+// Get zyx-rotation matrix
+// NOTE: Angle must be provided in radians
+RMAPI Matrix MatrixRotateZYX(Vector3 angle)
+{
+ Matrix result = { 0 };
+
+ float cz = cosf(angle.z);
+ float sz = sinf(angle.z);
+ float cy = cosf(angle.y);
+ float sy = sinf(angle.y);
+ float cx = cosf(angle.x);
+ float sx = sinf(angle.x);
+
+ result.m0 = cz*cy;
+ result.m4 = cz*sy*sx - cx*sz;
+ result.m8 = sz*sx + cz*cx*sy;
+ result.m12 = 0;
+
+ result.m1 = cy*sz;
+ result.m5 = cz*cx + sz*sy*sx;
+ result.m9 = cx*sz*sy - cz*sx;
+ result.m13 = 0;
+
+ result.m2 = -sy;
+ result.m6 = cy*sx;
+ result.m10 = cy*cx;
+ result.m14 = 0;
+
+ result.m3 = 0;
+ result.m7 = 0;
+ result.m11 = 0;
+ result.m15 = 1;
+
+ return result;
+}
+
+// Get scaling matrix
+RMAPI Matrix MatrixScale(float x, float y, float z)
+{
+ Matrix result = { x, 0.0f, 0.0f, 0.0f,
+ 0.0f, y, 0.0f, 0.0f,
+ 0.0f, 0.0f, z, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+
+ return result;
+}
+
+// Get perspective projection matrix
+RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(far - near);
+
+ result.m0 = ((float)near*2.0f)/rl;
+ result.m1 = 0.0f;
+ result.m2 = 0.0f;
+ result.m3 = 0.0f;
+
+ result.m4 = 0.0f;
+ result.m5 = ((float)near*2.0f)/tb;
+ result.m6 = 0.0f;
+ result.m7 = 0.0f;
+
+ result.m8 = ((float)right + (float)left)/rl;
+ result.m9 = ((float)top + (float)bottom)/tb;
+ result.m10 = -((float)far + (float)near)/fn;
+ result.m11 = -1.0f;
+
+ result.m12 = 0.0f;
+ result.m13 = 0.0f;
+ result.m14 = -((float)far*(float)near*2.0f)/fn;
+ result.m15 = 0.0f;
+
+ return result;
+}
+
+// Get perspective projection matrix
+// NOTE: Fovy angle must be provided in radians
+RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ double top = nearPlane*tan(fovY*0.5);
+ double bottom = -top;
+ double right = top*aspect;
+ double left = -right;
+
+ // MatrixFrustum(-right, right, -top, top, near, far);
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = ((float)nearPlane*2.0f)/rl;
+ result.m5 = ((float)nearPlane*2.0f)/tb;
+ result.m8 = ((float)right + (float)left)/rl;
+ result.m9 = ((float)top + (float)bottom)/tb;
+ result.m10 = -((float)farPlane + (float)nearPlane)/fn;
+ result.m11 = -1.0f;
+ result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
+
+ return result;
+}
+
+// Get orthographic projection matrix
+RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = 2.0f/rl;
+ result.m1 = 0.0f;
+ result.m2 = 0.0f;
+ result.m3 = 0.0f;
+ result.m4 = 0.0f;
+ result.m5 = 2.0f/tb;
+ result.m6 = 0.0f;
+ result.m7 = 0.0f;
+ result.m8 = 0.0f;
+ result.m9 = 0.0f;
+ result.m10 = -2.0f/fn;
+ result.m11 = 0.0f;
+ result.m12 = -((float)left + (float)right)/rl;
+ result.m13 = -((float)top + (float)bottom)/tb;
+ result.m14 = -((float)farPlane + (float)nearPlane)/fn;
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get camera look-at matrix (view matrix)
+RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
+{
+ Matrix result = { 0 };
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Subtract(eye, target)
+ Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z };
+
+ // Vector3Normalize(vz)
+ Vector3 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;
+
+ // Vector3CrossProduct(up, vz)
+ Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x };
+
+ // Vector3Normalize(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;
+
+ // Vector3CrossProduct(vz, vx)
+ Vector3 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 };
+
+ result.m0 = vx.x;
+ result.m1 = vy.x;
+ result.m2 = vz.x;
+ result.m3 = 0.0f;
+ result.m4 = vx.y;
+ result.m5 = vy.y;
+ result.m6 = vz.y;
+ result.m7 = 0.0f;
+ result.m8 = vx.z;
+ result.m9 = vy.z;
+ result.m10 = vz.z;
+ result.m11 = 0.0f;
+ result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye)
+ result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye)
+ result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye)
+ result.m15 = 1.0f;
+
+ return result;
+}
+
+// Get float array of matrix data
+RMAPI float16 MatrixToFloatV(Matrix mat)
+{
+ float16 result = { 0 };
+
+ result.v[0] = mat.m0;
+ result.v[1] = mat.m1;
+ result.v[2] = mat.m2;
+ result.v[3] = mat.m3;
+ result.v[4] = mat.m4;
+ result.v[5] = mat.m5;
+ result.v[6] = mat.m6;
+ result.v[7] = mat.m7;
+ result.v[8] = mat.m8;
+ result.v[9] = mat.m9;
+ result.v[10] = mat.m10;
+ result.v[11] = mat.m11;
+ result.v[12] = mat.m12;
+ result.v[13] = mat.m13;
+ result.v[14] = mat.m14;
+ result.v[15] = mat.m15;
+
+ return result;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Quaternion math
+//----------------------------------------------------------------------------------
+
+// Add two quaternions
+RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
+{
+ Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
+
+ return result;
+}
+
+// Add quaternion and float value
+RMAPI Quaternion QuaternionAddValue(Quaternion q, float add)
+{
+ Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
+
+ return result;
+}
+
+// Subtract two quaternions
+RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
+{
+ Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
+
+ return result;
+}
+
+// Subtract quaternion and float value
+RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub)
+{
+ Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
+
+ return result;
+}
+
+// Get identity quaternion
+RMAPI Quaternion QuaternionIdentity(void)
+{
+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ return result;
+}
+
+// Computes the length of a quaternion
+RMAPI float QuaternionLength(Quaternion q)
+{
+ float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+
+ return result;
+}
+
+// Normalize provided quaternion
+RMAPI Quaternion QuaternionNormalize(Quaternion q)
+{
+ Quaternion result = { 0 };
+
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+
+ result.x = q.x*ilength;
+ result.y = q.y*ilength;
+ result.z = q.z*ilength;
+ result.w = q.w*ilength;
+
+ return result;
+}
+
+// Invert provided quaternion
+RMAPI Quaternion QuaternionInvert(Quaternion q)
+{
+ Quaternion result = q;
+
+ float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
+
+ if (lengthSq != 0.0f)
+ {
+ float invLength = 1.0f/lengthSq;
+
+ result.x *= -invLength;
+ result.y *= -invLength;
+ result.z *= -invLength;
+ result.w *= invLength;
+ }
+
+ return result;
+}
+
+// Calculate two quaternion multiplication
+RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
+{
+ Quaternion result = { 0 };
+
+ float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w;
+ float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w;
+
+ result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
+ result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
+ result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
+ result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
+
+ return result;
+}
+
+// Scale quaternion by float value
+RMAPI Quaternion QuaternionScale(Quaternion q, float mul)
+{
+ Quaternion result = { 0 };
+
+ result.x = q.x*mul;
+ result.y = q.y*mul;
+ result.z = q.z*mul;
+ result.w = q.w*mul;
+
+ return result;
+}
+
+// Divide two quaternions
+RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
+{
+ Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w };
+
+ return result;
+}
+
+// Calculate linear interpolation between two quaternions
+RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+ result.x = q1.x + amount*(q2.x - q1.x);
+ result.y = q1.y + amount*(q2.y - q1.y);
+ result.z = q1.z + amount*(q2.z - q1.z);
+ result.w = q1.w + amount*(q2.w - q1.w);
+
+ return result;
+}
+
+// Calculate slerp-optimized interpolation between two quaternions
+RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+ // QuaternionLerp(q1, q2, amount)
+ result.x = q1.x + amount*(q2.x - q1.x);
+ result.y = q1.y + amount*(q2.y - q1.y);
+ result.z = q1.z + amount*(q2.z - q1.z);
+ result.w = q1.w + amount*(q2.w - q1.w);
+
+ // QuaternionNormalize(q);
+ Quaternion q = result;
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+
+ result.x = q.x*ilength;
+ result.y = q.y*ilength;
+ result.z = q.z*ilength;
+ result.w = q.w*ilength;
+
+ return result;
+}
+
+// Calculates spherical linear interpolation between two quaternions
+RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
+{
+ Quaternion result = { 0 };
+
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
+
+ if (cosHalfTheta < 0)
+ {
+ q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w;
+ cosHalfTheta = -cosHalfTheta;
+ }
+
+ if (fabsf(cosHalfTheta) >= 1.0f) result = q1;
+ else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
+ else
+ {
+ float halfTheta = acosf(cosHalfTheta);
+ float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
+
+ if (fabsf(sinHalfTheta) < EPSILON)
+ {
+ result.x = (q1.x*0.5f + q2.x*0.5f);
+ result.y = (q1.y*0.5f + q2.y*0.5f);
+ result.z = (q1.z*0.5f + q2.z*0.5f);
+ result.w = (q1.w*0.5f + q2.w*0.5f);
+ }
+ else
+ {
+ float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta;
+ float ratioB = sinf(amount*halfTheta)/sinHalfTheta;
+
+ result.x = (q1.x*ratioA + q2.x*ratioB);
+ result.y = (q1.y*ratioA + q2.y*ratioB);
+ result.z = (q1.z*ratioA + q2.z*ratioB);
+ result.w = (q1.w*ratioA + q2.w*ratioB);
+ }
+ }
+
+ return result;
+}
+
+// Calculate quaternion based on the rotation from one vector to another
+RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
+{
+ Quaternion result = { 0 };
+
+ float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to)
+ Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to)
+
+ result.x = cross.x;
+ result.y = cross.y;
+ result.z = cross.z;
+ result.w = 1.0f + cos2Theta;
+
+ // QuaternionNormalize(q);
+ // NOTE: Normalize to essentially nlerp the original and identity to 0.5
+ Quaternion q = result;
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+
+ result.x = q.x*ilength;
+ result.y = q.y*ilength;
+ result.z = q.z*ilength;
+ result.w = q.w*ilength;
+
+ return result;
+}
+
+// Get a quaternion for a given rotation matrix
+RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
+{
+ Quaternion result = { 0 };
+
+ float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
+ float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
+ float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
+ float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
+
+ int biggestIndex = 0;
+ float fourBiggestSquaredMinus1 = fourWSquaredMinus1;
+ if (fourXSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourXSquaredMinus1;
+ biggestIndex = 1;
+ }
+
+ if (fourYSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourYSquaredMinus1;
+ biggestIndex = 2;
+ }
+
+ if (fourZSquaredMinus1 > fourBiggestSquaredMinus1)
+ {
+ fourBiggestSquaredMinus1 = fourZSquaredMinus1;
+ biggestIndex = 3;
+ }
+
+ float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
+ float mult = 0.25f / biggestVal;
+
+ switch (biggestIndex)
+ {
+ case 0:
+ result.w = biggestVal;
+ result.x = (mat.m6 - mat.m9)*mult;
+ result.y = (mat.m8 - mat.m2)*mult;
+ result.z = (mat.m1 - mat.m4)*mult;
+ break;
+ case 1:
+ result.x = biggestVal;
+ result.w = (mat.m6 - mat.m9)*mult;
+ result.y = (mat.m1 + mat.m4)*mult;
+ result.z = (mat.m8 + mat.m2)*mult;
+ break;
+ case 2:
+ result.y = biggestVal;
+ result.w = (mat.m8 - mat.m2)*mult;
+ result.x = (mat.m1 + mat.m4)*mult;
+ result.z = (mat.m6 + mat.m9)*mult;
+ break;
+ case 3:
+ result.z = biggestVal;
+ result.w = (mat.m1 - mat.m4)*mult;
+ result.x = (mat.m8 + mat.m2)*mult;
+ result.y = (mat.m6 + mat.m9)*mult;
+ break;
+ }
+
+ return result;
+}
+
+// Get a matrix for a given quaternion
+RMAPI Matrix QuaternionToMatrix(Quaternion q)
+{
+ Matrix result = { 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 }; // MatrixIdentity()
+
+ float a2 = q.x*q.x;
+ float b2 = q.y*q.y;
+ float c2 = q.z*q.z;
+ float ac = q.x*q.z;
+ float ab = q.x*q.y;
+ float bc = q.y*q.z;
+ float ad = q.w*q.x;
+ float bd = q.w*q.y;
+ float cd = q.w*q.z;
+
+ result.m0 = 1 - 2*(b2 + c2);
+ result.m1 = 2*(ab + cd);
+ result.m2 = 2*(ac - bd);
+
+ result.m4 = 2*(ab - cd);
+ result.m5 = 1 - 2*(a2 + c2);
+ result.m6 = 2*(bc + ad);
+
+ result.m8 = 2*(ac + bd);
+ result.m9 = 2*(bc - ad);
+ result.m10 = 1 - 2*(a2 + b2);
+
+ return result;
+}
+
+// Get rotation quaternion for an angle and axis
+// NOTE: Angle must be provided in radians
+RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
+{
+ Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
+
+ if (axisLength != 0.0f)
+ {
+ angle *= 0.5f;
+
+ float length = 0.0f;
+ float ilength = 0.0f;
+
+ // Vector3Normalize(axis)
+ Vector3 v = axis;
+ 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;
+ axis.x *= ilength;
+ axis.y *= ilength;
+ axis.z *= ilength;
+
+ float sinres = sinf(angle);
+ float cosres = cosf(angle);
+
+ result.x = axis.x*sinres;
+ result.y = axis.y*sinres;
+ result.z = axis.z*sinres;
+ result.w = cosres;
+
+ // QuaternionNormalize(q);
+ Quaternion q = result;
+ length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ ilength = 1.0f/length;
+ result.x = q.x*ilength;
+ result.y = q.y*ilength;
+ result.z = q.z*ilength;
+ result.w = q.w*ilength;
+ }
+
+ return result;
+}
+
+// Get the rotation angle and axis for a given quaternion
+RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
+{
+ if (fabsf(q.w) > 1.0f)
+ {
+ // QuaternionNormalize(q);
+ float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
+ if (length == 0.0f) length = 1.0f;
+ float ilength = 1.0f/length;
+
+ q.x = q.x*ilength;
+ q.y = q.y*ilength;
+ q.z = q.z*ilength;
+ q.w = q.w*ilength;
+ }
+
+ Vector3 resAxis = { 0.0f, 0.0f, 0.0f };
+ float resAngle = 2.0f*acosf(q.w);
+ float den = sqrtf(1.0f - q.w*q.w);
+
+ if (den > EPSILON)
+ {
+ resAxis.x = q.x/den;
+ resAxis.y = q.y/den;
+ resAxis.z = q.z/den;
+ }
+ else
+ {
+ // This occurs when the angle is zero.
+ // Not a problem: just set an arbitrary normalized axis.
+ resAxis.x = 1.0f;
+ }
+
+ *outAxis = resAxis;
+ *outAngle = resAngle;
+}
+
+// Get the quaternion equivalent to Euler angles
+// NOTE: Rotation order is ZYX
+RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
+{
+ Quaternion result = { 0 };
+
+ float x0 = cosf(pitch*0.5f);
+ float x1 = sinf(pitch*0.5f);
+ float y0 = cosf(yaw*0.5f);
+ float y1 = sinf(yaw*0.5f);
+ float z0 = cosf(roll*0.5f);
+ float z1 = sinf(roll*0.5f);
+
+ result.x = x1*y0*z0 - x0*y1*z1;
+ result.y = x0*y1*z0 + x1*y0*z1;
+ result.z = x0*y0*z1 - x1*y1*z0;
+ result.w = x0*y0*z0 + x1*y1*z1;
+
+ return result;
+}
+
+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// NOTE: Angles are returned in a Vector3 struct in radians
+RMAPI Vector3 QuaternionToEuler(Quaternion q)
+{
+ Vector3 result = { 0 };
+
+ // Roll (x-axis rotation)
+ float x0 = 2.0f*(q.w*q.x + q.y*q.z);
+ float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y);
+ result.x = atan2f(x0, x1);
+
+ // Pitch (y-axis rotation)
+ float y0 = 2.0f*(q.w*q.y - q.z*q.x);
+ y0 = y0 > 1.0f ? 1.0f : y0;
+ y0 = y0 < -1.0f ? -1.0f : y0;
+ result.y = asinf(y0);
+
+ // Yaw (z-axis rotation)
+ float z0 = 2.0f*(q.w*q.z + q.x*q.y);
+ float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z);
+ result.z = atan2f(z0, z1);
+
+ return result;
+}
+
+// Transform a quaternion given a transformation matrix
+RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
+{
+ Quaternion result = { 0 };
+
+ result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w;
+ result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w;
+ result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w;
+ result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w;
+
+ return result;
+}
+
+// Check whether two given quaternions are almost equal
+RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
+{
+#if !defined(EPSILON)
+ #define EPSILON 0.000001f
+#endif
+
+ int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
+ (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
+ ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
+ ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
+ ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));
+
+ return result;
+}
+
+#endif // RAYMATH_H
diff --git a/raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h b/raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h
new file mode 100644
index 0000000..de7055c
--- /dev/null
+++ b/raylib/raylib-5.0_win64_mingw-w64/include/rlgl.h
@@ -0,0 +1,4859 @@
+/**********************************************************************************************
+*
+* rlgl v4.5 - A multi-OpenGL abstraction layer with an immediate-mode style API
+*
+* DESCRIPTION:
+* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
+*
+* ADDITIONAL NOTES:
+* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
+* initialized on rlglInit() to accumulate vertex data.
+*
+* When an internal state change is required all the stored vertex data is renderer in batch,
+* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
+*
+* Some resources are also loaded for convenience, here the complete list:
+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
+*
+* Internal buffer (and resources) must be manually unloaded calling rlglClose().
+*
+* CONFIGURATION:
+* #define GRAPHICS_API_OPENGL_11
+* #define GRAPHICS_API_OPENGL_21
+* #define GRAPHICS_API_OPENGL_33
+* #define GRAPHICS_API_OPENGL_43
+* #define GRAPHICS_API_OPENGL_ES2
+* #define GRAPHICS_API_OPENGL_ES3
+* Use selected OpenGL graphics backend, should be supported by platform
+* Those preprocessor defines are only used on rlgl module, if OpenGL version is
+* required by any other module, use rlGetVersion() to check it
+*
+* #define RLGL_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* #define RLGL_RENDER_TEXTURES_HINT
+* Enable framebuffer objects (fbo) support (enabled by default)
+* Some GPUs could not support them despite the OpenGL version
+*
+* #define RLGL_SHOW_GL_DETAILS_INFO
+* Show OpenGL extensions and capabilities detailed logs on init
+*
+* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
+* Enable debug context (only available on OpenGL 4.3)
+*
+* rlgl capabilities could be customized just defining some internal
+* values before library inclusion (default values listed):
+*
+* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
+* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+*
+* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
+* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
+* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
+*
+* When loading a shader, the following vertex attributes and uniform
+* location names are tried to be set automatically:
+*
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+*
+* DEPENDENCIES:
+* - OpenGL libraries (depending on platform and OpenGL version selected)
+* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RLGL_H
+#define RLGL_H
+
+#define RLGL_VERSION "4.5"
+
+// Function specifiers in case library is build/used as a shared library (Windows)
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+#if defined(_WIN32)
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+ #elif defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+ #endif
+#endif
+
+// Function specifiers definition
+#ifndef RLAPI
+ #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
+#endif
+
+// Support TRACELOG macros
+#ifndef TRACELOG
+ #define TRACELOG(level, ...) (void)0
+ #define TRACELOGD(...) (void)0
+#endif
+
+// Allow custom memory allocators
+#ifndef RL_MALLOC
+ #define RL_MALLOC(sz) malloc(sz)
+#endif
+#ifndef RL_CALLOC
+ #define RL_CALLOC(n,sz) calloc(n,sz)
+#endif
+#ifndef RL_REALLOC
+ #define RL_REALLOC(n,sz) realloc(n,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(p) free(p)
+#endif
+
+// Security check in case no GRAPHICS_API_OPENGL_* defined
+#if !defined(GRAPHICS_API_OPENGL_11) && \
+ !defined(GRAPHICS_API_OPENGL_21) && \
+ !defined(GRAPHICS_API_OPENGL_33) && \
+ !defined(GRAPHICS_API_OPENGL_43) && \
+ !defined(GRAPHICS_API_OPENGL_ES2) && \
+ !defined(GRAPHICS_API_OPENGL_ES3)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// Security check in case multiple GRAPHICS_API_OPENGL_* defined
+#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(GRAPHICS_API_OPENGL_21)
+ #undef GRAPHICS_API_OPENGL_21
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_33)
+ #undef GRAPHICS_API_OPENGL_33
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_43)
+ #undef GRAPHICS_API_OPENGL_43
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_ES2)
+ #undef GRAPHICS_API_OPENGL_ES2
+ #endif
+#endif
+
+// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
+// WARNING: Specific parts are checked with #if defines
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL 4.3 uses OpenGL 3.3 Core functionality
+#if defined(GRAPHICS_API_OPENGL_43)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
+// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more)
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ #define GRAPHICS_API_OPENGL_ES2
+#endif
+
+// Support framebuffer objects by default
+// NOTE: Some driver implementation do not support it, despite they should
+#define RLGL_RENDER_TEXTURES_HINT
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+
+// Default internal render batch elements limits
+#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS
+ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // This is the maximum amount of elements (quads) per batch
+ // NOTE: Be careful with text, every letter maps to a quad
+ #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
+ #endif
+ #if defined(GRAPHICS_API_OPENGL_ES2)
+ // We reduce memory sizes for embedded systems (RPI and HTML5)
+ // NOTE: On HTML5 (emscripten) this is allocated on heap,
+ // by default it's only 16MB!...just take care...
+ #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
+ #endif
+#endif
+#ifndef RL_DEFAULT_BATCH_BUFFERS
+ #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+#endif
+#ifndef RL_DEFAULT_BATCH_DRAWCALLS
+ #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+#endif
+#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS
+ #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+#endif
+
+// Internal Matrix stack
+#ifndef RL_MAX_MATRIX_STACK_SIZE
+ #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack
+#endif
+
+// Shader limits
+#ifndef RL_MAX_SHADER_LOCATIONS
+ #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+#endif
+
+// Projection matrix culling
+#ifndef RL_CULL_DISTANCE_NEAR
+ #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
+#endif
+#ifndef RL_CULL_DISTANCE_FAR
+ #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
+#endif
+
+// Texture parameters (equivalent to OpenGL defines)
+#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
+#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
+#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER
+#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER
+
+#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST
+#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR
+#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST
+#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR
+#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier)
+#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
+
+#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT
+#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
+#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT
+#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT
+
+// Matrix modes (equivalent to OpenGL)
+#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
+#define RL_PROJECTION 0x1701 // GL_PROJECTION
+#define RL_TEXTURE 0x1702 // GL_TEXTURE
+
+// Primitive assembly draw modes
+#define RL_LINES 0x0001 // GL_LINES
+#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
+#define RL_QUADS 0x0007 // GL_QUADS
+
+// GL equivalent data types
+#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
+#define RL_FLOAT 0x1406 // GL_FLOAT
+
+// GL buffer usage hint
+#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
+#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
+#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
+#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
+#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
+#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
+#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
+#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
+#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
+
+// GL Shader type
+#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
+#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
+#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
+
+// GL blending factors
+#define RL_ZERO 0 // GL_ZERO
+#define RL_ONE 1 // GL_ONE
+#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR
+#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR
+#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA
+#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA
+#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA
+#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA
+#define RL_DST_COLOR 0x0306 // GL_DST_COLOR
+#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR
+#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE
+#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR
+#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR
+#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA
+#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA
+
+// GL blending functions/equations
+#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD
+#define RL_MIN 0x8007 // GL_MIN
+#define RL_MAX 0x8008 // GL_MAX
+#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT
+#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT
+#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION
+#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
+#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA
+#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB
+#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB
+#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA
+#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA
+#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR
+
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include
+#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE)
+ // Boolean type
+typedef enum bool { false = 0, true = !false } bool;
+#endif
+
+#if !defined(RL_MATRIX_TYPE)
+// Matrix, 4x4 components, column major, OpenGL style, right handed
+typedef struct Matrix {
+ float m0, m4, m8, m12; // Matrix first row (4 components)
+ float m1, m5, m9, m13; // Matrix second row (4 components)
+ float m2, m6, m10, m14; // Matrix third row (4 components)
+ float m3, m7, m11, m15; // Matrix fourth row (4 components)
+} Matrix;
+#define RL_MATRIX_TYPE
+#endif
+
+// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
+typedef struct rlVertexBuffer {
+ int elementCount; // Number of elements in the buffer (QUADS)
+
+ float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad)
+#endif
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data)
+} rlVertexBuffer;
+
+// Draw call type
+// NOTE: Only texture changes register a new draw, other state-change-related elements are not
+// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any
+// of those state-change happens (this is done in core module)
+typedef struct rlDrawCall {
+ int mode; // Drawing mode: LINES, TRIANGLES, QUADS
+ int vertexCount; // Number of vertex of the draw
+ int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES)
+ //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId
+ //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId
+ unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes
+
+ //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default
+ //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default
+} rlDrawCall;
+
+// rlRenderBatch type
+typedef struct rlRenderBatch {
+ int bufferCount; // Number of vertex buffers (multi-buffering support)
+ int currentBuffer; // Current buffer tracking in case of multi-buffering
+ rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
+
+ rlDrawCall *draws; // Draw calls array, depends on textureId
+ int drawCounter; // Draw calls counter
+ float currentDepth; // Current depth value for next draw
+} rlRenderBatch;
+
+// OpenGL version
+typedef enum {
+ RL_OPENGL_11 = 1, // OpenGL 1.1
+ RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
+ RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
+ RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
+ RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100)
+ RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es)
+} rlGlVersion;
+
+// Trace log level
+// NOTE: Organized by priority level
+typedef enum {
+ RL_LOG_ALL = 0, // Display all logs
+ RL_LOG_TRACE, // Trace logging, intended for internal use only
+ RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ RL_LOG_INFO, // Info logging, used for program execution info
+ RL_LOG_WARNING, // Warning logging, used on recoverable failures
+ RL_LOG_ERROR, // Error logging, used on unrecoverable failures
+ RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ RL_LOG_NONE // Disable logging
+} rlTraceLogLevel;
+
+// Texture pixel formats
+// NOTE: Support depends on OpenGL version
+typedef enum {
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
+ RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
+ RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
+ RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
+ RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
+ RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
+ RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
+ RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
+} rlPixelFormat;
+
+// Texture parameters: filter mode
+// NOTE 1: Filtering considers mipmaps if available in the texture
+// NOTE 2: Filter is accordingly set for minification and magnification
+typedef enum {
+ RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation
+ RL_TEXTURE_FILTER_BILINEAR, // Linear filtering
+ RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
+ RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
+ RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
+ RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
+} rlTextureFilter;
+
+// Color blending modes (pre-defined)
+typedef enum {
+ RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default)
+ RL_BLEND_ADDITIVE, // Blend textures adding colors
+ RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
+ RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
+ RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
+ RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
+ RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
+ RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())
+} rlBlendMode;
+
+// Shader location point type
+typedef enum {
+ RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position
+ RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01
+ RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02
+ RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
+ RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
+ RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
+ RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
+ RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
+ RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
+ RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
+ RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
+ RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
+ RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
+ RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
+ RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color
+ RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
+ RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
+ RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal
+ RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness
+ RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion
+ RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission
+ RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height
+ RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
+ RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
+ RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
+ RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
+} rlShaderLocationIndex;
+
+#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
+#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
+
+// Shader uniform data type
+typedef enum {
+ RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ RL_SHADER_UNIFORM_INT, // Shader uniform type: int
+ RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
+} rlShaderUniformDataType;
+
+// Shader attribute data types
+typedef enum {
+ RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+} rlShaderAttributeDataType;
+
+// Framebuffer attachment type
+// NOTE: By default up to 8 color channels defined, but it can be more
+typedef enum {
+ RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0
+ RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1
+ RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2
+ RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3
+ RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4
+ RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5
+ RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6
+ RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7
+ RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth
+ RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil
+} rlFramebufferAttachType;
+
+// Framebuffer texture attachment type
+typedef enum {
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side
+ RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side
+ RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side
+ RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d
+ RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer
+} rlFramebufferAttachTextureType;
+
+// Face culling mode
+typedef enum {
+ RL_CULL_FACE_FRONT = 0,
+ RL_CULL_FACE_BACK
+} rlCullMode;
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - Matrix operations
+//------------------------------------------------------------------------------------
+
+#if defined(__cplusplus)
+extern "C" { // Prevents name mangling of functions
+#endif
+
+RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
+RLAPI void rlPushMatrix(void); // Push the current matrix to stack
+RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
+RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
+RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
+RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
+RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
+RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
+RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
+RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - Vertex level operations
+//------------------------------------------------------------------------------------
+RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
+RLAPI void rlEnd(void); // Finish vertex providing
+RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
+RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
+RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
+RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
+RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
+RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
+RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
+RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2)
+// NOTE: This functions are used to completely abstract raylib code from OpenGL layer,
+// some of them are direct wrappers over OpenGL calls, some others are custom
+//------------------------------------------------------------------------------------
+
+// Vertex buffers state
+RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported)
+RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
+RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
+RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
+RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
+RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
+RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
+RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
+#if defined(GRAPHICS_API_OPENGL_11)
+RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
+RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
+#endif
+
+// Textures state
+RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
+RLAPI void rlEnableTexture(unsigned int id); // Enable texture
+RLAPI void rlDisableTexture(void); // Disable texture
+RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
+RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
+RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap)
+RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap)
+
+// Shader state
+RLAPI void rlEnableShader(unsigned int id); // Enable shader program
+RLAPI void rlDisableShader(void); // Disable shader program
+
+// Framebuffer state
+RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo)
+RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer
+RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers
+RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer
+
+// General render state
+RLAPI void rlEnableColorBlend(void); // Enable color blending
+RLAPI void rlDisableColorBlend(void); // Disable color blending
+RLAPI void rlEnableDepthTest(void); // Enable depth test
+RLAPI void rlDisableDepthTest(void); // Disable depth test
+RLAPI void rlEnableDepthMask(void); // Enable depth write
+RLAPI void rlDisableDepthMask(void); // Disable depth write
+RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling
+RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling
+RLAPI void rlSetCullFace(int mode); // Set face culling mode
+RLAPI void rlEnableScissorTest(void); // Enable scissor test
+RLAPI void rlDisableScissorTest(void); // Disable scissor test
+RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
+RLAPI void rlEnableWireMode(void); // Enable wire mode
+RLAPI void rlEnablePointMode(void); // Enable point mode
+RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
+RLAPI void rlSetLineWidth(float width); // Set the line drawing width
+RLAPI float rlGetLineWidth(void); // Get the line drawing width
+RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
+RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
+RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
+RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
+RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
+
+RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
+RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
+RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
+RLAPI void rlSetBlendMode(int mode); // Set blending mode
+RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
+RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
+
+//------------------------------------------------------------------------------------
+// Functions Declaration - rlgl functionality
+//------------------------------------------------------------------------------------
+// rlgl initialization functions
+RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
+RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures)
+RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
+RLAPI int rlGetVersion(void); // Get current OpenGL version
+RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width
+RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
+RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height
+RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
+
+RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id
+RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id
+RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations
+
+// Render batch management
+// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
+// but this render batch API is exposed in case of custom batches are required
+RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
+RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
+RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
+RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
+RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
+RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
+
+RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
+
+//------------------------------------------------------------------------------------------------------------------------
+
+// Vertex buffers management
+RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
+RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
+RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
+RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
+RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
+RLAPI void rlUnloadVertexArray(unsigned int vaoId);
+RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
+RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
+RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
+RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
+RLAPI void rlDrawVertexArray(int offset, int count);
+RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
+RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
+RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
+
+// Textures management
+RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
+RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
+RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
+RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
+RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
+RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
+RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
+RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
+RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
+RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
+
+// Framebuffer management (fbo)
+RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
+RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
+RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
+RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
+
+// Shaders management
+RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
+RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
+RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
+RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
+RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
+RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
+RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
+RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
+RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
+RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
+
+// Compute shader management
+RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
+RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
+
+// Shader buffer storage object management (ssbo)
+RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
+RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
+RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data
+RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer
+RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU)
+RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers
+RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
+
+// Buffer management
+RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture
+
+// Matrix state management
+RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
+RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
+RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
+RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
+RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
+RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
+
+// Quick and dirty cube/quad buffers load->draw->unload
+RLAPI void rlLoadDrawCube(void); // Load and draw a cube
+RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RLGL_H
+
+/***********************************************************************************
+*
+* RLGL IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLGL_IMPLEMENTATION)
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(__APPLE__)
+ #include // OpenGL 1.1 library for OSX
+ #include // OpenGL extensions library
+ #else
+ // APIENTRY for OpenGL function pointer declarations is required
+ #if !defined(APIENTRY)
+ #if defined(_WIN32)
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
+ #endif
+ // WINGDIAPI definition. Some Windows OpenGL headers need it
+ #if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #endif
+
+ #include // OpenGL 1.1 library
+ #endif
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ #define GLAD_MALLOC RL_MALLOC
+ #define GLAD_FREE RL_FREE
+
+ #define GLAD_GL_IMPLEMENTATION
+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ #include // OpenGL ES 3.0 library
+ #define GL_GLEXT_PROTOTYPES
+ #include // OpenGL ES 2.0 extensions library
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
+ // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
+ #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
+ #define GLAD_GLES2_IMPLEMENTATION
+ #include "external/glad_gles2.h"
+ #else
+ #define GL_GLEXT_PROTOTYPES
+ //#include // EGL library -> not required, platform layer
+ #include // OpenGL ES 2.0 library
+ #include // OpenGL ES 2.0 extensions library
+ #endif
+
+ // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
+ // provided headers (despite being defined in official Khronos GLES2 headers)
+ #if defined(PLATFORM_DRM)
+ typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
+ typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
+ typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor);
+ #endif
+#endif
+
+#include // Required for: malloc(), free()
+#include // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
+#include // Required for: sqrtf(), sinf(), cosf(), floor(), log()
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#ifndef PI
+ #define PI 3.14159265358979323846f
+#endif
+#ifndef DEG2RAD
+ #define DEG2RAD (PI/180.0f)
+#endif
+#ifndef RAD2DEG
+ #define RAD2DEG (180.0f/PI)
+#endif
+
+#ifndef GL_SHADING_LANGUAGE_VERSION
+ #define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#endif
+
+#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
+ #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
+ #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
+ #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#endif
+#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
+ #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#endif
+#ifndef GL_ETC1_RGB8_OES
+ #define GL_ETC1_RGB8_OES 0x8D64
+#endif
+#ifndef GL_COMPRESSED_RGB8_ETC2
+ #define GL_COMPRESSED_RGB8_ETC2 0x9274
+#endif
+#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
+ #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
+#endif
+#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
+ #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#endif
+#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
+ #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
+ #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0
+#endif
+#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR
+ #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7
+#endif
+
+#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#endif
+#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #define GL_UNSIGNED_SHORT_5_6_5 0x8363
+ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GL_LUMINANCE 0x1909
+ #define GL_LUMINANCE_ALPHA 0x190A
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ #define glClearDepth glClearDepthf
+ #if !defined(GRAPHICS_API_OPENGL_ES3)
+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
+ #endif
+#endif
+
+// Default shader vertex attribute names to set location points
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
+#endif
+
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
+#endif
+#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
+#endif
+#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
+ #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+typedef struct rlglData {
+ rlRenderBatch *currentBatch; // Current render batch
+ rlRenderBatch defaultBatch; // Default internal render batch
+
+ struct {
+ int vertexCounter; // Current active render batch vertex counter (generic, used for all batches)
+ float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*())
+ float normalx, normaly, normalz; // Current active normal (added on glVertex*())
+ unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*())
+
+ int currentMatrixMode; // Current matrix mode
+ Matrix *currentMatrix; // Current matrix pointer
+ Matrix modelview; // Default modelview matrix
+ Matrix projection; // Default projection matrix
+ Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale
+ bool transformRequired; // Require transform matrix application to current draw-call vertex (if required)
+ Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop
+ int stackCounter; // Matrix stack counter
+
+ unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader)
+ unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default)
+ unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program)
+ unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program)
+ unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture
+ int *defaultShaderLocs; // Default shader locations pointer to be used on rendering
+ unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId)
+ int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs)
+
+ bool stereoRender; // Stereo rendering flag
+ Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
+ Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
+
+ // Blending variables
+ int currentBlendMode; // Blending mode active
+ int glBlendSrcFactor; // Blending source factor
+ int glBlendDstFactor; // Blending destination factor
+ int glBlendEquation; // Blending equation
+ int glBlendSrcFactorRGB; // Blending source RGB factor
+ int glBlendDestFactorRGB; // Blending destination RGB factor
+ int glBlendSrcFactorAlpha; // Blending source alpha factor
+ int glBlendDestFactorAlpha; // Blending destination alpha factor
+ int glBlendEquationRGB; // Blending equation for RGB
+ int glBlendEquationAlpha; // Blending equation for alpha
+ bool glCustomBlendModeModified; // Custom blending factor and equation modification status
+
+ int framebufferWidth; // Current framebuffer width
+ int framebufferHeight; // Current framebuffer height
+
+ } State; // Renderer state
+ struct {
+ bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
+ bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays)
+ bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot)
+ bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture)
+ bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture)
+ bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float)
+ bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float)
+ bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc)
+ bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1)
+ bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility)
+ bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc)
+ bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
+ bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
+ bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
+ bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
+ bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
+
+ float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
+ int maxDepthBits; // Maximum bits for depth component
+
+ } ExtSupported; // Extensions supported flags
+} rlglData;
+
+typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc)
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static rlglData RLGL = { 0 };
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3)
+// NOTE: VAO functionality is exposed through extensions (OES)
+static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL;
+static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL;
+static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL;
+
+// NOTE: Instancing functionality could also be available through extension
+static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL;
+static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL;
+static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void rlLoadShaderDefault(void); // Load default shader
+static void rlUnloadShaderDefault(void); // Unload default shader
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
+
+// Auxiliar matrix math functions
+static Matrix rlMatrixIdentity(void); // Get identity matrix
+static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Matrix operations
+//----------------------------------------------------------------------------------
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlMatrixMode(int mode)
+{
+ switch (mode)
+ {
+ case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break;
+ case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break;
+ case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break;
+ default: break;
+ }
+}
+
+void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
+{
+ glFrustum(left, right, bottom, top, znear, zfar);
+}
+
+void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
+{
+ glOrtho(left, right, bottom, top, znear, zfar);
+}
+
+void rlPushMatrix(void) { glPushMatrix(); }
+void rlPopMatrix(void) { glPopMatrix(); }
+void rlLoadIdentity(void) { glLoadIdentity(); }
+void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
+void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); }
+void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
+void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); }
+#endif
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Choose the current matrix to be transformed
+void rlMatrixMode(int mode)
+{
+ if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection;
+ else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview;
+ //else if (mode == RL_TEXTURE) // Not supported
+
+ RLGL.State.currentMatrixMode = mode;
+}
+
+// Push the current matrix into RLGL.State.stack
+void rlPushMatrix(void)
+{
+ if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)");
+
+ if (RLGL.State.currentMatrixMode == RL_MODELVIEW)
+ {
+ RLGL.State.transformRequired = true;
+ RLGL.State.currentMatrix = &RLGL.State.transform;
+ }
+
+ RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix;
+ RLGL.State.stackCounter++;
+}
+
+// Pop lattest inserted matrix from RLGL.State.stack
+void rlPopMatrix(void)
+{
+ if (RLGL.State.stackCounter > 0)
+ {
+ Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1];
+ *RLGL.State.currentMatrix = mat;
+ RLGL.State.stackCounter--;
+ }
+
+ if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW))
+ {
+ RLGL.State.currentMatrix = &RLGL.State.modelview;
+ RLGL.State.transformRequired = false;
+ }
+}
+
+// Reset current matrix to identity matrix
+void rlLoadIdentity(void)
+{
+ *RLGL.State.currentMatrix = rlMatrixIdentity();
+}
+
+// Multiply the current matrix by a translation matrix
+void rlTranslatef(float x, float y, float z)
+{
+ Matrix matTranslation = {
+ 1.0f, 0.0f, 0.0f, x,
+ 0.0f, 1.0f, 0.0f, y,
+ 0.0f, 0.0f, 1.0f, z,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a rotation matrix
+// NOTE: The provided angle must be in degrees
+void rlRotatef(float angle, float x, float y, float z)
+{
+ Matrix matRotation = rlMatrixIdentity();
+
+ // 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 = sinf(DEG2RAD*angle);
+ float cosres = cosf(DEG2RAD*angle);
+ float t = 1.0f - cosres;
+
+ matRotation.m0 = x*x*t + cosres;
+ matRotation.m1 = y*x*t + z*sinres;
+ matRotation.m2 = z*x*t - y*sinres;
+ matRotation.m3 = 0.0f;
+
+ matRotation.m4 = x*y*t - z*sinres;
+ matRotation.m5 = y*y*t + cosres;
+ matRotation.m6 = z*y*t + x*sinres;
+ matRotation.m7 = 0.0f;
+
+ matRotation.m8 = x*z*t + y*sinres;
+ matRotation.m9 = y*z*t - x*sinres;
+ matRotation.m10 = z*z*t + cosres;
+ matRotation.m11 = 0.0f;
+
+ matRotation.m12 = 0.0f;
+ matRotation.m13 = 0.0f;
+ matRotation.m14 = 0.0f;
+ matRotation.m15 = 1.0f;
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by a scaling matrix
+void rlScalef(float x, float y, float z)
+{
+ Matrix matScale = {
+ x, 0.0f, 0.0f, 0.0f,
+ 0.0f, y, 0.0f, 0.0f,
+ 0.0f, 0.0f, z, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ // NOTE: We transpose matrix with multiplication order
+ *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
+}
+
+// Multiply the current matrix by another matrix
+void rlMultMatrixf(const float *matf)
+{
+ // Matrix creation from array
+ Matrix mat = { matf[0], matf[4], matf[8], matf[12],
+ matf[1], matf[5], matf[9], matf[13],
+ matf[2], matf[6], matf[10], matf[14],
+ matf[3], matf[7], matf[11], matf[15] };
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat);
+}
+
+// Multiply the current matrix by a perspective matrix generated by parameters
+void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
+{
+ Matrix matFrustum = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ matFrustum.m0 = ((float) znear*2.0f)/rl;
+ matFrustum.m1 = 0.0f;
+ matFrustum.m2 = 0.0f;
+ matFrustum.m3 = 0.0f;
+
+ matFrustum.m4 = 0.0f;
+ matFrustum.m5 = ((float) znear*2.0f)/tb;
+ matFrustum.m6 = 0.0f;
+ matFrustum.m7 = 0.0f;
+
+ matFrustum.m8 = ((float)right + (float)left)/rl;
+ matFrustum.m9 = ((float)top + (float)bottom)/tb;
+ matFrustum.m10 = -((float)zfar + (float)znear)/fn;
+ matFrustum.m11 = -1.0f;
+
+ matFrustum.m12 = 0.0f;
+ matFrustum.m13 = 0.0f;
+ matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn;
+ matFrustum.m15 = 0.0f;
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum);
+}
+
+// Multiply the current matrix by an orthographic matrix generated by parameters
+void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
+{
+ // NOTE: If left-right and top-botton values are equal it could create a division by zero,
+ // response to it is platform/compiler dependant
+ Matrix matOrtho = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(zfar - znear);
+
+ matOrtho.m0 = 2.0f/rl;
+ matOrtho.m1 = 0.0f;
+ matOrtho.m2 = 0.0f;
+ matOrtho.m3 = 0.0f;
+ matOrtho.m4 = 0.0f;
+ matOrtho.m5 = 2.0f/tb;
+ matOrtho.m6 = 0.0f;
+ matOrtho.m7 = 0.0f;
+ matOrtho.m8 = 0.0f;
+ matOrtho.m9 = 0.0f;
+ matOrtho.m10 = -2.0f/fn;
+ matOrtho.m11 = 0.0f;
+ matOrtho.m12 = -((float)left + (float)right)/rl;
+ matOrtho.m13 = -((float)top + (float)bottom)/tb;
+ matOrtho.m14 = -((float)zfar + (float)znear)/fn;
+ matOrtho.m15 = 1.0f;
+
+ *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho);
+}
+#endif
+
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: We store current viewport dimensions
+void rlViewport(int x, int y, int width, int height)
+{
+ glViewport(x, y, width, height);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vertex level operations
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_11)
+// Fallback to OpenGL 1.1 function calls
+//---------------------------------------
+void rlBegin(int mode)
+{
+ switch (mode)
+ {
+ case RL_LINES: glBegin(GL_LINES); break;
+ case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
+ case RL_QUADS: glBegin(GL_QUADS); break;
+ default: break;
+ }
+}
+
+void rlEnd() { glEnd(); }
+void rlVertex2i(int x, int y) { glVertex2i(x, y); }
+void rlVertex2f(float x, float y) { glVertex2f(x, y); }
+void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
+void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); }
+void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); }
+void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); }
+void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); }
+void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); }
+#endif
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Initialize drawing mode (how to organize vertex)
+void rlBegin(int mode)
+{
+ // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
+ // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode)
+ {
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
+ {
+ // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
+ // that way, following QUADS drawing will keep aligned with index processing
+ // It implies adding some extra alignment vertex at the end of the draw,
+ // those vertex are not processed but they are considered as an additional offset
+ // for the next set of vertex to be drawn
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+ {
+ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+ RLGL.currentBatch->drawCounter++;
+ }
+ }
+
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId;
+ }
+}
+
+// Finish vertex providing
+void rlEnd(void)
+{
+ // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
+ // as well as depth buffer bit-depth (16bit or 24bit or 32bit)
+ // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
+ RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
+}
+
+// Define one vertex (position)
+// NOTE: Vertex position data is the basic information required for drawing
+void rlVertex3f(float x, float y, float z)
+{
+ float tx = x;
+ float ty = y;
+ float tz = z;
+
+ // Transform provided vector if required
+ if (RLGL.State.transformRequired)
+ {
+ tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12;
+ ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13;
+ tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14;
+ }
+
+ // WARNING: We can't break primitives when launching a new batch.
+ // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices.
+ // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
+ if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
+ {
+ if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
+ {
+ // Reached the maximum number of vertices for RL_LINES drawing
+ // Launch a draw call but keep current state for next vertices comming
+ // NOTE: We add +1 vertex to the check for security
+ rlCheckRenderBatchLimit(2 + 1);
+ }
+ else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0))
+ {
+ rlCheckRenderBatchLimit(3 + 1);
+ }
+ else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) &&
+ (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0))
+ {
+ rlCheckRenderBatchLimit(4 + 1);
+ }
+ }
+
+ // Add vertices
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz;
+
+ // Add current texcoord
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
+
+ // WARNING: By default rlVertexBuffer struct does not store normals
+
+ // Add current color
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora;
+
+ RLGL.State.vertexCounter++;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++;
+}
+
+// Define one vertex (position)
+void rlVertex2f(float x, float y)
+{
+ rlVertex3f(x, y, RLGL.currentBatch->currentDepth);
+}
+
+// Define one vertex (position)
+void rlVertex2i(int x, int y)
+{
+ rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth);
+}
+
+// Define one vertex (texture coordinate)
+// NOTE: Texture coordinates are limited to QUADS only
+void rlTexCoord2f(float x, float y)
+{
+ RLGL.State.texcoordx = x;
+ RLGL.State.texcoordy = y;
+}
+
+// Define one vertex (normal)
+// NOTE: Normals limited to TRIANGLES only?
+void rlNormal3f(float x, float y, float z)
+{
+ RLGL.State.normalx = x;
+ RLGL.State.normaly = y;
+ RLGL.State.normalz = z;
+}
+
+// Define one vertex (color)
+void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w)
+{
+ RLGL.State.colorr = x;
+ RLGL.State.colorg = y;
+ RLGL.State.colorb = z;
+ RLGL.State.colora = w;
+}
+
+// Define one vertex (color)
+void rlColor4f(float r, float g, float b, float a)
+{
+ rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255));
+}
+
+// Define one vertex (color)
+void rlColor3f(float x, float y, float z)
+{
+ rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255);
+}
+
+#endif
+
+//--------------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2)
+//--------------------------------------------------------------------------------------
+
+// Set current texture to use
+void rlSetTexture(unsigned int id)
+{
+ if (id == 0)
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ rlDisableTexture();
+#else
+ // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
+ if (RLGL.State.vertexCounter >=
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+ }
+#endif
+ }
+ else
+ {
+#if defined(GRAPHICS_API_OPENGL_11)
+ rlEnableTexture(id);
+#else
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id)
+ {
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0)
+ {
+ // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
+ // that way, following QUADS drawing will keep aligned with index processing
+ // It implies adding some extra alignment vertex at the end of the draw,
+ // those vertex are not processed but they are considered as an additional offset
+ // for the next set of vertex to be drawn
+ if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4);
+ else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4)));
+ else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
+
+ if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment))
+ {
+ RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment;
+
+ RLGL.currentBatch->drawCounter++;
+ }
+ }
+
+ if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0;
+ }
+#endif
+ }
+}
+
+// Select and active a texture slot
+void rlActiveTextureSlot(int slot)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glActiveTexture(GL_TEXTURE0 + slot);
+#endif
+}
+
+// Enable texture
+void rlEnableTexture(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_TEXTURE_2D);
+#endif
+ glBindTexture(GL_TEXTURE_2D, id);
+}
+
+// Disable texture
+void rlDisableTexture(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_TEXTURE_2D);
+#endif
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Enable texture cubemap
+void rlEnableTextureCubemap(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+#endif
+}
+
+// Disable texture cubemap
+void rlDisableTextureCubemap(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Set texture parameters (wrap mode/filter mode)
+void rlTextureParameters(unsigned int id, int param, int value)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+#if !defined(GRAPHICS_API_OPENGL_11)
+ // Reset anisotropy filter, in case it was set
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+#endif
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+ {
+#if !defined(GRAPHICS_API_OPENGL_11)
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value);
+ else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
+#endif
+ }
+ else glTexParameteri(GL_TEXTURE_2D, param, value);
+
+ } break;
+ case RL_TEXTURE_MAG_FILTER:
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break;
+ case RL_TEXTURE_FILTER_ANISOTROPIC:
+ {
+#if !defined(GRAPHICS_API_OPENGL_11)
+ if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+#endif
+ } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+ case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+// Set cubemap parameters (wrap mode/filter mode)
+void rlCubemapParameters(unsigned int id, int param, int value)
+{
+#if !defined(GRAPHICS_API_OPENGL_11)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+ // Reset anisotropy filter, in case it was set
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
+
+ switch (param)
+ {
+ case RL_TEXTURE_WRAP_S:
+ case RL_TEXTURE_WRAP_T:
+ {
+ if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP)
+ {
+ if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+ else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)");
+ }
+ else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value);
+
+ } break;
+ case RL_TEXTURE_MAG_FILTER:
+ case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break;
+ case RL_TEXTURE_FILTER_ANISOTROPIC:
+ {
+ if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value);
+ }
+ else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported");
+ } break;
+#if defined(GRAPHICS_API_OPENGL_33)
+ case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f);
+#endif
+ default: break;
+ }
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+}
+
+// Enable shader program
+void rlEnableShader(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ glUseProgram(id);
+#endif
+}
+
+// Disable shader program
+void rlDisableShader(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ glUseProgram(0);
+#endif
+}
+
+// Enable rendering to texture (fbo)
+void rlEnableFramebuffer(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+#endif
+}
+
+// Disable rendering to texture
+void rlDisableFramebuffer(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+// Blit active framebuffer to main framebuffer
+void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST);
+#endif
+}
+
+// Activate multiple draw color buffers
+// NOTE: One color buffer is always active by default
+void rlActiveDrawBuffers(int count)
+{
+#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT))
+ // NOTE: Maximum number of draw buffers supported is implementation dependant,
+ // it can be queried with glGet*() but it must be at least 8
+ //GLint maxDrawBuffers = 0;
+ //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
+
+ if (count > 0)
+ {
+ if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
+ else
+ {
+ unsigned int buffers[8] = {
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_COLOR_ATTACHMENT1_EXT,
+ GL_COLOR_ATTACHMENT2_EXT,
+ GL_COLOR_ATTACHMENT3_EXT,
+ GL_COLOR_ATTACHMENT4_EXT,
+ GL_COLOR_ATTACHMENT5_EXT,
+ GL_COLOR_ATTACHMENT6_EXT,
+ GL_COLOR_ATTACHMENT7_EXT,
+#else
+ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1,
+ GL_COLOR_ATTACHMENT2,
+ GL_COLOR_ATTACHMENT3,
+ GL_COLOR_ATTACHMENT4,
+ GL_COLOR_ATTACHMENT5,
+ GL_COLOR_ATTACHMENT6,
+ GL_COLOR_ATTACHMENT7,
+#endif
+ };
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ glDrawBuffersEXT(count, buffers);
+#else
+ glDrawBuffers(count, buffers);
+#endif
+ }
+ }
+ else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// General render state configuration
+//----------------------------------------------------------------------------------
+
+// Enable color blending
+void rlEnableColorBlend(void) { glEnable(GL_BLEND); }
+
+// Disable color blending
+void rlDisableColorBlend(void) { glDisable(GL_BLEND); }
+
+// Enable depth test
+void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); }
+
+// Disable depth test
+void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); }
+
+// Enable depth write
+void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); }
+
+// Disable depth write
+void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); }
+
+// Enable backface culling
+void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
+
+// Disable backface culling
+void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
+
+// Set face culling mode
+void rlSetCullFace(int mode)
+{
+ switch (mode)
+ {
+ case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break;
+ case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break;
+ default: break;
+ }
+}
+
+// Enable scissor test
+void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
+
+// Disable scissor test
+void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
+
+// Scissor test
+void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
+
+// Enable wire mode
+void rlEnableWireMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+#endif
+}
+
+void rlEnablePointMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
+ glEnable(GL_PROGRAM_POINT_SIZE);
+#endif
+}
+// Disable wire mode
+void rlDisableWireMode(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glPolygonMode() not available on OpenGL ES
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+#endif
+}
+
+// Set the line drawing width
+void rlSetLineWidth(float width) { glLineWidth(width); }
+
+// Get the line drawing width
+float rlGetLineWidth(void)
+{
+ float width = 0;
+ glGetFloatv(GL_LINE_WIDTH, &width);
+ return width;
+}
+
+// Enable line aliasing
+void rlEnableSmoothLines(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
+ glEnable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Disable line aliasing
+void rlDisableSmoothLines(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11)
+ glDisable(GL_LINE_SMOOTH);
+#endif
+}
+
+// Enable stereo rendering
+void rlEnableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ RLGL.State.stereoRender = true;
+#endif
+}
+
+// Disable stereo rendering
+void rlDisableStereoRender(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ RLGL.State.stereoRender = false;
+#endif
+}
+
+// Check if stereo render is enabled
+bool rlIsStereoRenderEnabled(void)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
+ return RLGL.State.stereoRender;
+#else
+ return false;
+#endif
+}
+
+// Clear color buffer with color
+void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+{
+ // Color values clamp to 0.0f(0) and 1.0f(255)
+ float cr = (float)r/255;
+ float cg = (float)g/255;
+ float cb = (float)b/255;
+ float ca = (float)a/255;
+
+ glClearColor(cr, cg, cb, ca);
+}
+
+// Clear used screen buffers (color and depth)
+void rlClearScreenBuffers(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
+}
+
+// Check and log OpenGL error codes
+void rlCheckErrors()
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int check = 1;
+ while (check)
+ {
+ const GLenum err = glGetError();
+ switch (err)
+ {
+ case GL_NO_ERROR: check = 0; break;
+ case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
+ case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break;
+ case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break;
+ case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break;
+ case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break;
+ case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break;
+ case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break;
+ default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break;
+ }
+ }
+#endif
+}
+
+// Set blend mode
+void rlSetBlendMode(int mode)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified))
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+
+ switch (mode)
+ {
+ case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
+ case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
+ case RL_BLEND_CUSTOM:
+ {
+ // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
+ glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
+
+ } break;
+ case RL_BLEND_CUSTOM_SEPARATE:
+ {
+ // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
+ glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
+ glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
+
+ } break;
+ default: break;
+ }
+
+ RLGL.State.currentBlendMode = mode;
+ RLGL.State.glCustomBlendModeModified = false;
+ }
+#endif
+}
+
+// Set blending mode factor and equation
+void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.glBlendSrcFactor != glSrcFactor) ||
+ (RLGL.State.glBlendDstFactor != glDstFactor) ||
+ (RLGL.State.glBlendEquation != glEquation))
+ {
+ RLGL.State.glBlendSrcFactor = glSrcFactor;
+ RLGL.State.glBlendDstFactor = glDstFactor;
+ RLGL.State.glBlendEquation = glEquation;
+
+ RLGL.State.glCustomBlendModeModified = true;
+ }
+#endif
+}
+
+// Set blending mode factor and equation separately for RGB and alpha
+void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) ||
+ (RLGL.State.glBlendDestFactorRGB != glDstRGB) ||
+ (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) ||
+ (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) ||
+ (RLGL.State.glBlendEquationRGB != glEqRGB) ||
+ (RLGL.State.glBlendEquationAlpha != glEqAlpha))
+ {
+ RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
+ RLGL.State.glBlendDestFactorRGB = glDstRGB;
+ RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
+ RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
+ RLGL.State.glBlendEquationRGB = glEqRGB;
+ RLGL.State.glBlendEquationAlpha = glEqAlpha;
+
+ RLGL.State.glCustomBlendModeModified = true;
+ }
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - OpenGL Debug
+//----------------------------------------------------------------------------------
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+ // Ignore non-significant error/warning codes (NVidia drivers)
+ // NOTE: Here there are the details with a sample output:
+ // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low)
+ // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4)
+ // will use VIDEO memory as the source for buffer object operations. (severity: low)
+ // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium)
+ // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have
+ // a defined base level and cannot be used for texture mapping. (severity: low)
+ if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return;
+
+ const char *msgSource = NULL;
+ switch (source)
+ {
+ case GL_DEBUG_SOURCE_API: msgSource = "API"; break;
+ case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break;
+ case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break;
+ case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break;
+ case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break;
+ case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break;
+ default: break;
+ }
+
+ const char *msgType = NULL;
+ switch (type)
+ {
+ case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break;
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break;
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break;
+ case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break;
+ case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break;
+ case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break;
+ case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break;
+ case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break;
+ case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break;
+ default: break;
+ }
+
+ const char *msgSeverity = "DEFAULT";
+ switch (severity)
+ {
+ case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break;
+ case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break;
+ case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break;
+ case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break;
+ default: break;
+ }
+
+ TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message);
+ TRACELOG(LOG_WARNING, " > Type: %s", msgType);
+ TRACELOG(LOG_WARNING, " > Source = %s", msgSource);
+ TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity);
+}
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - rlgl functionality
+//----------------------------------------------------------------------------------
+
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
+{
+ // Enable OpenGL debug context if required
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43)
+ if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
+ {
+ glDebugMessageCallback(rlDebugMessageCallback, 0);
+ // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
+
+ // Debug context options:
+ // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
+ // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error
+ glEnable(GL_DEBUG_OUTPUT);
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+ }
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Init default white texture
+ unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
+ RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+
+ if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId);
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture");
+
+ // Init default Shader (customized for GL 3.3 and ES2)
+ // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs
+ rlLoadShaderDefault();
+ RLGL.State.currentShaderId = RLGL.State.defaultShaderId;
+ RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs;
+
+ // Init default vertex arrays buffers
+ RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
+ RLGL.currentBatch = &RLGL.defaultBatch;
+
+ // Init stack matrices (emulating OpenGL 1.1)
+ for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity();
+
+ // Init internal matrices
+ RLGL.State.transform = rlMatrixIdentity();
+ RLGL.State.projection = rlMatrixIdentity();
+ RLGL.State.modelview = rlMatrixIdentity();
+ RLGL.State.currentMatrix = &RLGL.State.modelview;
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+ // Initialize OpenGL default states
+ //----------------------------------------------------------
+ // Init state: Depth test
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
+
+ // Init state: Blending mode
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
+
+ // Init state: Culling
+ // NOTE: All shapes/models triangles are drawn CCW
+ glCullFace(GL_BACK); // Cull the back face (default)
+ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+ glEnable(GL_CULL_FACE); // Enable backface culling
+
+ // Init state: Cubemap seamless
+#if defined(GRAPHICS_API_OPENGL_33)
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ // Init state: Color hints (deprecated in OpenGL 3.0+)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Store screen size into global variables
+ RLGL.State.framebufferWidth = width;
+ RLGL.State.framebufferHeight = height;
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
+ //----------------------------------------------------------
+#endif
+
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+}
+
+// Vertex Buffer Object deinitialization (memory free)
+void rlglClose(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlUnloadRenderBatch(RLGL.defaultBatch);
+
+ rlUnloadShaderDefault(); // Unload default shader
+
+ glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
+#endif
+}
+
+// Load OpenGL extensions
+// NOTE: External loader function must be provided
+void rlLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
+ if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ // Get number of supported extensions
+ GLint numExt = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
+ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ // Get supported extensions list
+ // WARNING: glGetStringi() not available on OpenGL 2.1
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+ for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i));
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ // Register supported extensions flags
+ // Optional OpenGL 2.1 extensions
+ RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object;
+ RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays);
+ RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two;
+ RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float;
+ RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float;
+ RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture;
+ RLGL.ExtSupported.maxDepthBits = 32;
+ RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic;
+ RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp;
+#else
+ // Register supported extensions flags
+ // OpenGL 3.3 extensions supported by default (core)
+ RLGL.ExtSupported.vao = true;
+ RLGL.ExtSupported.instancing = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texFloat16 = true;
+ RLGL.ExtSupported.texDepth = true;
+ RLGL.ExtSupported.maxDepthBits = 32;
+ RLGL.ExtSupported.texAnisoFilter = true;
+ RLGL.ExtSupported.texMirrorClamp = true;
+#endif
+
+ // Optional OpenGL 3.3 extensions
+ RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr;
+ RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT
+ RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC
+ #if defined(GRAPHICS_API_OPENGL_43)
+ RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader;
+ RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object;
+ #endif
+
+#endif // GRAPHICS_API_OPENGL_33
+
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ // Register supported extensions flags
+ // OpenGL ES 3.0 extensions supported by default (or it should be)
+ RLGL.ExtSupported.vao = true;
+ RLGL.ExtSupported.instancing = true;
+ RLGL.ExtSupported.texNPOT = true;
+ RLGL.ExtSupported.texFloat32 = true;
+ RLGL.ExtSupported.texFloat16 = true;
+ RLGL.ExtSupported.texDepth = true;
+ RLGL.ExtSupported.texDepthWebGL = true;
+ RLGL.ExtSupported.maxDepthBits = 24;
+ RLGL.ExtSupported.texAnisoFilter = true;
+ RLGL.ExtSupported.texMirrorClamp = true;
+ // TODO: Check for additional OpenGL ES 3.0 supported extensions:
+ //RLGL.ExtSupported.texCompDXT = true;
+ //RLGL.ExtSupported.texCompETC1 = true;
+ //RLGL.ExtSupported.texCompETC2 = true;
+ //RLGL.ExtSupported.texCompPVRT = true;
+ //RLGL.ExtSupported.texCompASTC = true;
+ //RLGL.ExtSupported.maxAnisotropyLevel = true;
+ //RLGL.ExtSupported.computeShader = true;
+ //RLGL.ExtSupported.ssbo = true;
+
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+
+ #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
+ // TODO: Support GLAD loader for OpenGL ES 3.0
+ if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
+ else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");
+ #endif
+
+ // Get supported extensions list
+ GLint numExt = 0;
+ const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
+ const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
+
+ // NOTE: We have to duplicate string because glGetString() returns a const string
+ int size = strlen(extensions) + 1; // Get extensions string size in bytes
+ char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char));
+ strcpy(extensionsDup, extensions);
+ extList[numExt] = extensionsDup;
+
+ for (int i = 0; i < size; i++)
+ {
+ if (extensionsDup[i] == ' ')
+ {
+ extensionsDup[i] = '\0';
+ numExt++;
+ extList[numExt] = &extensionsDup[i + 1];
+ }
+ }
+
+ TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:");
+ for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]);
+#endif
+
+ // Check required extensions
+ for (int i = 0; i < numExt; i++)
+ {
+ // Check VAO support
+ // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature
+ if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0)
+ {
+ // The extension is supported by our hardware and driver, try to get related functions pointers
+ // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance...
+ glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES");
+ glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES");
+ glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES");
+ //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
+
+ if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true;
+ }
+
+ // Check instanced rendering support
+ if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
+
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+ }
+ else
+ {
+ if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT
+ (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0))
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
+
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+ }
+ }
+
+ // Check NPOT textures support
+ // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true;
+
+ // Check texture float support
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true;
+ if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true;
+
+ // Check depth texture support
+ if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true;
+ if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format
+ if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true;
+
+ if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL
+ if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL
+
+ // Check texture compression support: DXT
+ if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true;
+
+ // Check texture compression support: ETC1
+ if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true;
+
+ // Check texture compression support: ETC2/EAC
+ if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true;
+
+ // Check texture compression support: PVR
+ if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true;
+
+ // Check texture compression support: ASTC
+ if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true;
+
+ // Check anisotropic texture filter support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true;
+
+ // Check clamp mirror wrap mode support
+ if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true;
+ }
+
+ // Free extensions pointers
+ RL_FREE(extList);
+ RL_FREE(extensionsDup); // Duplicated string must be deallocated
+#endif // GRAPHICS_API_OPENGL_ES2
+
+ // Check OpenGL information and capabilities
+ //------------------------------------------------------------------------------
+ // Show current OpenGL and GLSL version
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:");
+ TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR));
+ TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER));
+ TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
+ TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Anisotropy levels capability is an extension
+ #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
+ #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+ #endif
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel);
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+ // Show some OpenGL GPU capabilities
+ TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:");
+ GLint capability = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability);
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability);
+ #if !defined(GRAPHICS_API_OPENGL_ES2)
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability);
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability);
+ if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel);
+ #endif
+ glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability);
+ GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint));
+ glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats);
+ for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i]));
+ RL_FREE(compFormats);
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability);
+ glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability);
+ TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability);
+#endif // GRAPHICS_API_OPENGL_43
+#else // RLGL_SHOW_GL_DETAILS_INFO
+
+ // Show some basic info about GL supported features
+ if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully");
+ else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported");
+ if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported");
+ else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)");
+ if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported");
+ if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
+ if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
+ if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
+ if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
+ if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+}
+
+// Get current OpenGL version
+int rlGetVersion(void)
+{
+ int glVersion = 0;
+#if defined(GRAPHICS_API_OPENGL_11)
+ glVersion = RL_OPENGL_11;
+#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ glVersion = RL_OPENGL_21;
+#elif defined(GRAPHICS_API_OPENGL_43)
+ glVersion = RL_OPENGL_43;
+#elif defined(GRAPHICS_API_OPENGL_33)
+ glVersion = RL_OPENGL_33;
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES3)
+ glVersion = RL_OPENGL_ES_30;
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ glVersion = RL_OPENGL_ES_20;
+#endif
+
+ return glVersion;
+}
+
+// Set current framebuffer width
+void rlSetFramebufferWidth(int width)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.framebufferWidth = width;
+#endif
+}
+
+// Set current framebuffer height
+void rlSetFramebufferHeight(int height)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.framebufferHeight = height;
+#endif
+}
+
+// Get default framebuffer width
+int rlGetFramebufferWidth(void)
+{
+ int width = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ width = RLGL.State.framebufferWidth;
+#endif
+ return width;
+}
+
+// Get default framebuffer height
+int rlGetFramebufferHeight(void)
+{
+ int height = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ height = RLGL.State.framebufferHeight;
+#endif
+ return height;
+}
+
+// Get default internal texture (white texture)
+// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+unsigned int rlGetTextureIdDefault(void)
+{
+ unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ id = RLGL.State.defaultTextureId;
+#endif
+ return id;
+}
+
+// Get default shader id
+unsigned int rlGetShaderIdDefault(void)
+{
+ unsigned int id = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ id = RLGL.State.defaultShaderId;
+#endif
+ return id;
+}
+
+// Get default shader locs
+int *rlGetShaderLocsDefault(void)
+{
+ int *locs = NULL;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ locs = RLGL.State.defaultShaderLocs;
+#endif
+ return locs;
+}
+
+// Render batch management
+//------------------------------------------------------------------------------------------------
+// Load render batch
+rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
+{
+ rlRenderBatch batch = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
+ //--------------------------------------------------------------------------------------------
+ batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer));
+
+ for (int i = 0; i < numBuffers; i++)
+ {
+ batch.vertexBuffer[i].elementCount = bufferElements;
+
+ batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad
+ batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad
+ batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad
+#if defined(GRAPHICS_API_OPENGL_33)
+ batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices)
+#endif
+
+ for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f;
+ for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f;
+ for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0;
+
+ int k = 0;
+
+ // Indices can be initialized right now
+ for (int j = 0; j < (6*bufferElements); j += 6)
+ {
+ batch.vertexBuffer[i].indices[j] = 4*k;
+ batch.vertexBuffer[i].indices[j + 1] = 4*k + 1;
+ batch.vertexBuffer[i].indices[j + 2] = 4*k + 2;
+ batch.vertexBuffer[i].indices[j + 3] = 4*k;
+ batch.vertexBuffer[i].indices[j + 4] = 4*k + 2;
+ batch.vertexBuffer[i].indices[j + 5] = 4*k + 3;
+
+ k++;
+ }
+
+ RLGL.State.vertexCounter = 0;
+ }
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)");
+ //--------------------------------------------------------------------------------------------
+
+ // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs
+ //--------------------------------------------------------------------------------------------
+ for (int i = 0; i < numBuffers; i++)
+ {
+ if (RLGL.ExtSupported.vao)
+ {
+ // Initialize Quads VAO
+ glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId);
+ glBindVertexArray(batch.vertexBuffer[i].vaoId);
+ }
+
+ // Quads - Vertex buffers binding and attributes enable
+ // Vertex position buffer (shader-location = 0)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+
+ // Vertex texcoord buffer (shader-location = 1)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+
+ // Vertex color buffer (shader-location = 3)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+
+ // Fill index buffer
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW);
+#endif
+ }
+
+ TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)");
+
+ // Unbind the current VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
+
+ // Init draw calls tracking system
+ //--------------------------------------------------------------------------------------------
+ batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall));
+
+ for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
+ {
+ batch.draws[i].mode = RL_QUADS;
+ batch.draws[i].vertexCount = 0;
+ batch.draws[i].vertexAlignment = 0;
+ //batch.draws[i].vaoId = 0;
+ //batch.draws[i].shaderId = 0;
+ batch.draws[i].textureId = RLGL.State.defaultTextureId;
+ //batch.draws[i].RLGL.State.projection = rlMatrixIdentity();
+ //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
+ }
+
+ batch.bufferCount = numBuffers; // Record buffer count
+ batch.drawCounter = 1; // Reset draws counter
+ batch.currentDepth = -1.0f; // Reset depth value
+ //--------------------------------------------------------------------------------------------
+#endif
+
+ return batch;
+}
+
+// Unload default internal buffers vertex data from CPU and GPU
+void rlUnloadRenderBatch(rlRenderBatch batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Unbind everything
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Unload all vertex buffers data
+ for (int i = 0; i < batch.bufferCount; i++)
+ {
+ // Unbind VAO attribs data
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(batch.vertexBuffer[i].vaoId);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+ glBindVertexArray(0);
+ }
+
+ // Delete VBOs from GPU (VRAM)
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+
+ // Delete VAOs from GPU (VRAM)
+ if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId);
+
+ // Free vertex arrays memory from CPU (RAM)
+ RL_FREE(batch.vertexBuffer[i].vertices);
+ RL_FREE(batch.vertexBuffer[i].texcoords);
+ RL_FREE(batch.vertexBuffer[i].colors);
+ RL_FREE(batch.vertexBuffer[i].indices);
+ }
+
+ // Unload arrays
+ RL_FREE(batch.vertexBuffer);
+ RL_FREE(batch.draws);
+#endif
+}
+
+// Draw render batch
+// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer)
+void rlDrawRenderBatch(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Update batch vertex buffers
+ //------------------------------------------------------------------------------------------------------------
+ // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
+ // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
+ if (RLGL.State.vertexCounter > 0)
+ {
+ // Activate elements VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
+
+ // Vertex positions buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Texture coordinates buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // NOTE: glMapBuffer() causes sync issue.
+ // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
+ // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
+ // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
+ // allocated pointer immediately even if GPU is still working with the previous data.
+
+ // Another option: map the buffer object into client's memory
+ // Probably this code could be moved somewhere else...
+ // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ // if (batch->vertexBuffer[batch->currentBuffer].vertices)
+ // {
+ // Update vertex data
+ // }
+ // glUnmapBuffer(GL_ARRAY_BUFFER);
+
+ // Unbind the current VAO
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+ }
+ //------------------------------------------------------------------------------------------------------------
+
+ // Draw batch vertex buffers (considering VR stereo if required)
+ //------------------------------------------------------------------------------------------------------------
+ Matrix matProjection = RLGL.State.projection;
+ Matrix matModelView = RLGL.State.modelview;
+
+ int eyeCount = 1;
+ if (RLGL.State.stereoRender) eyeCount = 2;
+
+ for (int eye = 0; eye < eyeCount; eye++)
+ {
+ if (eyeCount == 2)
+ {
+ // Setup current eye viewport (half screen width)
+ rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
+
+ // Set current eye view offset to modelview matrix
+ rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
+ // Set current eye projection matrix
+ rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
+ }
+
+ // Draw buffers
+ if (RLGL.State.vertexCounter > 0)
+ {
+ // Set current shader and upload current MVP matrix
+ glUseProgram(RLGL.State.currentShaderId);
+
+ // Create modelview-projection matrix and upload to shader
+ Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
+ float matMVPfloat[16] = {
+ matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
+ matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
+ matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
+ matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
+ };
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
+
+ if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]);
+
+ // Bind vertex attrib: texcoord (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ }
+
+ // Setup some default shader values
+ glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0
+
+ // Activate additional sampler textures
+ // Those additional textures will be common for all draw calls of the batch
+ for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+ {
+ if (RLGL.State.activeTextureId[i] > 0)
+ {
+ glActiveTexture(GL_TEXTURE0 + 1 + i);
+ glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]);
+ }
+ }
+
+ // Activate default sampler2D texture0 (one texture is always active for default batch shader)
+ // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
+ glActiveTexture(GL_TEXTURE0);
+
+ for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++)
+ {
+ // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default
+ glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
+
+ if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
+ else
+ {
+#if defined(GRAPHICS_API_OPENGL_33)
+ // We need to define the number of indices to be processed: elementCount*6
+ // NOTE: The final parameter tells the GPU the offset in bytes from the
+ // start of the index buffer to the location of the first index to process
+ glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort)));
+#endif
+ }
+
+ vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment);
+ }
+
+ if (!RLGL.ExtSupported.vao)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ }
+
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO
+
+ glUseProgram(0); // Unbind shader program
+ }
+
+ // Restore viewport to default measures
+ if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
+ //------------------------------------------------------------------------------------------------------------
+
+ // Reset batch buffers
+ //------------------------------------------------------------------------------------------------------------
+ // Reset vertex counter for next frame
+ RLGL.State.vertexCounter = 0;
+
+ // Reset depth for next draw
+ batch->currentDepth = -1.0f;
+
+ // Restore projection/modelview matrices
+ RLGL.State.projection = matProjection;
+ RLGL.State.modelview = matModelView;
+
+ // Reset RLGL.currentBatch->draws array
+ for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++)
+ {
+ batch->draws[i].mode = RL_QUADS;
+ batch->draws[i].vertexCount = 0;
+ batch->draws[i].textureId = RLGL.State.defaultTextureId;
+ }
+
+ // Reset active texture units for next batch
+ for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
+
+ // Reset draws counter to one draw for the batch
+ batch->drawCounter = 1;
+ //------------------------------------------------------------------------------------------------------------
+
+ // Change to next buffer in the list (in case of multi-buffering)
+ batch->currentBuffer++;
+ if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
+#endif
+}
+
+// Set the active render batch for rlgl
+void rlSetRenderBatchActive(rlRenderBatch *batch)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDrawRenderBatch(RLGL.currentBatch);
+
+ if (batch != NULL) RLGL.currentBatch = batch;
+ else RLGL.currentBatch = &RLGL.defaultBatch;
+#endif
+}
+
+// Update and draw internal render batch
+void rlDrawRenderBatchActive(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+#endif
+}
+
+// Check internal buffer overflow for a given number of vertex
+// and force a rlRenderBatch draw call if required
+bool rlCheckRenderBatchLimit(int vCount)
+{
+ bool overflow = false;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((RLGL.State.vertexCounter + vCount) >=
+ (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
+ {
+ overflow = true;
+
+ // Store current primitive drawing mode and texture id
+ int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode;
+ int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId;
+
+ rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
+
+ // Restore state of last batch so we can continue adding vertices
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
+ RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
+ }
+#endif
+
+ return overflow;
+}
+
+// Textures data management
+//-----------------------------------------------------------------------------------------
+// Convert image data to OpenGL texture (returns OpenGL valid Id)
+unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
+{
+ unsigned int id = 0;
+
+ glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
+
+ // Check texture format support by OpenGL 1.1 (compressed textures not supported)
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
+ return id;
+ }
+#else
+ if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) ||
+ (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported");
+ return id;
+ }
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported");
+ return id;
+ }
+
+ if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)))
+ {
+ TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported");
+ return id;
+ }
+#endif
+#endif // GRAPHICS_API_OPENGL_11
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glGenTextures(1, &id); // Generate texture id
+
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ int mipWidth = width;
+ int mipHeight = height;
+ int mipOffset = 0; // Mipmap data offset, only used for tracelog
+
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned char *dataPtr = NULL;
+ if (data != NULL) dataPtr = (unsigned char *)data;
+
+ // Load the different mipmap levels
+ for (int i = 0; i < mipmapCount; i++)
+ {
+ unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format);
+
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset);
+
+ if (glInternalFormat != 0)
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr);
+#if !defined(GRAPHICS_API_OPENGL_11)
+ else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
+ {
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+ else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
+ {
+#if defined(GRAPHICS_API_OPENGL_21)
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
+#elif defined(GRAPHICS_API_OPENGL_33)
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+#endif
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+#endif
+ }
+
+ mipWidth /= 2;
+ mipHeight /= 2;
+ mipOffset += mipSize; // Increment offset position to next mipmap
+ if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap
+
+ // Security check for NPOT textures
+ if (mipWidth < 1) mipWidth = 1;
+ if (mipHeight < 1) mipHeight = 1;
+ }
+
+ // Texture parameters configuration
+ // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used
+ if (RLGL.ExtSupported.texNPOT)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
+ }
+ else
+ {
+ // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work!
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis
+ }
+#else
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis
+#endif
+
+ // Magnification and minification filters
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (mipmapCount > 1)
+ {
+ // Activate Trilinear filtering if mipmaps are available
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ }
+#endif
+
+ // At this point we have the texture loaded in GPU and texture parameters configured
+
+ // NOTE: If mipmaps were not in data, they are not generated automatically
+
+ // Unbind current texture
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount);
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture");
+
+ return id;
+}
+
+// Load depth texture/renderbuffer (to be attached to fbo)
+// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions
+unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // In case depth textures not supported, we force renderbuffer usage
+ if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
+
+ // NOTE: We let the implementation to choose the best bit-depth
+ // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
+ unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
+
+#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
+ // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
+ // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
+ if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
+ {
+ if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
+ else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
+ else glInternalFormat = GL_DEPTH_COMPONENT16;
+ }
+#endif
+
+ if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
+ {
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_2D, id);
+ glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully");
+ }
+ else
+ {
+ // Create the renderbuffer that will serve as the depth attachment for the framebuffer
+ // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices
+ glGenRenderbuffers(1, &id);
+ glBindRenderbuffer(GL_RENDERBUFFER, id);
+ glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16);
+ }
+#endif
+
+ return id;
+}
+
+// Load texture cubemap
+// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
+// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
+unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int dataSize = rlGetPixelDataSize(size, size, format);
+
+ glGenTextures(1, &id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ if (glInternalFormat != 0)
+ {
+ // Load cubemap faces
+ for (unsigned int i = 0; i < 6; i++)
+ {
+ if (data == NULL)
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
+ {
+ if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32)
+ || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16))
+ TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported");
+ else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format");
+ }
+ else
+ {
+ if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize);
+ else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize);
+ }
+
+#if defined(GRAPHICS_API_OPENGL_33)
+ if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
+ {
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
+ glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+ else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
+ {
+#if defined(GRAPHICS_API_OPENGL_21)
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA };
+#elif defined(GRAPHICS_API_OPENGL_33)
+ GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
+#endif
+ glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
+ }
+#endif
+ }
+ }
+
+ // Set cubemap texture sampling parameters
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+#if defined(GRAPHICS_API_OPENGL_33)
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0
+#endif
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+#endif
+
+ if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size);
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture");
+
+ return id;
+}
+
+// Update already loaded texture in GPU with new data
+// NOTE: We don't know safely if internal texture format is the expected one...
+void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+
+ if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+ {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
+}
+
+// Get OpenGL internal formats and data type from raylib PixelFormat
+void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType)
+{
+ *glInternalFormat = 0;
+ *glFormat = 0;
+ *glType = 0;
+
+ switch (format)
+ {
+ #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ #if defined(GRAPHICS_API_OPENGL_ES3)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+ #else
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float
+ #if defined(GRAPHICS_API_OPENGL_21)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
+ #else // defined(GRAPHICS_API_OPENGL_ES2)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
+ #endif
+ #endif
+ #endif
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break;
+ #endif
+ #if !defined(GRAPHICS_API_OPENGL_11)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3
+ #endif
+ default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break;
+ }
+}
+
+// Unload texture from GPU memory
+void rlUnloadTexture(unsigned int id)
+{
+ glDeleteTextures(1, &id);
+}
+
+// Generate mipmap data for selected texture
+// NOTE: Only supports GPU mipmap generation
+void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // Check if texture is power-of-two (POT)
+ bool texIsPOT = false;
+
+ if (((width > 0) && ((width & (width - 1)) == 0)) &&
+ ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true;
+
+ if ((texIsPOT) || (RLGL.ExtSupported.texNPOT))
+ {
+ //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE
+ glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
+
+ #define MIN(a,b) (((a)<(b))? (a):(b))
+ #define MAX(a,b) (((a)>(b))? (a):(b))
+
+ *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2));
+ TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#else
+ TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id);
+#endif
+}
+
+
+// Read texture pixel data
+void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
+{
+ void *pixels = NULL;
+
+#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
+ glBindTexture(GL_TEXTURE_2D, id);
+
+ // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0)
+ // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
+ //int width, height, format;
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+ //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
+
+ // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding.
+ // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting.
+ // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.)
+ // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.)
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ unsigned int glInternalFormat, glFormat, glType;
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+ unsigned int size = rlGetPixelDataSize(width, height, format);
+
+ if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB))
+ {
+ pixels = RL_MALLOC(size);
+ glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels);
+ }
+ else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ // glGetTexImage() is not available on OpenGL ES 2.0
+ // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
+ // Two possible Options:
+ // 1 - Bind texture to color fbo attachment and glReadPixels()
+ // 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
+ // We are using Option 1, just need to care for texture format on retrieval
+ // NOTE: This behaviour could be conditioned by graphic driver...
+ unsigned int fboId = rlLoadFramebuffer(width, height);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fboId);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Attach our texture to FBO
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
+
+ // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
+ pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8));
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Clean up temporal fbo
+ rlUnloadFramebuffer(fboId);
+#endif
+
+ return pixels;
+}
+
+// Read screen pixel data (color buffer)
+unsigned char *rlReadScreenPixels(int width, int height)
+{
+ unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char));
+
+ // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer
+ // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly!
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData);
+
+ // Flip image vertically!
+ unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char));
+
+ for (int y = height - 1; y >= 0; y--)
+ {
+ for (int x = 0; x < (width*4); x++)
+ {
+ imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
+
+ // Set alpha component value to 255 (no trasparent image retrieval)
+ // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
+ if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
+ }
+ }
+
+ RL_FREE(screenData);
+
+ return imgData; // NOTE: image data should be freed
+}
+
+// Framebuffer management (fbo)
+//-----------------------------------------------------------------------------------------
+// Load a framebuffer to be used for rendering
+// NOTE: No textures attached
+unsigned int rlLoadFramebuffer(int width, int height)
+{
+ unsigned int fboId = 0;
+
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glGenFramebuffers(1, &fboId); // Create the framebuffer object
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
+#endif
+
+ return fboId;
+}
+
+// Attach color buffer texture to an fbo (unloads previous attachment)
+// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture
+void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, fboId);
+
+ switch (attachType)
+ {
+ case RL_ATTACHMENT_COLOR_CHANNEL0:
+ case RL_ATTACHMENT_COLOR_CHANNEL1:
+ case RL_ATTACHMENT_COLOR_CHANNEL2:
+ case RL_ATTACHMENT_COLOR_CHANNEL3:
+ case RL_ATTACHMENT_COLOR_CHANNEL4:
+ case RL_ATTACHMENT_COLOR_CHANNEL5:
+ case RL_ATTACHMENT_COLOR_CHANNEL6:
+ case RL_ATTACHMENT_COLOR_CHANNEL7:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId);
+ else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel);
+
+ } break;
+ case RL_ATTACHMENT_DEPTH:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ case RL_ATTACHMENT_STENCIL:
+ {
+ if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel);
+ else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId);
+
+ } break;
+ default: break;
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+// Verify render texture is complete
+bool rlFramebufferComplete(unsigned int id)
+{
+ bool result = false;
+
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(GL_FRAMEBUFFER, id);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ switch (status)
+ {
+ case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break;
+ case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break;
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break;
+#endif
+ case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break;
+ default: break;
+ }
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ result = (status == GL_FRAMEBUFFER_COMPLETE);
+#endif
+
+ return result;
+}
+
+// Unload framebuffer from GPU memory
+// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
+void rlUnloadFramebuffer(unsigned int id)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ // Query depth attachment to automatically delete texture/renderbuffer
+ int depthType = 0, depthId = 0;
+ glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType);
+
+ // TODO: Review warning retrieving object name in WebGL
+ // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
+ // https://registry.khronos.org/webgl/specs/latest/1.0/
+ glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
+
+ unsigned int depthIdU = (unsigned int)depthId;
+ if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU);
+ else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU);
+
+ // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer,
+ // the texture image is automatically detached from the currently bound framebuffer.
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &id);
+
+ TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id);
+#endif
+}
+
+// Vertex data management
+//-----------------------------------------------------------------------------------------
+// Load a new attributes buffer
+unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glGenBuffers(1, &id);
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+ glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+ return id;
+}
+
+// Load a new attributes element buffer
+unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glGenBuffers(1, &id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+#endif
+
+ return id;
+}
+
+// Enable vertex buffer (VBO)
+void rlEnableVertexBuffer(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer (VBO)
+void rlDisableVertexBuffer(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Enable vertex buffer element (VBO element)
+void rlEnableVertexBufferElement(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+#endif
+}
+
+// Disable vertex buffer element (VBO element)
+void rlDisableVertexBufferElement(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+}
+
+// Update vertex buffer with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ARRAY_BUFFER, id);
+ glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Update vertex buffer elements with new data
+// NOTE: dataSize and offset must be provided in bytes
+void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Enable vertex array object (VAO)
+bool rlEnableVertexArray(unsigned int vaoId)
+{
+ bool result = false;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(vaoId);
+ result = true;
+ }
+#endif
+ return result;
+}
+
+// Disable vertex array object (VAO)
+void rlDisableVertexArray(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao) glBindVertexArray(0);
+#endif
+}
+
+// Enable vertex attribute index
+void rlEnableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glEnableVertexAttribArray(index);
+#endif
+}
+
+// Disable vertex attribute index
+void rlDisableVertexAttribute(unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDisableVertexAttribArray(index);
+#endif
+}
+
+// Draw vertex array
+void rlDrawVertexArray(int offset, int count)
+{
+ glDrawArrays(GL_TRIANGLES, offset, count);
+}
+
+// Draw vertex array elements
+void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
+{
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned short *bufferPtr = (unsigned short *)buffer;
+ if (offset > 0) bufferPtr += offset;
+
+ glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr);
+}
+
+// Draw vertex array instanced
+void rlDrawVertexArrayInstanced(int offset, int count, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
+#endif
+}
+
+// Draw vertex array elements instanced
+void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned short *bufferPtr = (unsigned short *)buffer;
+ if (offset > 0) bufferPtr += offset;
+
+ glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances);
+#endif
+}
+
+#if defined(GRAPHICS_API_OPENGL_11)
+// Enable vertex state pointer
+void rlEnableStatePointer(int vertexAttribType, void *buffer)
+{
+ if (buffer != NULL) glEnableClientState(vertexAttribType);
+ switch (vertexAttribType)
+ {
+ case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break;
+ case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break;
+ case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break;
+ case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break;
+ //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
+ default: break;
+ }
+}
+
+// Disable vertex state pointer
+void rlDisableStatePointer(int vertexAttribType)
+{
+ glDisableClientState(vertexAttribType);
+}
+#endif
+
+// Load vertex array object (VAO)
+unsigned int rlLoadVertexArray(void)
+{
+ unsigned int vaoId = 0;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glGenVertexArrays(1, &vaoId);
+ }
+#endif
+ return vaoId;
+}
+
+// Set vertex attribute
+void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
+#endif
+}
+
+// Set vertex attribute divisor
+void rlSetVertexAttributeDivisor(unsigned int index, int divisor)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glVertexAttribDivisor(index, divisor);
+#endif
+}
+
+// Unload vertex array object (VAO)
+void rlUnloadVertexArray(unsigned int vaoId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.ExtSupported.vao)
+ {
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vaoId);
+ TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId);
+ }
+#endif
+}
+
+// Unload vertex buffer (VBO)
+void rlUnloadVertexBuffer(unsigned int vboId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDeleteBuffers(1, &vboId);
+ //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
+#endif
+}
+
+// Shaders management
+//-----------------------------------------------------------------------------------------------
+// Load shader from code strings
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int vertexShaderId = 0;
+ unsigned int fragmentShaderId = 0;
+
+ // Compile vertex shader (if provided)
+ if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
+ // In case no vertex shader was provided or compilation failed, we use default vertex shader
+ if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
+
+ // Compile fragment shader (if provided)
+ if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
+ // In case no fragment shader was provided or compilation failed, we use default fragment shader
+ if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
+
+ // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
+ if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
+ else
+ {
+ // One of or both shader are new, we need to compile a new shader program
+ id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
+
+ // We can detach and delete vertex/fragment shaders (if not default ones)
+ // NOTE: We detach shader before deletion to make sure memory is freed
+ if (vertexShaderId != RLGL.State.defaultVShaderId)
+ {
+ // WARNING: Shader program linkage could fail and returned id is 0
+ if (id > 0) glDetachShader(id, vertexShaderId);
+ glDeleteShader(vertexShaderId);
+ }
+ if (fragmentShaderId != RLGL.State.defaultFShaderId)
+ {
+ // WARNING: Shader program linkage could fail and returned id is 0
+ if (id > 0) glDetachShader(id, fragmentShaderId);
+ glDeleteShader(fragmentShaderId);
+ }
+
+ // In case shader program loading failed, we assign default shader
+ if (id == 0)
+ {
+ // In case shader loading fails, we return the default shader
+ TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
+ id = RLGL.State.defaultShaderId;
+ }
+ /*
+ else
+ {
+ // Get available shader uniforms
+ // NOTE: This information is useful for debug...
+ int uniformCount = -1;
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
+
+ for (int i = 0; i < uniformCount; i++)
+ {
+ int namelen = -1;
+ int num = -1;
+ char name[256] = { 0 }; // Assume no variable names longer than 256
+ GLenum type = GL_ZERO;
+
+ // Get the name of the uniforms
+ glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
+
+ name[namelen] = 0;
+ TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
+ }
+ }
+ */
+ }
+#endif
+
+ return id;
+}
+
+// Compile custom shader and return shader id
+unsigned int rlCompileShader(const char *shaderCode, int type)
+{
+ unsigned int shader = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ shader = glCreateShader(type);
+ glShaderSource(shader, 1, &shaderCode, NULL);
+
+ GLint success = 0;
+ glCompileShader(shader);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ switch (type)
+ {
+ case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
+ case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
+ //case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
+ #endif
+ default: break;
+ }
+
+ int maxLength = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetShaderInfoLog(shader, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
+ RL_FREE(log);
+ }
+ }
+ else
+ {
+ switch (type)
+ {
+ case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
+ case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
+ //case GL_GEOMETRY_SHADER:
+ #if defined(GRAPHICS_API_OPENGL_43)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
+ #endif
+ default: break;
+ }
+ }
+#endif
+
+ return shader;
+}
+
+// Load custom shader strings and return program id
+unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ GLint success = 0;
+ program = glCreateProgram();
+
+ glAttachShader(program, vShaderId);
+ glAttachShader(program, fShaderId);
+
+ // NOTE: Default attribute shader locations must be Bound before linking
+ glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+ glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+
+ // NOTE: If some attrib name is no found on the shader, it locations becomes -1
+
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
+
+ int maxLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetProgramInfoLog(program, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+ RL_FREE(log);
+ }
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else
+ {
+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
+ //GLint binarySize = 0;
+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
+ }
+#endif
+ return program;
+}
+
+// Unload shader program
+void rlUnloadShaderProgram(unsigned int id)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ glDeleteProgram(id);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id);
+#endif
+}
+
+// Get shader location uniform
+int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetUniformLocation(shaderId, uniformName);
+
+ //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName);
+ //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location);
+#endif
+ return location;
+}
+
+// Get shader location attribute
+int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
+{
+ int location = -1;
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ location = glGetAttribLocation(shaderId, attribName);
+
+ //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
+ //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
+#endif
+ return location;
+}
+
+// Set shader value uniform
+void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (uniformType)
+ {
+ case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break;
+ case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
+ case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
+ default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
+ }
+#endif
+}
+
+// Set shader value attribute
+void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ switch (attribType)
+ {
+ case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break;
+ case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break;
+ default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized");
+ }
+#endif
+}
+
+// Set shader value uniform matrix
+void rlSetUniformMatrix(int locIndex, Matrix mat)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ float matfloat[16] = {
+ mat.m0, mat.m1, mat.m2, mat.m3,
+ mat.m4, mat.m5, mat.m6, mat.m7,
+ mat.m8, mat.m9, mat.m10, mat.m11,
+ mat.m12, mat.m13, mat.m14, mat.m15
+ };
+ glUniformMatrix4fv(locIndex, 1, false, matfloat);
+#endif
+}
+
+// Set shader value uniform sampler
+void rlSetUniformSampler(int locIndex, unsigned int textureId)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Check if texture is already active
+ for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) if (RLGL.State.activeTextureId[i] == textureId) return;
+
+ // Register a new active texture for the internal batch system
+ // NOTE: Default texture is always activated as GL_TEXTURE0
+ for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++)
+ {
+ if (RLGL.State.activeTextureId[i] == 0)
+ {
+ glUniform1i(locIndex, 1 + i); // Activate new texture unit
+ RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing
+ break;
+ }
+ }
+#endif
+}
+
+// Set shader currently active (id and locations)
+void rlSetShader(unsigned int id, int *locs)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (RLGL.State.currentShaderId != id)
+ {
+ rlDrawRenderBatch(RLGL.currentBatch);
+ RLGL.State.currentShaderId = id;
+ RLGL.State.currentShaderLocs = locs;
+ }
+#endif
+}
+
+// Load compute shader program
+unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
+{
+ unsigned int program = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ GLint success = 0;
+ program = glCreateProgram();
+ glAttachShader(program, shaderId);
+ glLinkProgram(program);
+
+ // NOTE: All uniform variables are intitialised to 0 when a program links
+
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+
+ if (success == GL_FALSE)
+ {
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
+
+ int maxLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength > 0)
+ {
+ int length = 0;
+ char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
+ glGetProgramInfoLog(program, maxLength, &length, log);
+ TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
+ RL_FREE(log);
+ }
+
+ glDeleteProgram(program);
+
+ program = 0;
+ }
+ else
+ {
+ // Get the size of compiled shader program (not available on OpenGL ES 2.0)
+ // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
+ //GLint binarySize = 0;
+ //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
+ }
+#endif
+
+ return program;
+}
+
+// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
+void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDispatchCompute(groupX, groupY, groupZ);
+#endif
+}
+
+// Load shader storage buffer object (SSBO)
+unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint)
+{
+ unsigned int ssbo = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glGenBuffers(1, &ssbo);
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
+ glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
+ if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
+#endif
+
+ return ssbo;
+}
+
+// Unload shader storage buffer object (SSBO)
+void rlUnloadShaderBuffer(unsigned int ssboId)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDeleteBuffers(1, &ssboId);
+#endif
+}
+
+// Update SSBO buffer data
+void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
+#endif
+}
+
+// Get SSBO buffer size
+unsigned int rlGetShaderBufferSize(unsigned int id)
+{
+ long long size = 0;
+
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
+#endif
+
+ return (size > 0)? (unsigned int)size : 0;
+}
+
+// Read SSBO buffer data (GPU->CPU)
+void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
+#endif
+}
+
+// Bind SSBO buffer
+void rlBindShaderBuffer(unsigned int id, unsigned int index)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
+#endif
+}
+
+// Copy SSBO buffer data
+void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glBindBuffer(GL_COPY_READ_BUFFER, srcId);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
+ glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
+#endif
+}
+
+// Bind image texture
+void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
+
+ rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
+ glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
+#endif
+}
+
+// Matrix state management
+//-----------------------------------------------------------------------------------------
+// Get internal modelview matrix
+Matrix rlGetMatrixModelview(void)
+{
+ Matrix matrix = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_11)
+ float mat[16];
+ glGetFloatv(GL_MODELVIEW_MATRIX, mat);
+ matrix.m0 = mat[0];
+ matrix.m1 = mat[1];
+ matrix.m2 = mat[2];
+ matrix.m3 = mat[3];
+ matrix.m4 = mat[4];
+ matrix.m5 = mat[5];
+ matrix.m6 = mat[6];
+ matrix.m7 = mat[7];
+ matrix.m8 = mat[8];
+ matrix.m9 = mat[9];
+ matrix.m10 = mat[10];
+ matrix.m11 = mat[11];
+ matrix.m12 = mat[12];
+ matrix.m13 = mat[13];
+ matrix.m14 = mat[14];
+ matrix.m15 = mat[15];
+#else
+ matrix = RLGL.State.modelview;
+#endif
+ return matrix;
+}
+
+// Get internal projection matrix
+Matrix rlGetMatrixProjection(void)
+{
+#if defined(GRAPHICS_API_OPENGL_11)
+ float mat[16];
+ glGetFloatv(GL_PROJECTION_MATRIX,mat);
+ Matrix m;
+ m.m0 = mat[0];
+ m.m1 = mat[1];
+ m.m2 = mat[2];
+ m.m3 = mat[3];
+ m.m4 = mat[4];
+ m.m5 = mat[5];
+ m.m6 = mat[6];
+ m.m7 = mat[7];
+ m.m8 = mat[8];
+ m.m9 = mat[9];
+ m.m10 = mat[10];
+ m.m11 = mat[11];
+ m.m12 = mat[12];
+ m.m13 = mat[13];
+ m.m14 = mat[14];
+ m.m15 = mat[15];
+ return m;
+#else
+ return RLGL.State.projection;
+#endif
+}
+
+// Get internal accumulated transform matrix
+Matrix rlGetMatrixTransform(void)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // TODO: Consider possible transform matrices in the RLGL.State.stack
+ // Is this the right order? or should we start with the first stored matrix instead of the last one?
+ //Matrix matStackTransform = rlMatrixIdentity();
+ //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
+ mat = RLGL.State.transform;
+#endif
+ return mat;
+}
+
+// Get internal projection matrix for stereo render (selected eye)
+RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mat = RLGL.State.projectionStereo[eye];
+#endif
+ return mat;
+}
+
+// Get internal view offset matrix for stereo render (selected eye)
+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
+{
+ Matrix mat = rlMatrixIdentity();
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ mat = RLGL.State.viewOffsetStereo[eye];
+#endif
+ return mat;
+}
+
+// Set a custom modelview matrix (replaces internal modelview matrix)
+void rlSetMatrixModelview(Matrix view)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.modelview = view;
+#endif
+}
+
+// Set a custom projection matrix (replaces internal projection matrix)
+void rlSetMatrixProjection(Matrix projection)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.projection = projection;
+#endif
+}
+
+// Set eyes projection matrices for stereo rendering
+void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.projectionStereo[0] = right;
+ RLGL.State.projectionStereo[1] = left;
+#endif
+}
+
+// Set eyes view offsets matrices for stereo rendering
+void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ RLGL.State.viewOffsetStereo[0] = right;
+ RLGL.State.viewOffsetStereo[1] = left;
+#endif
+}
+
+// Load and draw a quad in NDC
+void rlLoadDrawQuad(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int quadVAO = 0;
+ unsigned int quadVBO = 0;
+
+ float vertices[] = {
+ // Positions Texcoords
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ // Gen VAO to contain VBO
+ glGenVertexArrays(1, &quadVAO);
+ glBindVertexArray(quadVAO);
+
+ // Gen and fill vertex buffer (VBO)
+ glGenBuffers(1, &quadVBO);
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
+
+ // Bind vertex attributes (position, texcoords)
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords
+
+ // Draw quad
+ glBindVertexArray(quadVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+
+ // Delete buffers (VBO and VAO)
+ glDeleteBuffers(1, &quadVBO);
+ glDeleteVertexArrays(1, &quadVAO);
+#endif
+}
+
+// Load and draw a cube in NDC
+void rlLoadDrawCube(void)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ unsigned int cubeVAO = 0;
+ unsigned int cubeVBO = 0;
+
+ float vertices[] = {
+ // Positions Normals Texcoords
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ // Gen VAO to contain VBO
+ glGenVertexArrays(1, &cubeVAO);
+ glBindVertexArray(cubeVAO);
+
+ // Gen and fill vertex buffer (VBO)
+ glGenBuffers(1, &cubeVBO);
+ glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ // Bind vertex attributes (position, normals, texcoords)
+ glBindVertexArray(cubeVAO);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+
+ // Draw cube
+ glBindVertexArray(cubeVAO);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+
+ // Delete VBO and VAO
+ glDeleteBuffers(1, &cubeVBO);
+ glDeleteVertexArrays(1, &cubeVAO);
+#endif
+}
+
+// Get name string for pixel format
+const char *rlGetPixelFormatName(unsigned int format)
+{
+ switch (format)
+ {
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float)
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha)
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha)
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp
+ default: return "UNKNOWN"; break;
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+// Load default shader (just vertex positioning and texture coloring)
+// NOTE: This shader program is used for internal buffers
+// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlLoadShaderDefault(void)
+{
+ RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1;
+
+ // Vertex shader directly defined, no external file required
+ const char *defaultVShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec3 vertexPosition; \n"
+ "in vec2 vertexTexCoord; \n"
+ "in vec4 vertexColor; \n"
+ "out vec2 fragTexCoord; \n"
+ "out vec4 fragColor; \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#endif
+ "uniform mat4 mvp; \n"
+ "void main() \n"
+ "{ \n"
+ " fragTexCoord = vertexTexCoord; \n"
+ " fragColor = vertexColor; \n"
+ " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
+ "} \n";
+
+ // Fragment shader directly defined, no external file required
+ const char *defaultFShaderCode =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ "#version 100 \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "} \n";
+#endif
+
+ // NOTE: Compiled vertex/fragment shaders are not deleted,
+ // they are kept for re-use as default shaders in case some shader loading fails
+ RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
+ RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader
+
+ RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId);
+
+ if (RLGL.State.defaultShaderId > 0)
+ {
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId);
+
+ // Set default shader locations: attributes locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition");
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord");
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor");
+
+ // Set default shader locations: uniform locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp");
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse");
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0");
+ }
+ else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId);
+}
+
+// Unload default shader
+// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs
+static void rlUnloadShaderDefault(void)
+{
+ glUseProgram(0);
+
+ glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId);
+ glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId);
+ glDeleteShader(RLGL.State.defaultVShaderId);
+ glDeleteShader(RLGL.State.defaultFShaderId);
+
+ glDeleteProgram(RLGL.State.defaultShaderId);
+
+ RL_FREE(RLGL.State.defaultShaderLocs);
+
+ TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId);
+}
+
+#if defined(RLGL_SHOW_GL_DETAILS_INFO)
+// Get compressed format official GL identifier name
+static const char *rlGetCompressedFormatName(int format)
+{
+ switch (format)
+ {
+ // GL_EXT_texture_compression_s3tc
+ case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break;
+ case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break;
+ case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break;
+ case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break;
+ // GL_3DFX_texture_compression_FXT1
+ case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break;
+ case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break;
+ // GL_IMG_texture_compression_pvrtc
+ case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break;
+ case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break;
+ case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break;
+ case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break;
+ // GL_OES_compressed_ETC1_RGB8_texture
+ case 0x8D64: return "GL_ETC1_RGB8_OES"; break;
+ // GL_ARB_texture_compression_rgtc
+ case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break;
+ case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break;
+ case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break;
+ case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break;
+ // GL_ARB_texture_compression_bptc
+ case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break;
+ case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break;
+ case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break;
+ case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break;
+ // GL_ARB_ES3_compatibility
+ case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break;
+ case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break;
+ case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+ case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break;
+ case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break;
+ case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break;
+ case 0x9270: return "GL_COMPRESSED_R11_EAC"; break;
+ case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break;
+ case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break;
+ case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break;
+ // GL_KHR_texture_compression_astc_hdr
+ case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break;
+ case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break;
+ case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break;
+ case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break;
+ case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break;
+ case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break;
+ case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break;
+ case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break;
+ case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break;
+ case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break;
+ case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break;
+ case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break;
+ case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break;
+ case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break;
+ case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break;
+ case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break;
+ case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break;
+ case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break;
+ case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break;
+ case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break;
+ case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break;
+ case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break;
+ case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break;
+ case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break;
+ case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break;
+ case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break;
+ case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break;
+ case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break;
+ default: return "GL_COMPRESSED_UNKNOWN"; break;
+ }
+}
+#endif // RLGL_SHOW_GL_DETAILS_INFO
+
+#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
+
+// Get pixel data size in bytes (image or texture)
+// NOTE: Size depends on pixel format
+static int rlGetPixelDataSize(int width, int height, int format)
+{
+ int dataSize = 0; // Size in bytes
+ int bpp = 0; // Bits per pixel
+
+ switch (format)
+ {
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
+ case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break;
+ case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB:
+ case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break;
+ case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA:
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break;
+ case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break;
+ default: break;
+ }
+
+ dataSize = width*height*bpp/8; // Total data size in bytes
+
+ // Most compressed formats works on 4x4 blocks,
+ // if texture is smaller, minimum dataSize is 8 or 16
+ if ((width < 4) && (height < 4))
+ {
+ if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8;
+ else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16;
+ }
+
+ return dataSize;
+}
+
+// Auxiliar math functions
+
+// Get identity matrix
+static Matrix rlMatrixIdentity(void)
+{
+ Matrix result = {
+ 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 result;
+}
+
+// Get two matrix multiplication
+// NOTE: When multiplying matrices... the order matters!
+static Matrix rlMatrixMultiply(Matrix left, Matrix right)
+{
+ Matrix result = { 0 };
+
+ result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12;
+ result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13;
+ result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14;
+ result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15;
+ result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12;
+ result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13;
+ result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14;
+ result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15;
+ result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12;
+ result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13;
+ result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14;
+ result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15;
+ result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12;
+ result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13;
+ result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14;
+ result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15;
+
+ return result;
+}
+
+#endif // RLGL_IMPLEMENTATION
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