13 Commits

Author SHA1 Message Date
Ray
efda35b309 Update win32_clipboard.h 2026-02-10 00:37:45 +01:00
3b647c85e1 raymath: wrap float3 and float16 for consistency with other types (#5540) 2026-02-10 00:05:35 +01:00
Ray
b39cc6bce7 Update win32_clipboard.h 2026-02-09 23:28:02 +01:00
Ray
7e59e1d93d REVIEWED: Formating 2026-02-09 22:29:47 +01:00
Ray
84f75785ee Update rcore.c 2026-02-09 22:29:13 +01:00
Ray
f190c6a4d4 Update rcore.c 2026-02-09 22:27:16 +01:00
Ray
9861baf4b7 Update textures_framebuffer_rendering.c 2026-02-09 22:26:07 +01:00
Ray
e67dc15a52 Update rcore_desktop_glfw.c 2026-02-09 22:25:55 +01:00
Ray
f6910bc1e0 Update rcore_drm.c 2026-02-09 22:25:52 +01:00
Ray
a654beb565 REVIEWED: Comments 2026-02-09 22:25:20 +01:00
Ray
eba1fca933 Update rcore.c 2026-02-09 22:24:44 +01:00
Ray
49cd2ddaa1 Update rcore.c 2026-02-09 22:24:07 +01:00
Ray
c4baa5b81d REVIEWED: Comments 2026-02-09 22:23:23 +01:00
8 changed files with 200 additions and 218 deletions

View File

@ -148,6 +148,7 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadRenderTexture(observerTarget); UnloadRenderTexture(observerTarget);
UnloadRenderTexture(subjectTarget); UnloadRenderTexture(subjectTarget);
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View File

@ -4,7 +4,7 @@
#ifndef WIN32_CLIPBOARD_ #ifndef WIN32_CLIPBOARD_
#define WIN32_CLIPBOARD_ #define WIN32_CLIPBOARD_
unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long long int *dataSize); unsigned char *Win32GetClipboardImageData(int *width, int *height, unsigned long long int *dataSize);
#endif // WIN32_CLIPBOARD_ #endif // WIN32_CLIPBOARD_
#ifdef WIN32_CLIPBOARD_IMPLEMENTATION #ifdef WIN32_CLIPBOARD_IMPLEMENTATION
@ -16,38 +16,38 @@ unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long
// NOTE: These search for architecture is taken from "Windows.h", and it's necessary if we really don't wanna import windows.h // NOTE: These search for architecture is taken from "Windows.h", and it's necessary if we really don't wanna import windows.h
// and still make it compile on msvc, because import indirectly importing "winnt.h" (e.g. <minwindef.h>) can cause problems is these are not defined. // and still make it compile on msvc, because import indirectly importing "winnt.h" (e.g. <minwindef.h>) can cause problems is these are not defined.
#if !defined(_X86_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IX86) #if !defined(_X86_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IX86)
#define _X86_ #define _X86_
#if !defined(_CHPE_X86_ARM64_) && defined(_M_HYBRID) #if !defined(_CHPE_X86_ARM64_) && defined(_M_HYBRID)
#define _CHPE_X86_ARM64_ #define _CHPE_X86_ARM64_
#endif #endif
#endif #endif
#if !defined(_AMD64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && (defined(_M_AMD64) || defined(_M_ARM64EC)) #if !defined(_AMD64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && (defined(_M_AMD64) || defined(_M_ARM64EC))
#define _AMD64_ #define _AMD64_
#endif #endif
#if !defined(_ARM_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM) #if !defined(_ARM_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM)
#define _ARM_ #define _ARM_
#endif #endif
#if !defined(_ARM64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64EC_) && defined(_M_ARM64) #if !defined(_ARM64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64EC_) && defined(_M_ARM64)
#define _ARM64_ #define _ARM64_
#endif #endif
#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM64EC) #if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM64EC)
#define _ARM64EC_ #define _ARM64EC_
#endif #endif
#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_M68K) #if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_M68K)
#define _68K_ #define _68K_
#endif #endif
#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_MPPC) #if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_MPPC)
#define _MPPC_ #define _MPPC_
#endif #endif
#if !defined(_IA64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_M_IX86) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IA64) #if !defined(_IA64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_M_IX86) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IA64)
#define _IA64_ #define _IA64_
#endif #endif
@ -59,40 +59,39 @@ unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long
// #include <minwinbase.h> // #include <minwinbase.h>
#ifndef WINAPI #ifndef WINAPI
#if defined(_ARM_) #if defined(_ARM_)
#define WINAPI #define WINAPI
#else #else
#define WINAPI __stdcall #define WINAPI __stdcall
#endif #endif
#endif #endif
#ifndef WINAPI #ifndef WINAPI
#if defined(_ARM_) #if defined(_ARM_)
#define WINAPI #define WINAPI
#else #else
#define WINAPI __stdcall #define WINAPI __stdcall
#endif #endif
#endif #endif
#ifndef WINBASEAPI #ifndef WINBASEAPI
#ifndef _KERNEL32_ #ifndef _KERNEL32_
#define WINBASEAPI DECLSPEC_IMPORT #define WINBASEAPI DECLSPEC_IMPORT
#else #else
#define WINBASEAPI #define WINBASEAPI
#endif #endif
#endif #endif
#ifndef WINUSERAPI #ifndef WINUSERAPI
#ifndef _USER32_ #ifndef _USER32_
#define WINUSERAPI __declspec (dllimport) #define WINUSERAPI __declspec (dllimport)
#else #else
#define WINUSERAPI #define WINUSERAPI
#endif #endif
#endif #endif
typedef int WINBOOL; typedef int WINBOOL;
#if !defined(_WINUSER_) || !defined(WINUSER_ALREADY_INCLUDED) #if !defined(_WINUSER_) || !defined(WINUSER_ALREADY_INCLUDED)
WINUSERAPI WINBOOL WINAPI OpenClipboard(HWND hWndNewOwner); WINUSERAPI WINBOOL WINAPI OpenClipboard(HWND hWndNewOwner);
WINUSERAPI WINBOOL WINAPI CloseClipboard(VOID); WINUSERAPI WINBOOL WINAPI CloseClipboard(VOID);
@ -116,7 +115,7 @@ WINUSERAPI HWND WINAPI GetOpenClipboardWindow(VOID);
#endif #endif
#ifndef HGLOBAL #ifndef HGLOBAL
#define HGLOBAL void* #define HGLOBAL void*
#endif #endif
#if !defined(_WINBASE_) || !defined(WINBASE_ALREADY_INCLUDED) #if !defined(_WINBASE_) || !defined(WINBASE_ALREADY_INCLUDED)
@ -125,7 +124,6 @@ WINBASEAPI LPVOID WINAPI GlobalLock (HGLOBAL hMem);
WINBASEAPI WINBOOL WINAPI GlobalUnlock (HGLOBAL hMem); WINBASEAPI WINBOOL WINAPI GlobalUnlock (HGLOBAL hMem);
#endif #endif
#if !defined(_WINGDI_) || !defined(WINGDI_ALREADY_INCLUDED) #if !defined(_WINGDI_) || !defined(WINGDI_ALREADY_INCLUDED)
#ifndef BITMAPINFOHEADER_ALREADY_DEFINED #ifndef BITMAPINFOHEADER_ALREADY_DEFINED
#define BITMAPINFOHEADER_ALREADY_DEFINED #define BITMAPINFOHEADER_ALREADY_DEFINED
@ -170,8 +168,7 @@ typedef struct tagRGBQUAD {
} RGBQUAD, *LPRGBQUAD; } RGBQUAD, *LPRGBQUAD;
#endif #endif
// REF: https://learn.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57
// https://learn.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57
#define BI_RGB 0x0000 #define BI_RGB 0x0000
#define BI_RLE8 0x0001 #define BI_RLE8 0x0001
#define BI_RLE4 0x0002 #define BI_RLE4 0x0002
@ -182,12 +179,15 @@ typedef struct tagRGBQUAD {
#define BI_CMYKRLE8 0x000C #define BI_CMYKRLE8 0x000C
#define BI_CMYKRLE4 0x000D #define BI_CMYKRLE4 0x000D
// Bitmap not compressed and that the color table consists of four DWORD color masks,
// that specify the red, green, blue, and alpha components of each pixel
#define BI_ALPHABITFIELDS 0x0006
#endif #endif
// https://learn.microsoft.com/en-us/windows/win32/dataxchg/standard-clipboard-formats // REF: https://learn.microsoft.com/en-us/windows/win32/dataxchg/standard-clipboard-formats
#define CF_DIB 8 #define CF_DIB 8
// https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setsystemcursor // REF: https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setsystemcursor
// #define OCR_NORMAL 32512 // Normal select // #define OCR_NORMAL 32512 // Normal select
// #define OCR_IBEAM 32513 // Text select // #define OCR_IBEAM 32513 // Text select
// #define OCR_WAIT 32514 // Busy // #define OCR_WAIT 32514 // Busy
@ -202,164 +202,137 @@ typedef struct tagRGBQUAD {
// #define OCR_HAND 32649 // Link select // #define OCR_HAND 32649 // Link select
// #define OCR_APPSTARTING 32650 // // #define OCR_APPSTARTING 32650 //
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Internal Functions Declaration // Module Internal Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static BOOL OpenClipboardRetrying(HWND handle); // Open clipboard with a number of retries
static int GetPixelDataOffset(BITMAPINFOHEADER bih); // Get pixel data offset from DIB image
//----------------------------------------------------------------------------------
static BOOL OpenClipboardRetrying(HWND handle); // Open clipboard with a number of retries // Module Functions Definition
static int GetPixelDataOffset(BITMAPINFOHEADER bih); //----------------------------------------------------------------------------------
unsigned char *Win32GetClipboardImageData(int *width, int *height, unsigned long long int *dataSize)
unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long long int *dataSize)
{ {
HWND win = NULL; // Get from somewhere but is doesnt seem to matter unsigned char *bmpData = NULL;
const char* msgString = "";
int severity = LOG_INFO; if (OpenClipboardRetrying(NULL))
BYTE* bmpData = NULL; {
if (!OpenClipboardRetrying(win)) { HGLOBAL clipHandle = (HGLOBAL)GetClipboardData(CF_DIB);
severity = LOG_ERROR; if (clipHandle != NULL)
msgString = "Couldn't open clipboard"; {
goto end; BITMAPINFOHEADER *bmpInfoHeader = (BITMAPINFOHEADER *)GlobalLock(clipHandle);
if (bmpInfoHeader)
{
*width = bmpInfoHeader->biWidth;
*height = bmpInfoHeader->biHeight;
SIZE_T clipDataSize = GlobalSize(clipHandle);
if (clipDataSize >= sizeof(BITMAPINFOHEADER))
{
int pixelOffset = GetPixelDataOffset(*bmpInfoHeader);
// Create the bytes for a correct BMP file and copy the data to a pointer
//------------------------------------------------------------------------
BITMAPFILEHEADER bmpFileHeader = { 0 };
SIZE_T bmpFileSize = sizeof(bmpFileHeader) + clipDataSize;
*dataSize = bmpFileSize;
bmpFileHeader.bfType = 0x4D42; // BMP fil type constant
bmpFileHeader.bfSize = (DWORD)bmpFileSize; // Up to 4GB works fine
bmpFileHeader.bfOffBits = sizeof(bmpFileHeader) + pixelOffset;
bmpData = (unsigned char *)RL_MALLOC(sizeof(bmpFileHeader) + clipDataSize);
memcpy(bmpData, &bmpFileHeader, sizeof(bmpFileHeader)); // Add BMP file header data
memcpy(bmpData + sizeof(bmpFileHeader), bmpInfoHeader, clipDataSize); // Add BMP info header data
GlobalUnlock(clipHandle);
CloseClipboard();
TRACELOG(LOG_INFO, "Clipboad image acquired successfully");
//------------------------------------------------------------------------
}
else
{
TRACELOG(LOG_WARNING, "Clipboard data is malformed");
GlobalUnlock(clipHandle);
CloseClipboard();
}
}
else
{
TRACELOG(LOG_WARNING, "Clipboard data failed to be locked");
GlobalUnlock(clipHandle);
CloseClipboard();
}
}
else
{
TRACELOG(LOG_WARNING, "Clipboard data is not an image");
CloseClipboard();
}
} }
else TRACELOG(LOG_WARNING, "Clipboard can not be opened");
HGLOBAL clipHandle = (HGLOBAL)GetClipboardData(CF_DIB);
if (!clipHandle) {
severity = LOG_ERROR;
msgString = "Clipboard data is not an Image";
goto close;
}
BITMAPINFOHEADER *bmpInfoHeader = (BITMAPINFOHEADER *)GlobalLock(clipHandle);
if (!bmpInfoHeader) {
// Mapping from HGLOBAL to our local *address space* failed
severity = LOG_ERROR;
msgString = "Clipboard data failed to be locked";
goto unlock;
}
*width = bmpInfoHeader->biWidth;
*height = bmpInfoHeader->biHeight;
SIZE_T clipDataSize = GlobalSize(clipHandle);
if (clipDataSize < sizeof(BITMAPINFOHEADER)) {
// Format CF_DIB needs space for BITMAPINFOHEADER struct.
msgString = "Clipboard has Malformed data";
severity = LOG_ERROR;
goto unlock;
}
// Denotes where the pixel data starts from the bmpInfoHeader pointer
int pixelOffset = GetPixelDataOffset(*bmpInfoHeader);
//--------------------------------------------------------------------------------//
//
// The rest of the section is about create the bytes for a correct BMP file
// Then we copy the data and to a pointer
//
//--------------------------------------------------------------------------------//
BITMAPFILEHEADER bmpFileHeader = {0};
SIZE_T bmpFileSize = sizeof(bmpFileHeader) + clipDataSize;
*dataSize = bmpFileSize;
bmpFileHeader.bfType = 0x4D42; //https://stackoverflow.com/questions/601430/multibyte-character-constants-and-bitmap-file-header-type-constants#601536
bmpFileHeader.bfSize = (DWORD)bmpFileSize; // Up to 4GB works fine
bmpFileHeader.bfOffBits = sizeof(bmpFileHeader) + pixelOffset;
//
// Each process has a default heap provided by the system
// Memory objects allocated by GlobalAlloc and LocalAlloc are in private,
// committed pages with read/write access that cannot be accessed by other processes.
//
// This may be wrong since we might be allocating in a DLL and freeing from another module, the main application
// that may cause heap corruption. We could create a FreeImage function
//
bmpData = (BYTE *)malloc(sizeof(bmpFileHeader) + clipDataSize);
// First we add the header for a bmp file
memcpy(bmpData, &bmpFileHeader, sizeof(bmpFileHeader));
// Then we add the header for the bmp itself + the pixel data
memcpy(bmpData + sizeof(bmpFileHeader), bmpInfoHeader, clipDataSize);
msgString = "Clipboad image acquired successfully";
unlock:
GlobalUnlock(clipHandle);
close:
CloseClipboard();
end:
TRACELOG(severity, msgString);
return bmpData; return bmpData;
} }
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// Open clipboard with several tries
// NOTE: If parameter is NULL, the open clipboard is associated with the current task
static BOOL OpenClipboardRetrying(HWND hWnd) static BOOL OpenClipboardRetrying(HWND hWnd)
{ {
static const int maxTries = 20; static const int maxTries = 20;
static const int sleepTimeMS = 60; static const int sleepTimeMS = 60;
for (int _ = 0; _ < maxTries; ++_)
for (int i = 0; i < maxTries; i++)
{ {
// Might be being hold by another process // Might be being hold by another process
// Or yourself forgot to CloseClipboard // Or yourself forgot to CloseClipboard
if (OpenClipboard(hWnd)) { if (OpenClipboard(hWnd)) return true;
return true;
}
Sleep(sleepTimeMS); Sleep(sleepTimeMS);
} }
return false; return false;
} }
// Based off of researching microsoft docs and reponses from this question https://stackoverflow.com/questions/30552255/how-to-read-a-bitmap-from-the-windows-clipboard#30552856
// https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfoheader
// Get the byte offset where does the pixels data start (from a packed DIB) // Get the byte offset where does the pixels data start (from a packed DIB)
// REF: https://stackoverflow.com/questions/30552255/how-to-read-a-bitmap-from-the-windows-clipboard#30552856
// REF: https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfoheader
static int GetPixelDataOffset(BITMAPINFOHEADER bih) static int GetPixelDataOffset(BITMAPINFOHEADER bih)
{ {
int offset = 0; int offset = 0;
const unsigned int rgbaSize = sizeof(RGBQUAD); const unsigned int rgbaSize = sizeof(RGBQUAD);
// biSize Specifies the number of bytes required by the structure // NOTE: biSize specifies the number of bytes required by the structure
// We expect to always be 40 because it should be packed // We expect to always be 40 because it should be packed
if (40 == bih.biSize && 40 == sizeof(BITMAPINFOHEADER)) if ((bih.biSize == 40) && (sizeof(BITMAPINFOHEADER) == 40))
{ {
// // NOTE: biBitCount specifies the number of bits per pixel
// biBitCount Specifies the number of bits per pixel.
// Might exist some bit masks *after* the header and *before* the pixel offset // Might exist some bit masks *after* the header and *before* the pixel offset
// we're looking, but only if we have more than // we're looking, but only if we have more than
// 8 bits per pixel, so we need to ajust for that // 8 bits per pixel, so we need to ajust for that
//
if (bih.biBitCount > 8) if (bih.biBitCount > 8)
{ {
// if bih.biCompression is RBG we should NOT offset more // If (bih.biCompression == BI_RGB) we should NOT offset more
if (bih.biCompression == BI_BITFIELDS) if (bih.biCompression == BI_BITFIELDS) offset += 3*rgbaSize;
{ else if (bih.biCompression == BI_ALPHABITFIELDS) offset += 4*rgbaSize; // Not widely supported, but valid
offset += 3 * rgbaSize;
} else if (bih.biCompression == 6 /* BI_ALPHABITFIELDS */)
{
// Not widely supported, but valid.
offset += 4 * rgbaSize;
}
} }
} }
// // NOTE: biClrUsed specifies the number of color indices in the color table that are actually used by the bitmap
// biClrUsed Specifies the number of color indices in the color table that are actually used by the bitmap.
// If this value is zero, the bitmap uses the maximum number of colors // If this value is zero, the bitmap uses the maximum number of colors
// corresponding to the value of the biBitCount member for the compression mode specified by biCompression. // corresponding to the value of the biBitCount member for the compression mode specified by biCompression
// If biClrUsed is nonzero and the biBitCount member is less than 16 // If biClrUsed is nonzero and the biBitCount member is less than 16
// the biClrUsed member specifies the actual number of colors // the biClrUsed member specifies the actual number of colors
// if (bih.biClrUsed > 0) offset += bih.biClrUsed*rgbaSize;
if (bih.biClrUsed > 0) { else
offset += bih.biClrUsed * rgbaSize; {
} else { if (bih.biBitCount < 16) offset = offset + (rgbaSize << bih.biBitCount);
if (bih.biBitCount < 16)
{
offset = offset + (rgbaSize << bih.biBitCount);
}
} }
return bih.biSize + offset; return bih.biSize + offset;
} }
#endif // WIN32_CLIPBOARD_IMPLEMENTATION #endif // WIN32_CLIPBOARD_IMPLEMENTATION
// EOF

View File

@ -1049,14 +1049,14 @@ Image GetClipboardImage(void)
#if defined(SUPPORT_CLIPBOARD_IMAGE) #if defined(SUPPORT_CLIPBOARD_IMAGE)
#if defined(_WIN32) #if defined(_WIN32)
unsigned long long int dataSize = 0; unsigned long long int dataSize = 0;
void *fileData = NULL; void *bmpData = NULL;
int width = 0; int width = 0;
int height = 0; int height = 0;
fileData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize); bmpData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize);
if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data."); if (bmpData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data.");
else image = LoadImageFromMemory(".bmp", (const unsigned char *)fileData, (int)dataSize); else image = LoadImageFromMemory(".bmp", (const unsigned char *)bmpData, (int)dataSize);
#else #else
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
#endif #endif

View File

@ -1469,7 +1469,7 @@ int InitPlatform(void)
if (!eglChooseConfig(platform.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs)) if (!eglChooseConfig(platform.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError()); TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
free(configs); RL_FREE(configs);
return -1; return -1;
} }

View File

@ -4,13 +4,12 @@
* *
* FEATURES: * FEATURES:
* - NO external dependencies, all required libraries included with raylib * - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * - Multiplatform: Windows, Linux, macOS, FreeBSD, Web, Android, Raspberry Pi, DRM native...
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5
* - Written in plain C code (C99) in PascalCase/camelCase notation * - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile) * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Custom OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts) * - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Many texture formats supportted, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps * - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF) * - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
@ -26,10 +25,9 @@
* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [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) * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
* *
* DEPENDENCIES (included): * DEPENDENCIES:
* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input * [rcore] Depends on the selected platform backend, check rcore.c header for details
* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input * [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL extensions loading
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
* *
* OPTIONAL DEPENDENCIES (included): * OPTIONAL DEPENDENCIES (included):
@ -41,6 +39,7 @@
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms * [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation * [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
* [rtextures] rl_gputex (Ramon Santamaria) for GPU-compressed texture formats
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading * [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing * [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
@ -1102,7 +1101,7 @@ RLAPI void SetTraceLogLevel(int logLevel); // Set the curre
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
// Memory management, using internal allocators // Memory management, using internal allocators
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free RLAPI void MemFree(void *ptr); // Internal memory free

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@ -164,13 +164,19 @@ typedef struct Matrix {
#endif #endif
// NOTE: Helper types to be used instead of array return types for *ToFloat functions // NOTE: Helper types to be used instead of array return types for *ToFloat functions
#if !defined(RL_FLOAT3_TYPE)
typedef struct float3 { typedef struct float3 {
float v[3]; float v[3];
} float3; } float3;
#define RL_FLOAT3_TYPE
#endif
#if !defined(RL_FLOAT16_TYPE)
typedef struct float16 { typedef struct float16 {
float v[16]; float v[16];
} float16; } float16;
#define RL_FLOAT16_TYPE
#endif
#include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf() #include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()

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@ -17,19 +17,23 @@
* - Linux (X11/Wayland desktop mode) * - Linux (X11/Wayland desktop mode)
* - macOS/OSX (x64, arm64) * - macOS/OSX (x64, arm64)
* - Others (not tested) * - Others (not tested)
* > PLATFORM_WEB_RGFW: * > PLATFORM_DESKTOP_WIN32 (native Win32):
* - Windows (Win32, Win64)
* > PLATFORM_WEB (GLFW + Emscripten):
* - HTML5 (WebAssembly) * - HTML5 (WebAssembly)
* > PLATFORM_WEB: * > PLATFORM_WEB_EMSCRIPTEN (Emscripten):
* - HTML5 (WebAssembly) * - HTML5 (WebAssembly)
* > PLATFORM_DRM: * > PLATFORM_WEB_RGFW (Emscripten):
* - HTML5 (WebAssembly)
* > PLATFORM_DRM (native DRM):
* - Raspberry Pi 0-5 (DRM/KMS) * - Raspberry Pi 0-5 (DRM/KMS)
* - Linux DRM subsystem (KMS mode) * - Linux DRM subsystem (KMS mode)
* > PLATFORM_ANDROID: * - Embedded devices (with GPU)
* > PLATFORM_ANDROID (native NDK):
* - Android (ARM, ARM64) * - Android (ARM, ARM64)
* > PLATFORM_DESKTOP_WIN32 (Native Win32):
* - Windows (Win32, Win64)
* > PLATFORM_MEMORY * > PLATFORM_MEMORY
* - Memory framebuffer output, using software renderer, no OS required * - Memory framebuffer output, using software renderer, no OS required
*
* CONFIGURATION: * CONFIGURATION:
* #define SUPPORT_DEFAULT_FONT (default) * #define SUPPORT_DEFAULT_FONT (default)
* Default font is loaded on window initialization to be available for the user to render simple text * Default font is loaded on window initialization to be available for the user to render simple text
@ -277,7 +281,7 @@
#define FILE_FILTER_TAG_DIR_ONLY "DIR*" // Filter to include directories on directory scan #define FILE_FILTER_TAG_DIR_ONLY "DIR*" // Filter to include directories on directory scan
#endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx() #endif // NOTE: Used in ScanDirectoryFiles(), LoadDirectoryFilesEx() and GetDirectoryFileCountEx()
// Flags operation macros // Flags bitwise operation macros
#define FLAG_SET(n, f) ((n) |= (f)) #define FLAG_SET(n, f) ((n) |= (f))
#define FLAG_CLEAR(n, f) ((n) &= ~(f)) #define FLAG_CLEAR(n, f) ((n) &= ~(f))
#define FLAG_TOGGLE(n, f) ((n) ^= (f)) #define FLAG_TOGGLE(n, f) ((n) ^= (f))

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@ -204,9 +204,9 @@
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
// We reduce memory sizes for embedded systems (RPI and HTML5) // Reducing memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap, // NOTE: On HTML5 (emscripten) this is allocated on heap,
// by default it's only 16MB!...just take care... // by default heap is only 16MB!...just take care...
#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048
#endif #endif
#endif #endif
@ -1277,7 +1277,7 @@ void rlTranslatef(float x, float y, float z)
matTranslation.m13 = y; matTranslation.m13 = y;
matTranslation.m14 = z; matTranslation.m14 = z;
// NOTE: We transpose matrix with multiplication order // NOTE: Transposing matrix by multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix);
} }
@ -1322,7 +1322,7 @@ void rlRotatef(float angle, float x, float y, float z)
matRotation.m14 = 0.0f; matRotation.m14 = 0.0f;
matRotation.m15 = 1.0f; matRotation.m15 = 1.0f;
// NOTE: We transpose matrix with multiplication order // NOTE: Transposing matrix by multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix);
} }
@ -1336,7 +1336,7 @@ void rlScalef(float x, float y, float z)
matScale.m5 = y; matScale.m5 = y;
matScale.m10 = z; matScale.m10 = z;
// NOTE: We transpose matrix with multiplication order // NOTE: Transposing matrix by multiplication order
*RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix);
} }
@ -1418,7 +1418,6 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
#endif #endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates) // 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) void rlViewport(int x, int y, int width, int height)
{ {
glViewport(x, y, width, height); glViewport(x, y, width, height);
@ -1529,9 +1528,9 @@ void rlVertex3f(float x, float y, float z)
tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; 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 // WARNING: Be careful with primitives breaking 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 // 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 // Checking 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.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{ {
if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
@ -1539,7 +1538,7 @@ void rlVertex3f(float x, float y, float z)
{ {
// Reached the maximum number of vertices for RL_LINES drawing // Reached the maximum number of vertices for RL_LINES drawing
// Launch a draw call but keep current state for next vertices comming // Launch a draw call but keep current state for next vertices comming
// NOTE: We add +1 vertex to the check for security // NOTE: Adding +1 vertex to the check for some safety
rlCheckRenderBatchLimit(2 + 1); rlCheckRenderBatchLimit(2 + 1);
} }
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) &&
@ -1659,7 +1658,7 @@ void rlSetTexture(unsigned int id)
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
rlDisableTexture(); rlDisableTexture();
#else #else
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts // NOTE: If quads batch limit is reached, force a draw call and next batch starts
if (RLGL.State.vertexCounter >= if (RLGL.State.vertexCounter >=
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
{ {
@ -2485,7 +2484,7 @@ void rlLoadExtensions(void *loader)
const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB) const char **extList = (const char **)RL_CALLOC(512, sizeof(const char *)); // Allocate 512 strings pointers (2 KB)
const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string
// NOTE: We have to duplicate string because glGetString() returns a const string // NOTE: String duplication rquired because glGetString() returns a const string
int extensionsLength = (int)strlen(extensions); // Get extensions string size in bytes int extensionsLength = (int)strlen(extensions); // Get extensions string size in bytes
char *extensionsDup = (char *)RL_CALLOC(extensionsLength + 1, sizeof(char)); // Allocate space for copy with additional EOL byte char *extensionsDup = (char *)RL_CALLOC(extensionsLength + 1, sizeof(char)); // Allocate space for copy with additional EOL byte
strncpy(extensionsDup, extensions, extensionsLength); strncpy(extensionsDup, extensions, extensionsLength);
@ -2970,19 +2969,20 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
} }
// Draw render batch // Draw render batch
// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) // NOTE: Batch is reseted and current buffer is updated (for multi-buffer config)
void rlDrawRenderBatch(rlRenderBatch *batch) void rlDrawRenderBatch(rlRenderBatch *batch)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Update batch vertex buffers // Update batch vertex buffers
//------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) // 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 there is no need to re-upload data to GPU,
// a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
if (RLGL.State.vertexCounter > 0) if (RLGL.State.vertexCounter > 0)
{ {
// Activate elements VAO // Activate elements VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
// TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU,
// a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
// Vertex positions buffer // Vertex positions buffer
glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
@ -3006,18 +3006,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// NOTE: glMapBuffer() causes sync issue // NOTE: glMapBuffer() causes sync issue
// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job // 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() // To avoid waiting (idle), glBufferData() can bee called first with NULL pointer before glMapBuffer()
// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new // Doing 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 // allocated pointer immediately even if GPU is still working with the previous data
// Another option: map the buffer object into client's memory // 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);
// batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); //if (batch->vertexBuffer[batch->currentBuffer].vertices)
// if (batch->vertexBuffer[batch->currentBuffer].vertices) //{
// { // Update vertex data
// Update vertex data //}
// } //glUnmapBuffer(GL_ARRAY_BUFFER);
// glUnmapBuffer(GL_ARRAY_BUFFER);
// Unbind the current VAO // Unbind the current VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(0); if (RLGL.ExtSupported.vao) glBindVertexArray(0);
@ -3132,7 +3131,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
else else
{ {
#if defined(GRAPHICS_API_OPENGL_33) #if defined(GRAPHICS_API_OPENGL_33)
// We need to define the number of indices to be processed: elementCount*6 // The number of indices to be processed needs to be defined: elementCount*6
// NOTE: The final parameter tells the GPU the offset in bytes from the // 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 // 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))); glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
@ -3233,7 +3232,7 @@ bool rlCheckRenderBatchLimit(int vCount)
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
// Restore state of last batch so we can continue adding vertices // Restore state of last batch so new vertices can be added
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode;
RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture;
} }
@ -3395,7 +3394,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
} }
#endif #endif
// At this point we have the texture loaded in GPU and texture parameters configured // At this point texture is loaded in GPU and texture parameters configured
// NOTE: If mipmaps were not in data, they are not generated automatically // NOTE: If mipmaps were not in data, they are not generated automatically
@ -3416,10 +3415,10 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; } if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return id; }
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// In case depth textures not supported, we force renderbuffer usage // In case depth textures were not supported, force renderbuffer usage
if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true;
// NOTE: We let the implementation to choose the best bit-depth // NOTE: Letting the implementation to choose the best bit-depth
// Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F
unsigned int glInternalFormat = GL_DEPTH_COMPONENT; unsigned int glInternalFormat = GL_DEPTH_COMPONENT;
@ -3565,7 +3564,7 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mi
} }
// Update already loaded texture in GPU with new data // Update already loaded texture in GPU with new data
// NOTE: We don't know safely if internal texture format is the expected one... // WARNING: Not possible to 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) void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
{ {
glBindTexture(GL_TEXTURE_2D, id); glBindTexture(GL_TEXTURE_2D, id);
@ -3699,7 +3698,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glBindTexture(GL_TEXTURE_2D, id); glBindTexture(GL_TEXTURE_2D, id);
// NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) // NOTE: Using texture id, some texture info can be retrieved (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 // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE
//int width, height, format; //int width, height, format;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
@ -3742,7 +3741,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
// Attach our texture to FBO // Attach our texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); 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 // Reading data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1); pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
@ -3778,12 +3777,12 @@ unsigned char *rlReadScreenPixels(int width, int height)
{ {
unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); unsigned char *imgData = (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: 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! // WARNING: Getting alpha channel! Be careful, it can be transparent if not cleared properly!
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
// Flip image vertically! // Flip image vertically
// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! // NOTE: Alpha value has already been applied to RGB in framebuffer, not needed anymore
for (int y = height - 1; y >= height/2; y--) for (int y = height - 1; y >= height/2; y--)
{ {
for (int x = 0; x < (width*4); x += 4) for (int x = 0; x < (width*4); x += 4)
@ -3904,13 +3903,13 @@ void rlUnloadFramebuffer(unsigned int id)
{ {
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) #if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
// Query depth attachment to automatically delete texture/renderbuffer // Query depth attachment to automatically delete texture/renderbuffer
int depthType = 0, depthId = 0; int depthType = 0;
glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); 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 // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
// REF: https://registry.khronos.org/webgl/specs/latest/1.0/ // REF: https://registry.khronos.org/webgl/specs/latest/1.0/
int depthId = 0;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
unsigned int depthIdU = (unsigned int)depthId; unsigned int depthIdU = (unsigned int)depthId;
@ -4190,15 +4189,15 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
else fragmentShaderId = RLGL.State.defaultFShaderId; else 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 // In case vertex and fragment shader are the default ones, no need to recompile, just assign the default shader program id
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
else if ((vertexShaderId > 0) && (fragmentShaderId > 0)) else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
{ {
// One of or both shader are new, we need to compile a new shader program // One of or both shader are new, a new shader program needs to be compiled
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
// We can detach and delete vertex/fragment shaders (if not default ones) // Detaching and deleting vertex/fragment shaders (if not default ones)
// NOTE: We detach shader before deletion to make sure memory is freed // WARNING: Detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId) if (vertexShaderId != RLGL.State.defaultVShaderId)
{ {
// WARNING: Shader program linkage could fail and returned id is 0 // WARNING: Shader program linkage could fail and returned id is 0
@ -4212,10 +4211,10 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
glDeleteShader(fragmentShaderId); glDeleteShader(fragmentShaderId);
} }
// In case shader program loading failed, we assign default shader // In case shader program loading failed, assign default shader
if (id == 0) if (id == 0)
{ {
// In case shader loading fails, we return the default shader // In case shader loading fails, reassigning default shader
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
id = RLGL.State.defaultShaderId; id = RLGL.State.defaultShaderId;
} }
@ -4737,9 +4736,9 @@ Matrix rlGetMatrixTransform(void)
Matrix mat = rlMatrixIdentity(); Matrix mat = rlMatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// TODO: Consider possible transform matrices in the RLGL.State.stack // 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(); //Matrix matStackTransform = rlMatrixIdentity();
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
mat = RLGL.State.transform; mat = RLGL.State.transform;
#endif #endif
return mat; return mat;