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-rw-r--r--include/hoxml.h1497
-rw-r--r--include/raylib.h1708
-rw-r--r--include/raymath.h2941
-rw-r--r--include/raytmx.h4815
-rw-r--r--include/rlgl.h5262
-rw-r--r--lib/libraylib.abin0 -> 2798172 bytes
l---------lib/libraylib.so1
-rwxr-xr-xlib/libraylib.so.5.5.0bin0 -> 2032336 bytes
l---------lib/libraylib.so.5501
9 files changed, 16225 insertions, 0 deletions
diff --git a/include/hoxml.h b/include/hoxml.h
new file mode 100644
index 0000000..d7addec
--- /dev/null
+++ b/include/hoxml.h
@@ -0,0 +1,1497 @@
+/*
+Copyright (c) 2024-2025 Luke Philipsen
+
+Permission to use, copy, modify, and/or distribute this software for
+any purpose with or without fee is hereby granted.
+
+THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL
+WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES
+OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE
+FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY
+DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN
+AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
+OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+*/
+
+/* Usage
+
+ Do this:
+ #define HOXML_IMPLEMENTATION
+ before you include this file in *one* C or C++ file to create the implementation.
+
+ You can define HOXML_DECL with
+ #define HOXML_DECL static
+ or
+ #define HOXML_DECL extern
+ to specify hoxml function declarations as static or extern, respectively.
+ The default specifier is extern.
+*/
+
+#ifndef HOXML_H
+ #define HOXML_H
+
+#include <stdlib.h> /* strtoul() */
+#include <string.h> /* memcpy(), memset(), NULL, size_t */
+
+#ifndef HOXML_DECL
+ #define HOXML_DECL
+#endif /* HOXML_DECL */
+
+#ifdef __cplusplus
+ extern "C" {
+#endif /* __cpluspus */
+
+/***************/
+/* Definitions */
+
+/**
+ * Error and token codes returned after parsing.
+ */
+typedef enum {
+ HOXML_ERROR_INVALID_INPUT = -9, /**< One or more parameter passed to hoxml was unacceptable. */
+ HOXML_ERROR_INTERNAL = -8, /**< There's a bug in hoxml and parsing must halt. */
+ HOXML_ERROR_INSUFFICIENT_MEMORY = -7, /**< Initialization or continued parsing require more memory. */
+ HOXML_ERROR_UNEXPECTED_EOF = -6, /**< Reached the end of the XML content before the end of the document. */
+ HOXML_ERROR_SYNTAX = -5, /**< Syntax error (e.g. "<element<"). */
+ HOXML_ERROR_ENCODING = -4, /**< Character encoding error or contradiction. */
+ HOXML_ERROR_TAG_MISMATCH = -3, /**< Close tag does not match the open tag (e.g. "<tag>" followed by "</tga>"). */
+ HOXML_ERROR_INVALID_DOCUMENT_TYPE_DECLARATION = -2, /**< <!DOCTYPE> declaration not before the root element. */
+ HOXML_ERROR_INVALID_DOCUMENT_DECLARATION = -1, /**< <?xml?> declaration not before the root element. */
+ HOXML_END_OF_DOCUMENT = 0, /**< The root element has been closed, parsing is done. */
+ HOXML_ELEMENT_BEGIN, /**< A new element/tag began and its name is available. */
+ HOXML_ELEMENT_END, /**< An element was closed, </tag> or <tag/>, and its name and content are available. */
+ HOXML_ATTRIBUTE, /**< An attribute's value, its name, and its element are available. */
+ HOXML_PROCESSING_INSTRUCTION_BEGIN, /**< A processing instruction began and its target is available. */
+ HOXML_PROCESSING_INSTRUCTION_END /**< A processing instruction ended and its content is available. */
+} hoxml_code_t;
+
+/**
+ * Holds context and state information needed by hoxml. Some of this information is public and holds the data parsed
+ * from XML content (element names, attribute names and values, etc.) but some is private and only makes sense to hoxml.
+ */
+typedef struct {
+ /* Public */
+ char* tag; /**< Holds the name of the open or just-closed tag, or processing instruction target. */
+ char* attribute; /**< Holds the current attribute's name. */
+ char* value; /**< Holds the current attribute's value. */
+ char* content; /**< Holds the current element's content. This means all character data found, including spaces. */
+ int line; /**< The line currently being parsed. Lines are determined by line feeds and carriage returns. */
+ int column; /**< The column, on the current line, of the character last parsed. */
+ int depth; /**< The nested level of elements. Assigned with the level in which the element was found. */
+
+ /* Private (for internal use) */
+ int is_initialized; /* Set to 1, or true, by hoxml_init() and indicates this context is safe to use */
+ const char* xml; /* XML content to be parsed */
+ size_t xml_length; /* Length of the XML content to parse */
+ int encoding; /* Character encoding of the XML content */
+ const char* iterator; /* Pointer to the character in the XML content being parsed */
+ char* buffer; /* Memory allocated for hoxml to use */
+ size_t buffer_length; /* Amount of memory allocated for hoxml */
+ char* reference_start; /* Pointer to a location on the stack where a reference entity string (e.g "&lt;") began */
+ char* stack; /* Pointer to the current node in the stack-like structure of elements */
+ int state; /* Current parsing state, determines which characters are acceptable and when to return */
+ int post_state; /* When not "none" this indicates a post-state that has a cleanup step */
+ int return_state; /* State to return to after the processing of a comment or reference has finished */
+ int error_return_state; /* State to return to after recovering from an error */
+ unsigned long stream; /* Holds the current character, whole or partial. May contain bytes from different strings. */
+ size_t stream_length; /* Length of the 'stream' variable in bytes */
+ unsigned newline_character; /* The character used to increment the 'line' variable, \r or \n */
+} hoxml_context_t;
+
+/**
+ * Sets up the hoxml context object to begin parsing. Following this, call hoxml_parse() until
+ * HOXML_END_OF_DOCUMENT or one of the error values is returned.
+ *
+ * @param context Pointer to an allocated hoxml context object. This instance will be modified.
+ * @param buffer A pointer to some contiguous block of memory for hoxml to use. This will also be modified, frequently.
+ * @param buffer_length The length, in bytes, of the buffer handed to hoxml as the 'buffer' parameter.
+ */
+HOXML_DECL void hoxml_init(hoxml_context_t* context, void* buffer, size_t buffer_length);
+
+/**
+ * Instruct hoxml to use a new buffer. This maintains the current state of parsing meaning that the next call to
+ * hoxml_parse() will continue none the wiser.
+ * The buffer must have a length greater than the current buffer and both buffers must be allocated at the time this
+ * function is called. Once it returns, the original buffer may and should be freed.
+ *
+ * @param context An initialized hoxml context object.
+ * @param buffer A pointer to a new, contiguous block of memory for hoxml to use.
+ * @param buffer_length The length, in bytes, of the buffer handed to hoxml as the 'buffer' parameter.
+ */
+HOXML_DECL void hoxml_realloc(hoxml_context_t* context, void* buffer, size_t buffer_length);
+
+/**
+ * Begin or continue parsing the given XML content string.
+ * The XML content string does not need to contain the content in its entirety. If hoxml finds a null terminator or
+ * parses up to the indicated length of the content, HOXML_ERROR_UNEXPECTED_EOF is returned and parsing will cease.
+ * However, this error is recoverable and parsing will continue if the next call to hoxml_parse() passes a new XML
+ * content string, using the same pointer or not.
+ *
+ * @param context An initialized hoxml context object. This should be treated as read-only until parsing is done.
+ * @param xml XML content as an encoded string. Supported character encodings include ASCII, UTF-8, and UTF-16(BE|LE).
+ * @param xml_length Length of the XML content in bytes.
+ * @return A code indicating what information from the XML content is available or an error.
+ */
+HOXML_DECL hoxml_code_t hoxml_parse(hoxml_context_t* context, const char* xml, size_t xml_length);
+
+#ifdef __cplusplus
+ }
+#endif /* __cplusplus */
+
+#ifdef HOXML_IMPLEMENTATION
+
+/******************/
+/* Implementation */
+
+enum {
+ /* Current parser states */
+ HOXML_STATE_ERROR_INTERNAL = -8,
+ HOXML_STATE_ERROR_INSUFFICIENT_MEMORY = -7,
+ HOXML_STATE_ERROR_UNEXPECTED_EOF = -6,
+ HOXML_STATE_ERROR_SYNTAX = -5,
+ HOXML_STATE_ERROR_ENCODING = -4,
+ HOXML_STATE_ERROR_TAG_MISMATCH = -3,
+ HOXML_STATE_ERROR_INVALID_DOCUMENT_TYPE_DECLARATION = -2,
+ HOXML_STATE_ERROR_INVALID_DOCUMENT_DECLARATION = -1,
+ HOXML_STATE_NONE = 0,
+ HOXML_STATE_UTF8_BOM1,
+ HOXML_STATE_UTF8_BOM2,
+ HOXML_STATE_UTF16BE_BOM,
+ HOXML_STATE_UTF16LE_BOM,
+ HOXML_STATE_TAG_BEGIN,
+ HOXML_STATE_TAG_END,
+ HOXML_STATE_ELEMENT_NAME1,
+ HOXML_STATE_ELEMENT_NAME2,
+ HOXML_STATE_ATTRIBUTE_NAME1,
+ HOXML_STATE_ATTRIBUTE_NAME2,
+ HOXML_STATE_ATTRIBUTE_ASSIGNMENT,
+ HOXML_STATE_ATTRIBUTE_VALUE,
+ HOXML_STATE_OPEN_TAG,
+ HOXML_STATE_COMMENT_CDATA_OR_DTD_BEGIN,
+ HOXML_STATE_COMMENT_BEGIN,
+ HOXML_STATE_COMMENT,
+ HOXML_STATE_COMMENT_END1,
+ HOXML_STATE_COMMENT_END2,
+ HOXML_STATE_CDATA_BEGIN1,
+ HOXML_STATE_CDATA_BEGIN2,
+ HOXML_STATE_CDATA_BEGIN3,
+ HOXML_STATE_CDATA_BEGIN4,
+ HOXML_STATE_CDATA_BEGIN5,
+ HOXML_STATE_CDATA_BEGIN6,
+ HOXML_STATE_CDATA_CONTENT,
+ HOXML_STATE_CDATA_END1,
+ HOXML_STATE_CDATA_END2,
+ HOXML_STATE_REFERENCE_BEGIN,
+ HOXML_STATE_REFERENCE_ENTITY,
+ HOXML_STATE_REFERENCE_NUMERIC,
+ HOXML_STATE_REFERENCE_HEX,
+ HOXML_STATE_PROCESSING_INSTRUCTION_BEGIN,
+ HOXML_STATE_PROCESSING_INSTRUCTION_TARGET1,
+ HOXML_STATE_PROCESSING_INSTRUCTION_TARGET2,
+ HOXML_STATE_PROCESSING_INSTRUCTION_CONTENT,
+ HOXML_STATE_PROCESSING_INSTRUCTION_END,
+ HOXML_STATE_DTD_BEGIN1,
+ HOXML_STATE_DTD_BEGIN2,
+ HOXML_STATE_DTD_BEGIN3,
+ HOXML_STATE_DTD_BEGIN4,
+ HOXML_STATE_DTD_BEGIN5,
+ HOXML_STATE_DTD_BEGIN6,
+ HOXML_STATE_DTD_BEGIN7,
+ HOXML_STATE_DTD_BEGIN8,
+ HOXML_STATE_DTD_NAME,
+ HOXML_STATE_DTD_CONTENT,
+ HOXML_STATE_DTD_OPEN_BRACKET,
+ HOXML_STATE_DONE,
+ /* Post (i.e. after) parser states indicating actions to take on the next call to hoxml_parse() */
+ HOXML_POST_STATE_TAG_END,
+ HOXML_POST_STATE_ATTRIBUTE_END,
+};
+
+enum {
+ HOXML_FLAG_END_TAG = 1, /* The node is a dedicated end tag (not an empty element) */
+ HOXML_FLAG_EMPTY_ELEMENT = 2, /* The node is an empty element */
+ HOXML_FLAG_PROCESSING_INSTRUCTION = 4, /* The node is a processing instruction */
+ HOXML_FLAG_DOUBLE_QUOTE = 8, /* The value string being parsed was opened with a double quote (") */
+ HOXML_FLAG_TERMINATED = 16, /* The node's current string (tag, attribute, etc.) is null terminated */
+ HOXML_FLAG_BEGUN = 32, /* The "element begun" code was already returned for this node */
+ HOXML_FLAG_INCREMENT_DEPTH = 64, /* Context object's depth value should increase by one next hoxml_parse() */
+ HOXML_FLAG_DECREMENT_DEPTH = 128 /* Context object's depth value should decrease by one next hoxml_parse() */
+};
+
+enum {
+ HOXML_ENC_UNKNOWN = 0, /* The character encoding is unknown. UTF-8 is assumed. */
+ HOXML_ENC_UTF_8, /* Variable-length encoding (8, 16, 24, or 32 bits) compatible with ASCII */
+ HOXML_ENC_UTF_16_LE, /* Variable-length encoding (16 or 32 bits), little-endian variant */
+ HOXML_ENC_UTF_16_BE /* Variable-lenght encoding (16 or 32 bits), big-endian variant */
+};
+
+enum {
+ HOXML_CASE_SENSITIVE = 0, /* Cases must match. 'A' == 'a' -> false. */
+ HOXML_CASE_INSENSITIVE /* Cases need not match. 'A' == 'a' -> true. */
+};
+
+enum {
+ HOXML_REF_TYPE_ENTITY = 0, /* Predefined strings representing known, problematic characters (e.g. '<') */
+ HOXML_REF_TYPE_NUMERIC, /* A value of a character given as a decimal number */
+ HOXML_REF_TYPE_HEX /* A value of a character given as a hexadecimal number */
+};
+
+struct _hoxml_node_t;
+typedef struct _hoxml_node_t {
+ struct _hoxml_node_t* parent; /* Points to the parent node, or NULL if this is the root */
+ char* end; /* Points to the last byte of this node's data */
+ int flags; /* May contain any number of the flags defined in hoxml_node_flags */
+ char tag; /* Where the tag string will be stored in the buffer, must be defined last */
+} hoxml_node_t;
+
+typedef struct {
+ unsigned encoded; /* Character as it appeared in the content. In other words, the original, encoded character. */
+ unsigned codepoint; /* Unicode codepoint of the character. In other words, the decoded character. */
+ size_t bytes; /* Number of eight-bit bytes of the encoded character, in the [1, 4] range */
+} hoxml_character_t;
+
+#ifndef UINT32_MAX /* Defined in stdint.h with later revisions of C and C++ but not for some earlier ones */
+ #define UINT32_MAX (0xffffffff)
+#endif
+#define HOXML_STACK ((hoxml_node_t*)context->stack)
+#define HOXML_TO_LOWER(c) (c >= 'A' && c <= 'Z' ? c + 32 : c)
+#define HOXML_IS_NEW_LINE(c) (c == 0x0A || c == 0x0D)
+#define HOXML_IS_WHITESPACE(c) (c == 0x20 || c == 0x09 || HOXML_IS_NEW_LINE(c))
+#define HOXML_IS_ASCII_CHAR(c) (c >= 0x21 && c <= 0x7F)
+#define HOXML_IS_CHAR_DATA(c) (c != '<' && c != '&')
+#define HOXML_IS_ALPHA(c) ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z'))
+#define HOXML_IS_NUMERIC(c) (c >= '0' && c <= '9')
+#define HOXML_IS_NAME_START_CHAR(c) (HOXML_IS_ALPHA(c) || c == ':' || c == '_' || (c >= 0xC0 && c <= 0xD6) || \
+ (c >= 0xD8 && c <= 0xF6) || c >= 0xF8)
+#define HOXML_IS_NAME_CHAR(c) (HOXML_IS_NAME_START_CHAR(c) || c == '-' || c == '.'|| HOXML_IS_NUMERIC(c))
+#define HOXML_IS_HEX_CHAR(c) (HOXML_IS_NUMERIC(c) || (c >= 'a' && c <= 'f') || (c >= 'A' && c <= 'F'))
+#define HOXML_IS_VALUE_CHAR_DATA(f, c) (HOXML_IS_CHAR_DATA(c) && ((f & HOXML_FLAG_DOUBLE_QUOTE && c != '"') || \
+ c != '\''))
+
+void hoxml_push_stack(hoxml_context_t* context);
+void hoxml_pop_stack(hoxml_context_t* context);
+void hoxml_append_character(hoxml_context_t* context, hoxml_character_t c);
+void hoxml_append_terminator(hoxml_context_t* context);
+void hoxml_end_reference(hoxml_context_t* context, int type);
+void hoxml_begin_tag(hoxml_context_t* context);
+hoxml_code_t hoxml_end_tag(hoxml_context_t* context);
+int hoxml_post_state_cleanup(hoxml_context_t* context);
+hoxml_character_t hoxml_decode_character(const char* str, size_t str_length, int encoding);
+hoxml_character_t hoxml_encode_character(unsigned codepoint, int encoding);
+char* hoxml_to_ascii(const char* str, int encoding);
+size_t hoxml_strlen(const char* str, int encoding);
+int hoxml_strcmp(const char* str1, int encoding1, const char* str2, int encoding2, int sensitivity);
+const char* hoxml_strstr(const char* haystack, int haystack_encoding, const char* needle, int needle_encoding,
+ int sensitivity);
+#ifdef HOXML_DEBUG
+ #include <stdio.h> /* printf() */
+ #define HOXML_LOG_STATE(s) printf("%s\n", s);
+#else
+ #define HOXML_LOG_STATE(s)
+#endif
+
+HOXML_DECL void hoxml_init(hoxml_context_t* context, void* buffer, size_t buffer_length) {
+ if (context == NULL || buffer == NULL || buffer_length <= 0)
+ return;
+
+ memset(context, 0, sizeof(hoxml_context_t)); /* Assign all values of the context to zero */
+ context->buffer = (char*)buffer; /* Use the provided buffer */
+ context->buffer_length = buffer_length; /* Remember the length of the provided buffer */
+ context->line = 1; /* This is meant to be human-readable and humans begin counting at one */
+ context->is_initialized = 1;
+ memset(buffer, 0, buffer_length); /* Fill the buffer with zeroes */
+}
+
+HOXML_DECL void hoxml_realloc(hoxml_context_t* context, void* buffer, size_t buffer_length) {
+ if (context == NULL || context->is_initialized == 0 || buffer == NULL || buffer_length <= context->buffer_length)
+ return;
+
+ /* Reassign the end and parent pointers of each node, beginning at the tail and iterate to the head */
+ hoxml_node_t* node = HOXML_STACK;
+ while (node != NULL) {
+ hoxml_node_t* parent = node->parent;
+ node->end = (char*)buffer + (node->end - context->buffer);
+ if (node->parent != NULL)
+ node->parent = (hoxml_node_t*)((char*)buffer + ((char*)node->parent - context->buffer));
+ node = parent;
+ }
+
+ /* Use offsets from the original buffer pointer to reassign pointers such that they now point to the new buffer */
+ if (context->tag != NULL)
+ context->tag = (char*)buffer + (context->tag - context->buffer);
+ if (context->attribute != NULL)
+ context->attribute = (char*)buffer + (context->attribute - context->buffer);
+ if (context->value != NULL)
+ context->value = (char*)buffer + (context->value - context->buffer);
+ if (context->content != NULL)
+ context->content = (char*)buffer + (context->content - context->buffer);
+ if (context->reference_start != NULL)
+ context->reference_start = (char*)buffer + (context->reference_start - context->buffer);
+ if (context->stack != NULL)
+ context->stack = (char*)buffer + (context->stack - context->buffer);
+
+ memset(buffer, 0, buffer_length); /* Fill the new buffer with zeroes */
+ memcpy(buffer, context->buffer, context->buffer_length); /* Copy the entire, current buffer to the new buffer */
+ context->buffer = (char*)buffer;
+ context->buffer_length = buffer_length;
+
+ if (context->state == HOXML_STATE_ERROR_INSUFFICIENT_MEMORY) {
+ context->state = context->error_return_state;
+ context->error_return_state = HOXML_STATE_NONE;
+ }
+}
+
+HOXML_DECL hoxml_code_t hoxml_parse(hoxml_context_t* context, const char* xml, const size_t xml_length) {
+ if (context == NULL || context->is_initialized == 0 || xml == NULL || xml_length == 0)
+ return HOXML_ERROR_INVALID_INPUT;
+
+ if (HOXML_STACK != NULL) {
+ if (HOXML_STACK->flags & HOXML_FLAG_INCREMENT_DEPTH) { /* If an element began, increasing nesting */
+ context->depth += 1;
+ HOXML_STACK->flags &= ~HOXML_FLAG_INCREMENT_DEPTH; /* Clear the flag */
+ }
+
+ if (HOXML_STACK->flags & HOXML_FLAG_DECREMENT_DEPTH) { /* If an element ended, decreasing nesting */
+ context->depth -= 1;
+ HOXML_STACK->flags &= ~HOXML_FLAG_DECREMENT_DEPTH; /* Clear the flag */
+ }
+ }
+
+ switch (context->state) {
+ /* Two errors are recoverable: HOXML_ERROR_INSUFFICIENT_MEMORY and HOXML_ERROR_UNEXPECTED_EOF. The former can */
+ /* be recovered by assigning a new buffer with hoxml_realloc(). The latter can be recovered by passing a new */
+ /* XML content string to hoxml_parse() so we'll check for one before concluding we're still in error. */
+ case HOXML_STATE_ERROR_UNEXPECTED_EOF: {
+ /* Try to decode a character, or remainder of a character, at the beginning of this hopefully-new string */
+ unsigned long stream = context->stream;
+ /* Calculate the number of bytes to copy into the 'stream' variable from the hopefully-new string. We */
+ /* want 4 bytes, or whatever is available. */
+ size_t bytes_to_copy = 4;
+ if (bytes_to_copy > xml_length)
+ bytes_to_copy = xml_length;
+ if (context->stream_length > 0) {
+ /* Adjust the number of bytes to copy to account for possible bytes from a previous string */
+ bytes_to_copy -= context->stream_length;
+ /* Append the new bytes to the previous one(s) */
+ memcpy((char*)&stream + context->stream_length, xml, bytes_to_copy);
+ }
+ else {
+ /* Copy to the 'stream' under the assumption that all of it can be overwritten */
+ memcpy(&stream, xml, bytes_to_copy);
+ }
+ hoxml_character_t c = hoxml_decode_character((const char*)&stream, xml_length, context->encoding);
+ /* If the character is the equivalent of a null terminator or there was not enough data */
+ if (c.codepoint == 0 || c.codepoint == UINT32_MAX)
+ return HOXML_ERROR_UNEXPECTED_EOF;
+ context->state = context->error_return_state;
+ context->error_return_state = HOXML_STATE_NONE;
+ /* Note: there is a check for a change in the input pointer a little further down */
+ } break;
+ case HOXML_STATE_DONE: return HOXML_END_OF_DOCUMENT;
+ case HOXML_STATE_ERROR_INTERNAL: return HOXML_ERROR_INTERNAL;
+ case HOXML_STATE_ERROR_INSUFFICIENT_MEMORY: return HOXML_ERROR_INSUFFICIENT_MEMORY;
+ case HOXML_STATE_ERROR_SYNTAX: return HOXML_ERROR_SYNTAX;
+ case HOXML_STATE_ERROR_ENCODING: return HOXML_ERROR_ENCODING;
+ case HOXML_STATE_ERROR_TAG_MISMATCH: return HOXML_ERROR_TAG_MISMATCH;
+ case HOXML_STATE_ERROR_INVALID_DOCUMENT_DECLARATION: return HOXML_ERROR_INVALID_DOCUMENT_DECLARATION;
+ }
+
+ /* A handful of cases leave the context in an intermediary state. This allows the caller to have access to things */
+ /* like the tag's name, an attribute's value, etc. but that old data may now need to be cleaned up. */
+ if (hoxml_post_state_cleanup(context)) /* If the cleanup process found the document ended */
+ return HOXML_END_OF_DOCUMENT;
+
+ /* If the pointer to the XML content string has changed */
+ if (context->xml != xml) {
+ /* A few variables are now invalid: the pointer to the content, its length, and the iterator */
+ context->xml = xml;
+ context->xml_length = xml_length;
+ context->iterator = xml;
+ }
+
+ /* Remember some context variables in case we hit an unexpected EoF and need to undo an iteration */
+ const char* previous_iterator = context->iterator;
+ size_t previous_stream_length = context->stream_length;
+ while (context->state >= HOXML_STATE_NONE && context->state <= HOXML_STATE_DONE) {
+ /* About half of the parsing states assume the stack is non-null. */
+ /* If parsing is currently in one of those states and the stack (head) pointer is null. */
+ if (((context->state >= HOXML_STATE_TAG_BEGIN && context->state <= HOXML_STATE_OPEN_TAG) ||
+ (context->state >= HOXML_STATE_REFERENCE_BEGIN && context->state <= HOXML_STATE_REFERENCE_HEX)) &&
+ context->stack == NULL) {
+ /* Some unforseen bug has led us to a state in which continuing would cause an illegal memory access. */
+ /* Parsing must halt. There is no way to recover. */
+ context->state = HOXML_STATE_ERROR_INTERNAL;
+ return HOXML_ERROR_INTERNAL;
+ }
+
+ /* Calculate the number of bytes remaining in the current XML content string */
+ size_t bytes_remaining = (size_t)(context->xml_length - (context->iterator - context->xml));
+ /* Calculate the number of bytes to copy into the 'stream' variable. We want 4 bytes, or whatever is left. */
+ size_t bytes_to_copy = 4;
+ if (bytes_to_copy > bytes_remaining)
+ bytes_to_copy = bytes_remaining;
+ if (context->stream_length > 0) {
+ /* Adjust the number of bytes to copy to account for possible bytes from a previous XML content string. */
+ /* This will be non-zero in the rare case where content is being given in parts. */
+ bytes_to_copy -= context->stream_length;
+ /* Append the new bytes to the previous one(s) */
+ memcpy((char*)&(context->stream) + context->stream_length, context->iterator, bytes_to_copy);
+ }
+ else {
+ /* Copy to the 'stream' under the assumption that all of it can be overwritten */
+ memcpy(&(context->stream), context->iterator, bytes_to_copy);
+ }
+ hoxml_character_t c = hoxml_decode_character((const char*)&(context->stream), bytes_remaining,
+ context->encoding);
+
+ /* If the character is the equivalent of a null terminator or there was not enough data to decode the value */
+ if (c.codepoint == 0 || c.codepoint == UINT32_MAX) {
+ context->stream_length = bytes_to_copy;
+ context->error_return_state = context->state;
+ context->state = HOXML_STATE_ERROR_UNEXPECTED_EOF;
+ return HOXML_ERROR_UNEXPECTED_EOF;
+ } else if (HOXML_IS_NEW_LINE(c.codepoint)) {
+ if (context->newline_character == 0) /* If this is the first newline */
+ context->newline_character = c.codepoint; /* Remember this as the character to use for increments */
+ if (c.codepoint == context->newline_character) /* Avoid incrementing twice for files with \r\n endings */
+ context->line++;
+ context->column = 0;
+ } else
+ context->column++;
+
+ /* Iterate up to four bytes into the XML content string. The idea is to jump forward by the number of bytes */
+ /* that were just decoded as a single character. The number of bytes varies from one to four bytes depending */
+ /* on the character encoding and character's codepoint. We also need to consider the case in which some of */
+ /* this character's bytes were carried over from a previous XML content string. Those bytes would have been */
+ /* stashed in the context's 'stream' variable where 'stream_length' tells us the number of said bytes. */
+ previous_iterator = context->iterator;
+ previous_stream_length = context->stream_length;
+ context->iterator += c.bytes - context->stream_length;
+ context->stream_length = 0;
+
+ #ifdef HOXML_DEBUG
+ char debugCodepoint = HOXML_IS_NEW_LINE(c.codepoint) ? ' ' : c.codepoint;
+ printf(" %c [%08X] [L%02dC%02d] -> ", debugCodepoint, c.codepoint, context->line, context->column);
+ #endif
+
+ switch(context->state) {
+ case HOXML_STATE_NONE: /* The first state immediately following initialization, or a document declaration */
+ HOXML_LOG_STATE("HOXML_STATE_NONE")
+ if (c.codepoint == '<')
+ hoxml_begin_tag(context);
+ else if (c.encoded == 0xEF) { /* UTF-8 Byte Order Marker (BOM) is [EF] BB BF, as hex bytes */
+ context->state = HOXML_STATE_UTF8_BOM1;
+ context->column--; /* Don't count this as a column */
+ } else if (c.encoded == 0xFE) { /* UTF-16BE BOM is [FE] FF, as hex bytes */
+ context->state = HOXML_STATE_UTF16BE_BOM;
+ context->column--; /* Don't count this as a column */
+ } else if (c.encoded == 0xFF) { /* UTF-16LE BOM is [FF] FE, as hex bytes */
+ context->state = HOXML_STATE_UTF16LE_BOM;
+ context->column--; /* Don't count this as a column */
+ } else if (!HOXML_IS_WHITESPACE(c.codepoint))
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_UTF8_BOM1: /* The first byte of a UTF-8 byte order marker was found */
+ HOXML_LOG_STATE("HOXML_STATE_UTF8_BOM1")
+ context->column--; /* Don't count this as a column */
+ if (c.encoded == 0xBB) /* UTF-8 BOM is EF [BB] BF, as hex bytes */
+ context->state = HOXML_STATE_UTF8_BOM2;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_UTF8_BOM2: /* The second byte of a UTF-8 byte order marker was found */
+ HOXML_LOG_STATE("HOXML_STATE_UTF8_BOM2")
+ context->column--; /* Don't count this as a column */
+ if (c.encoded == 0xBF) { /* UTF-8 BOM is EF BB [BF], as hex bytes */
+ context->state = HOXML_STATE_NONE;
+ context->encoding = HOXML_ENC_UTF_8;
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_UTF16BE_BOM: /* The first byte of a UTF-16BE byte order marker was found */
+ HOXML_LOG_STATE("HOXML_STATE_UTF16BE_BOM")
+ context->column--; /* Don't count this as a column */
+ if (c.encoded == 0xFF) { /* UTF-16BE BOM is FE [FF], as hex bytes */
+ context->state = HOXML_STATE_NONE;
+ context->encoding = HOXML_ENC_UTF_16_BE;
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_UTF16LE_BOM: /* The first byte of a UTF-16LE byte order marker was found */
+ HOXML_LOG_STATE("HOXML_STATE_UTF16LE_BOM")
+ context->column--; /* Don't count this as a column */
+ if (c.encoded == 0xFE) { /* UTF-16LE BOM is FF [FE], as hex bytes */
+ context->state = HOXML_STATE_NONE;
+ context->encoding = HOXML_ENC_UTF_16_LE;
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_TAG_BEGIN: /* A new tag was started (a '<' was found) and a new node has been pushed */
+ HOXML_LOG_STATE("HOXML_STATE_TAG_BEGIN")
+ if (c.codepoint == '?') { /* "<?" begins a processing instruction */
+ context->state = HOXML_STATE_PROCESSING_INSTRUCTION_BEGIN;
+ HOXML_STACK->flags |= HOXML_FLAG_PROCESSING_INSTRUCTION; /* Apply the PI flag to this node */
+ } else if (c.codepoint == '/') /* "</" begins an end tag */
+ HOXML_STACK->flags |= HOXML_FLAG_END_TAG; /* Apply the end tag flag to this node */
+ else if (c.codepoint == '!') /* "<!--" = comment, "<![CDATA[" = CDATA, and "<!DOCTYPE" = DTD */
+ context->state = HOXML_STATE_COMMENT_CDATA_OR_DTD_BEGIN;
+ else if (HOXML_IS_NAME_START_CHAR(c.codepoint)) {
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the character was successful */
+ context->state = HOXML_STATE_ELEMENT_NAME1;
+ context->tag = &(HOXML_STACK->tag); /* The tag's name string will begin here */
+ }
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_ELEMENT_NAME1: /* A name start character was found after '<' (e.g. the 't' in "<tag>") */
+ HOXML_LOG_STATE("HOXML_STATE_ELEMENT_NAME1")
+ if (c.codepoint == '>') {
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the terminator was successful */
+ return hoxml_end_tag(context);
+ } else if (c.codepoint == '/') { /* The tag is an empty element, AKA self-closed tag (e.g. "<tag/>") */
+ if (HOXML_STACK->flags & HOXML_FLAG_END_TAG) /* If it's also a regular close tag (e.g. "</tag/>") */
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ else {
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the terminator was successful */
+ HOXML_STACK->flags |= HOXML_FLAG_EMPTY_ELEMENT; /* Apply the empty element flag */
+ return HOXML_ELEMENT_BEGIN;
+ }
+ }
+ } else if (HOXML_IS_WHITESPACE(c.codepoint)) { /* If whitespace ended the element name (e.g. "<tag ") */
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the terminator was successful */
+ context->state = HOXML_STATE_ELEMENT_NAME2;
+ HOXML_STACK->flags |= HOXML_FLAG_BEGUN; /* Indicate "element begun" has already been returned */
+ return HOXML_ELEMENT_BEGIN;
+ }
+ } else if (HOXML_IS_NAME_CHAR(c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_ELEMENT_NAME2: /* Whitespace was found after a tag name (e.g. "<tag >") */
+ HOXML_LOG_STATE("HOXML_STATE_ELEMENT_NAME2")
+ if (c.codepoint == '>') {
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the terminator was successful */
+ /* If "element begun" has already been returned for this element and this element is not */
+ /* self-closing (i.e. the element has the form "<tag ... />" where "..." may be attributes) */
+ if (HOXML_STACK->flags & HOXML_FLAG_BEGUN &&
+ !(HOXML_STACK->flags & HOXML_FLAG_EMPTY_ELEMENT)) {
+ hoxml_end_tag(context); /* Do not return, "element begun" was returned when the name ended */
+ hoxml_post_state_cleanup(context); /* Because hoxml_parse() won't be called, clean up now */
+ } else
+ return hoxml_end_tag(context);
+ }
+ } else if (c.codepoint == '/') { /* The tag is an empty element, AKA self-closed tag (e.g. "<tag/>") */
+ if (HOXML_STACK->flags & HOXML_FLAG_END_TAG) /* If it's also a regular close tag (e.g. "</tag/>") */
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ else
+ HOXML_STACK->flags |= HOXML_FLAG_EMPTY_ELEMENT; /* Apply the empty element flag to this node */
+ } else if (HOXML_IS_NAME_START_CHAR(c.codepoint)) { /* First letter of an attribute name */
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the character was successful */
+ context->state = HOXML_STATE_ATTRIBUTE_NAME1;
+ context->attribute = HOXML_STACK->end; /* The attribute's name string began here */
+ }
+ } else if (!HOXML_IS_WHITESPACE(c.codepoint))
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_ATTRIBUTE_NAME1: /* A name start character was found inside a tag after whitespace */
+ HOXML_LOG_STATE("HOXML_STATE_ATTRIBUTE_NAME1")
+ if (c.codepoint == '=') { /* The name was immediately followed by '=' */
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the terminator was successful */
+ context->state = HOXML_STATE_ATTRIBUTE_ASSIGNMENT;
+ } else if (HOXML_IS_NAME_CHAR(c.codepoint))
+ hoxml_append_character(context, c);
+ else if (HOXML_IS_WHITESPACE(c.codepoint)) { /* Whitespace after the name, only '=' is allowed next */
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the terminator was successful */
+ context->state = HOXML_STATE_ATTRIBUTE_NAME2;
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_ATTRIBUTE_NAME2: /* Whitespace was found after an attribute name, look for '=' */
+ HOXML_LOG_STATE("HOXML_STATE_ATTRIBUTE_NAME2")
+ if (c.codepoint == '=')
+ context->state = HOXML_STATE_ATTRIBUTE_ASSIGNMENT;
+ else if (!HOXML_IS_WHITESPACE(c.codepoint)) /* Only '=' and whitespace are allowed after an attribute name */
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_ATTRIBUTE_ASSIGNMENT: /* Found a ' =' after an attribute name, look for quotes or whitespace */
+ HOXML_LOG_STATE("HOXML_STATE_ATTRIBUTE_ASSIGNMENT")
+ if (c.codepoint == '"' || c.codepoint == '\'') {
+ context->state = HOXML_STATE_ATTRIBUTE_VALUE;
+ if (c.codepoint == '"')
+ HOXML_STACK->flags |= HOXML_FLAG_DOUBLE_QUOTE; /* Apply the double quote flag to this node */
+ else
+ HOXML_STACK->flags &= ~HOXML_FLAG_DOUBLE_QUOTE; /* Remove the double quote flag from this node */
+ context->value = HOXML_STACK->end + 1; /* The attribute's value string will begin here */
+ }
+ else if (!HOXML_IS_WHITESPACE(c.codepoint))
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_ATTRIBUTE_VALUE: /* A quotation, single or double, was found after an attribute name and '=' */
+ HOXML_LOG_STATE("HOXML_STATE_ATTRIBUTE_VALUE")
+ if ((HOXML_STACK->flags & HOXML_FLAG_DOUBLE_QUOTE && c.codepoint == '"') || (!(HOXML_STACK->flags &
+ HOXML_FLAG_DOUBLE_QUOTE) && c.codepoint == '\'')) { /* The quotation marks match, value is done */
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the terminator was successful */
+ context->state = HOXML_STATE_ELEMENT_NAME2;
+ context->post_state = HOXML_POST_STATE_ATTRIBUTE_END; /* Clean up some attribute things next call */
+ return HOXML_ATTRIBUTE;
+ }
+ } else if (c.codepoint == '&') {
+ context->state = HOXML_STATE_REFERENCE_BEGIN;
+ context->return_state = HOXML_STATE_ATTRIBUTE_VALUE; /* Return to this attribute value state later */
+ } else if (HOXML_IS_VALUE_CHAR_DATA(HOXML_STACK->flags, c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_OPEN_TAG: /* Found a '>' and now inside an open tag, looking for multiple things */
+ HOXML_LOG_STATE("HOXML_STATE_OPEN_TAG")
+ if (c.codepoint == '<')
+ hoxml_begin_tag(context);
+ else if (c.codepoint == '&') {
+ context->state = HOXML_STATE_REFERENCE_BEGIN;
+ context->return_state = HOXML_STATE_OPEN_TAG; /* Return to this open tag state later */
+ } else if (HOXML_IS_CHAR_DATA(c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_COMMENT_CDATA_OR_DTD_BEGIN: /* Found "<!", looking for a '-', '[', or 'D' */
+ HOXML_LOG_STATE("HOXML_STATE_COMMENT_CDATA_OR_DTD_BEGIN")
+ if (c.codepoint == '-') /* Possible beginning of a comment (i.e. "<!--") */
+ context->state = HOXML_STATE_COMMENT_BEGIN;
+ else if (c.codepoint == '[') /* Possible beginning of a CDATA section (i.e. "<![CDATA[") */
+ context->state = HOXML_STATE_CDATA_BEGIN1;
+ else if (c.codepoint == 'D') { /* Possible beginning of a DTD (i.e. "<!DOCTYPE") */
+ if (context->return_state != HOXML_STATE_NONE) { /* If this DTD was found after a root element */
+ context->state = HOXML_STATE_ERROR_INVALID_DOCUMENT_TYPE_DECLARATION;
+ return HOXML_ERROR_INVALID_DOCUMENT_TYPE_DECLARATION;
+ } else
+ context->state = HOXML_STATE_DTD_BEGIN1;
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_COMMENT_BEGIN: /* Found a '-' was found after "<!", looking for a '-' beginning a comment */
+ HOXML_LOG_STATE("HOXML_STATE_COMMENT_BEGIN")
+ hoxml_pop_stack(context); /* The preceeding '<' triggered a new node. Undo it. */
+ if (c.codepoint == '-')
+ context->state = HOXML_STATE_COMMENT;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_COMMENT: /* Found a second '-' and now in a comment, looking for '-' */
+ HOXML_LOG_STATE("HOXML_STATE_COMMENT")
+ if (c.codepoint == '-')
+ context->state = HOXML_STATE_COMMENT_END1;
+ else
+ context->state = HOXML_STATE_COMMENT;
+ break;
+ case HOXML_STATE_COMMENT_END1: /* Found a '-' while in a comment, looking for a second '-' */
+ HOXML_LOG_STATE("HOXML_STATE_COMMENT_END1")
+ if (c.codepoint == '-')
+ context->state = HOXML_STATE_COMMENT_END2;
+ else
+ context->state = HOXML_STATE_COMMENT;
+ break;
+ case HOXML_STATE_COMMENT_END2: /* Found a second '-' while in a comment, looking for '>' to end the comment */
+ HOXML_LOG_STATE("HOXML_STATE_COMMENT_END2")
+ if (c.codepoint == '>')
+ context->state = context->return_state; /* Return to the original state at the time '<' was found */
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_BEGIN1: /* Found a '[' after "<!", looking for 'C' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_BEGIN1")
+ hoxml_pop_stack(context); /* The preceeding '<' triggered a new node. Undo it. */
+ if (c.codepoint == 'C')
+ context->state = HOXML_STATE_CDATA_BEGIN2;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_BEGIN2: /* Found a 'C' after "<![", looking for 'D' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_BEGIN2")
+ if (c.codepoint == 'D')
+ context->state = HOXML_STATE_CDATA_BEGIN3;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_BEGIN3: /* Found a 'D' after "<![C", looking for 'A' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_BEGIN3")
+ if (c.codepoint == 'A')
+ context->state = HOXML_STATE_CDATA_BEGIN4;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_BEGIN4: /* Found an 'A' after "<![CD", looking for 'T' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_BEGIN4")
+ if (c.codepoint == 'T')
+ context->state = HOXML_STATE_CDATA_BEGIN5;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_BEGIN5: /* Found a 'T' after "<![CDA", looking for 'A' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_BEGIN5")
+ if (c.codepoint == 'A')
+ context->state = HOXML_STATE_CDATA_BEGIN6;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_BEGIN6: /* Found an 'A' after "<![CDAT", looking for '[' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_BEGIN6")
+ if (c.codepoint == '[')
+ context->state = HOXML_STATE_CDATA_CONTENT;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_CDATA_CONTENT: /* Found a '[' after "<![CDATA" and now in a CDATA section, looking for ']' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_CONTENT")
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the character was successful */
+ if (c.codepoint == ']')
+ context->state = HOXML_STATE_CDATA_END1;
+ } break;
+ case HOXML_STATE_CDATA_END1: /* Found a ']' while in a CDATA section, looking for a second ']' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_END1")
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the character was successful */
+ if (c.codepoint == ']')
+ context->state = HOXML_STATE_CDATA_END2;
+ else
+ context->state = HOXML_STATE_CDATA_CONTENT;
+ } break;
+ case HOXML_STATE_CDATA_END2: /* Found a second ']' while in a CDATA section, looking for '>' */
+ HOXML_LOG_STATE("HOXML_STATE_CDATA_END2")
+ if (c.codepoint == '>') {
+ context->state = HOXML_STATE_OPEN_TAG;
+ /* We couldn't be sure the CDATA section had ended until now so two ']' characters were appended. */
+ /* If the document is encoded with UTF-16, four bytes need to be removed. Two bytes otherwise. */
+ size_t bytes = context->encoding >= HOXML_ENC_UTF_16_BE ? 4 : 2;
+ /* The 'end' pointer is currently pointing at the last byte, the second ']' or its latter half if */
+ /* using UTF-16. To remove the "]]" we replace them with zeroes. */
+ memset(HOXML_STACK->end - bytes + 1, 0, bytes);
+ HOXML_STACK->end -= bytes;
+ } else {
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the character was successful */
+ context->state = HOXML_STATE_CDATA_CONTENT;
+ } break;
+ case HOXML_STATE_REFERENCE_BEGIN: /* Found an '&' in content or a value, looking for '#', ';', or characters */
+ HOXML_LOG_STATE("HOXML_STATE_REFERENCE_BEGIN")
+ context->reference_start = HOXML_STACK->end + 1; /* Point to the first byte for comparisons later */
+ if (c.codepoint == '#')
+ context->state = HOXML_STATE_REFERENCE_NUMERIC;
+ /* The predefined entities are "amp", "lt", "gt", "quot", and "apos". Check for just their first letters. */
+ else if (c.codepoint == 'a' || c.codepoint == 'g' || c.codepoint == 'l' || c.codepoint == 'q') {
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the character was successful */
+ context->state = HOXML_STATE_REFERENCE_ENTITY;
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_REFERENCE_ENTITY: /* Looking for "[a]mp", "[l]t", "[g]t", "[q]uot", or "apos" */
+ HOXML_LOG_STATE("HOXML_STATE_REFERENCE_ENTITY")
+ if (c.codepoint == ';')
+ hoxml_end_reference(context, HOXML_REF_TYPE_ENTITY);
+ /* Predefined escapes only use a subset of lower case English characters. For now, we'll check for ASCII. */
+ else if (HOXML_IS_ASCII_CHAR(c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_REFERENCE_NUMERIC: /* Found a '#' in a reference, looking for 'x', ';', or chars */
+ HOXML_LOG_STATE("HOXML_STATE_REFERENCE_NUMERIC")
+ if (c.codepoint == 'x')
+ context->state = HOXML_STATE_REFERENCE_HEX;
+ else if (c.codepoint == ';')
+ hoxml_end_reference(context, HOXML_REF_TYPE_NUMERIC);
+ else if (HOXML_IS_NUMERIC(c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_REFERENCE_HEX: /* Found an 'x' in a reference after '#', looking for chars or ';' */
+ HOXML_LOG_STATE("HOXML_STATE_REFERENCE_HEX")
+ if (c.codepoint == ';')
+ hoxml_end_reference(context, HOXML_REF_TYPE_HEX);
+ else if (HOXML_IS_HEX_CHAR(c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_PROCESSING_INSTRUCTION_BEGIN: /* Found a '?' after a '<' and now in a processing instruction */
+ HOXML_LOG_STATE("HOXML_STATE_PROCESSING_INSTRUCTION_BEGIN")
+ if (HOXML_IS_NAME_START_CHAR(c.codepoint)) {
+ hoxml_append_character(context, c);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the character was successful */
+ context->state = HOXML_STATE_PROCESSING_INSTRUCTION_TARGET1;
+ context->tag = &(HOXML_STACK->tag); /* The processing instruction's target string began here */
+ }
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_PROCESSING_INSTRUCTION_TARGET1: /* Found a name char after "<?", looking for more name chars */
+ HOXML_LOG_STATE("HOXML_STATE_PROCESSING_INSTRUCTION_TARGET1")
+ if (HOXML_IS_WHITESPACE(c.codepoint)) { /* A whitespace marks an end of a target and beginning of content */
+ if (hoxml_strcmp(&(HOXML_STACK->tag), context->encoding, "xml", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_INSENSITIVE) && HOXML_STACK->parent != NULL) {
+ /* The document declaration (e.g. <?xml encoding="UTF-8"?>) must come before the first element */
+ context->state = HOXML_STATE_ERROR_INVALID_DOCUMENT_DECLARATION;
+ return HOXML_ERROR_INVALID_DOCUMENT_DECLARATION;
+ }
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) { /* If appending the terminator was successful */
+ context->state = HOXML_STATE_PROCESSING_INSTRUCTION_CONTENT;
+ return HOXML_PROCESSING_INSTRUCTION_BEGIN;
+ }
+ } else if (c.codepoint == '?') { /* A '?' (or "?>") marks the end of the target and PI */
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the terminator was successful */
+ context->state = HOXML_STATE_PROCESSING_INSTRUCTION_END;
+ } else if (HOXML_IS_NAME_CHAR(c.codepoint))
+ hoxml_append_character(context, c);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_PROCESSING_INSTRUCTION_CONTENT: /* Found space after a PI name, looking for '?' or chars */
+ HOXML_LOG_STATE("HOXML_STATE_PROCESSING_INSTRUCTION_CONTENT")
+ if (c.codepoint == '?') { /* "?>" marks the end of a processing instruction */
+ const char* declaration;
+ if ((declaration = hoxml_strstr(context->content, context->encoding, "encoding=", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_SENSITIVE)) != NULL) {
+ const char* encoding;
+ if ((encoding = hoxml_strstr(declaration, context->encoding, "\"", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_SENSITIVE)) != NULL || (encoding = hoxml_strstr(declaration, context->encoding,
+ "'", HOXML_ENC_UNKNOWN, HOXML_CASE_SENSITIVE)) != NULL) {
+ switch (context->encoding) {
+ case HOXML_ENC_UNKNOWN: /* The document did not begin with a byte order marker (BOM) */
+ if (hoxml_strcmp(encoding, context->encoding, "\"UTF-8\"", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_INSENSITIVE) != 0 || hoxml_strcmp(encoding, context->encoding,
+ "'UTF-8'", HOXML_ENC_UNKNOWN, HOXML_CASE_INSENSITIVE) != 0) {
+ context->encoding = HOXML_ENC_UTF_8;
+ } else if (hoxml_strcmp(encoding, context->encoding, "\"UTF-16\"", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_INSENSITIVE) != 0 || hoxml_strcmp(encoding, context->encoding,
+ "'UTF-16'", HOXML_ENC_UNKNOWN, HOXML_CASE_INSENSITIVE) != 0) {
+ /* UTF-16 encoded documents require one of the UTF-16 BOMs so this is an error */
+ context->state = HOXML_STATE_ERROR_ENCODING;
+ return HOXML_ERROR_ENCODING;
+ } break;
+ case HOXML_ENC_UTF_8: /* The UTF-8 BOM was found at the beginning of the document */
+ if (hoxml_strcmp(encoding, context->encoding, "\"UTF-8\"", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_INSENSITIVE) == 0 && hoxml_strcmp(encoding, context->encoding,
+ "'UTF-8'", HOXML_ENC_UNKNOWN, HOXML_CASE_INSENSITIVE) == 0) {
+ /* If the UTF-8 BOM was found but the encoding declaration was not "UTF-8" then we */
+ /* have a contradiction and, therefore, an error */
+ context->state = HOXML_STATE_ERROR_ENCODING;
+ return HOXML_ERROR_ENCODING;
+ } break;
+ case HOXML_ENC_UTF_16_LE: /* The UTF-16LE BOM was found at the beginning of the document */
+ case HOXML_ENC_UTF_16_BE: /* The UTF-16BE BOM was found at the beginning of the document */
+ if (hoxml_strcmp(encoding, context->encoding, "\"UTF-16\"", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_INSENSITIVE) == 0 && hoxml_strcmp(encoding, context->encoding,
+ "'UTF-16'", HOXML_ENC_UNKNOWN, HOXML_CASE_INSENSITIVE) == 0)
+ return HOXML_ERROR_ENCODING;
+ break;
+ }
+ }
+ }
+ hoxml_append_terminator(context);
+ if (context->state >= HOXML_STATE_NONE) /* If appending the terminator was successful */
+ context->state = HOXML_STATE_PROCESSING_INSTRUCTION_END;
+ } else {
+ if (context->content == NULL) /* If this is the first character of the PI's content */
+ context->content = HOXML_STACK->end + 1; /* The PI's content string will begin here */
+ hoxml_append_character(context, c);
+ } break;
+ case HOXML_STATE_DTD_BEGIN1: /* Found a 'D' after "<!", looking for 'O' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN1")
+ hoxml_pop_stack(context); /* The preceeding '<' triggered a new node. Undo it. */
+ if (c.codepoint == 'O')
+ context->state = HOXML_STATE_DTD_BEGIN2;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN2: /* Found an 'O' after "<!D", looking for 'C' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN2")
+ if (c.codepoint == 'C')
+ context->state = HOXML_STATE_DTD_BEGIN3;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN3: /* Found a 'C' after "<!DO", looking for 'T' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN3")
+ if (c.codepoint == 'T')
+ context->state = HOXML_STATE_DTD_BEGIN4;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN4: /* Found a 'T' after "<!DOC", looking for 'Y' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN4")
+ if (c.codepoint == 'Y')
+ context->state = HOXML_STATE_DTD_BEGIN5;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN5: /* Found a 'Y' after "<!DOCT", looking for 'P' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN5")
+ if (c.codepoint == 'P')
+ context->state = HOXML_STATE_DTD_BEGIN6;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN6: /* Found a 'P' after "<!DOCTY", looking for 'E' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN6")
+ if (c.codepoint == 'E')
+ context->state = HOXML_STATE_DTD_BEGIN7;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN7: /* Found an 'E' after "<!DOCTYP", looking for whitespace */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN7")
+ if (HOXML_IS_WHITESPACE(c.codepoint))
+ context->state = HOXML_STATE_DTD_BEGIN8;
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_BEGIN8: /* Found space after "<!DOCTYPE", looking for more or a name start character */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_BEGIN8")
+ if (HOXML_IS_NAME_START_CHAR(c.codepoint))
+ context->state = HOXML_STATE_DTD_NAME;
+ else if (!HOXML_IS_WHITESPACE(c.codepoint))
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_NAME: /* Found a name start character, looking for whitespace or name characters */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_NAME")
+ if (HOXML_IS_WHITESPACE(c.codepoint))
+ context->state = HOXML_STATE_DTD_CONTENT;
+ else if (!HOXML_IS_NAME_CHAR(c.codepoint))
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_CONTENT: /* Found a DTD name and now looking for mostly anything but mainly '[' or '>' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_CONTENT")
+ /* We support Document Type Declarations (DTDs) insofar as they do not cause problems and DTD names may */
+ /* be recognized as invalid. Beyond that, the content is ignored just as comments are. That said, some */
+ /* checks are done here and the "open bracket" state because they're easy. */
+ if (c.codepoint == '[')
+ context->state = HOXML_STATE_DTD_OPEN_BRACKET;
+ else if (c.codepoint == '>')
+ context->state = HOXML_STATE_NONE; /* Return to the "before root element" state, the only one allowed */
+ else if (!HOXML_IS_CHAR_DATA(c.codepoint))
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_STATE_DTD_OPEN_BRACKET: /* Found a '[' within DTD content, looking for a closing ']' */
+ HOXML_LOG_STATE("HOXML_STATE_DTD_OPEN_BRACKET")
+ /* Some additional characters are allowed between '[' and ']' brackets, namely markup declaration */
+ /* characters like '<' and '>'. We'll just allow anything to keep things simple. */
+ if (c.codepoint == ']')
+ context->state = HOXML_STATE_DTD_CONTENT;
+ break;
+ case HOXML_STATE_PROCESSING_INSTRUCTION_END: /* Found a '?' after PI content, looking for '>' */
+ HOXML_LOG_STATE("HOXML_STATE_PROCESSING_INSTRUCTION_END")
+ if (c.codepoint == '>')
+ return hoxml_end_tag(context);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ }
+ } /* while (context->state >= HOXML_STATE_NONE && context->state <= HOXML_STATE_DONE) */
+
+ /* A dozen or so states may try to add data to the buffer, new nodes, characters, or terminators. It's possible */
+ /* there was not enough space left in the buffer for this putting us into an error state where parsing cannot */
+ /* continue. In these cases, the state will have been set appropriately. */
+ if (context->state == HOXML_STATE_ERROR_INSUFFICIENT_MEMORY) {
+ /* Because the character leading to this error state could not be used, we'll undo the iteration in the hopes */
+ /* that we recover from this error (one of two errors that can be recovered, by hoxml_realloc() in this case) */
+ /* and parsing can continue on the next call to hoxml_parse() */
+ context->iterator = previous_iterator;
+ context->stream_length = previous_stream_length;
+ context->column--; /* If recovered, parsing will continue with the same character so don't count this one */
+ return HOXML_ERROR_INSUFFICIENT_MEMORY;
+ }
+
+ /* Any other error case not yet covered by previous checks is due to incorrect syntax in the document */
+ return HOXML_ERROR_SYNTAX;
+}
+
+/* Attempt to push a new node to the stack as a child of the current head node */
+void hoxml_push_stack(hoxml_context_t* context) {
+ /* If "allocating" a new node would overflow the buffer */
+ if ((context->stack == NULL && sizeof(hoxml_node_t) >= context->buffer_length) || (context->stack != NULL &&
+ HOXML_STACK->end + 1 + sizeof(hoxml_node_t) >= context->buffer + context->buffer_length)) {
+ context->error_return_state = context->state;
+ context->state = HOXML_STATE_ERROR_INSUFFICIENT_MEMORY;
+ return;
+ }
+
+ hoxml_node_t* node;
+ if (context->stack == NULL)/* If pushing the root node */
+ node = (hoxml_node_t*) context->buffer; /* Place the new node at the beginning of the buffer */
+ else
+ node = (hoxml_node_t*)(HOXML_STACK->end + 1);
+ if (node != NULL) {
+ /* Assign initial values to the node */
+ node->parent = HOXML_STACK; /* This new node's parent is the previous stack node */
+ node->end = &(node->tag) - 1; /* Point to the last byte of the node, -1 because no tag has been copied yet */
+ }
+ context->stack = (char*)node;
+}
+
+/* Pop the head node from the stack */
+void hoxml_pop_stack(hoxml_context_t* context) {
+ if (context->stack == NULL)
+ return;
+
+ /* Reassign the stack (head) pointer so that it now points to the parent of the node about to be popped */
+ hoxml_node_t* popped_node = HOXML_STACK;
+ context->stack = (char*)popped_node->parent;
+
+ /* Overwrite the memory used by this node with zeroes */
+ context->tag = context->attribute = context->value = context->content = NULL; /* TODO: move somewhere else */
+ memset(popped_node, 0, popped_node->end - (char*)popped_node + 1);
+}
+
+/* Attempt to add the given character to the end of the stack's current head node */
+void hoxml_append_character(hoxml_context_t* context, hoxml_character_t c) {
+ HOXML_STACK->flags &= ~HOXML_FLAG_TERMINATED;
+
+ if (HOXML_STACK->end + c.bytes >= context->buffer + context->buffer_length) {
+ context->error_return_state = context->state;
+ context->state = HOXML_STATE_ERROR_INSUFFICIENT_MEMORY;
+ return;
+ }
+
+ memcpy(HOXML_STACK->end + 1, &(c.encoded), c.bytes); /* Copy the character to the stack */
+ HOXML_STACK->end += c.bytes; /* Redirect the end pointer to the new end just after the appended character */
+}
+
+/* Attempt to add a null terminator to the end of the stack's current head node */
+void hoxml_append_terminator(hoxml_context_t* context) {
+ if (HOXML_STACK->flags & HOXML_FLAG_TERMINATED) /* If the node's current string is already terminated */
+ return; /* To avoid adding additional terminators and using more bytes than expected, do nothing */
+ HOXML_STACK->flags |= HOXML_FLAG_TERMINATED;
+
+ /* If the document is encoded with UTF-16, two bytes will be appended. One byte otherwise. */
+ size_t bytes = context->encoding >= HOXML_ENC_UTF_16_BE ? 2 : 1;
+ if (HOXML_STACK->end + bytes >= context->buffer + context->buffer_length) {
+ context->error_return_state = context->state;
+ context->state = HOXML_STATE_ERROR_INSUFFICIENT_MEMORY;
+ return;
+ }
+
+ memset(HOXML_STACK->end + 1, '\0', bytes); /* Copy the terminator to the stack */
+ HOXML_STACK->end += bytes; /* Redirect the end pointer to the new end just after the appended terminator */
+}
+
+/* Perform the steps needed to decode and clean up after a character or entity reference given the context obect and */
+/* the type of reference. There are three types defined in an enumeration. */
+void hoxml_end_reference(hoxml_context_t* context, int type) {
+ hoxml_character_t c;
+ c.codepoint = c.encoded = 0;
+ c.bytes = 0;
+ unsigned long value; /* Integer value of numeric or hexadecimal reference */
+
+ switch (type) {
+ case HOXML_REF_TYPE_ENTITY:
+ if (hoxml_strcmp(context->reference_start, context->encoding, "lt",
+ HOXML_ENC_UNKNOWN, HOXML_CASE_SENSITIVE) != 0) {
+ c = hoxml_encode_character('<', context->encoding);
+ } else if (hoxml_strcmp(context->reference_start, context->encoding, "gt",
+ HOXML_ENC_UNKNOWN, HOXML_CASE_SENSITIVE) != 0) {
+ c = hoxml_encode_character('>', context->encoding);
+ } else if (hoxml_strcmp(context->reference_start, context->encoding, "amp", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_SENSITIVE) != 0) {
+ c = hoxml_encode_character('&', context->encoding);
+ } else if (hoxml_strcmp(context->reference_start, context->encoding, "apos", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_SENSITIVE) != 0) {
+ c = hoxml_encode_character('\'', context->encoding);
+ } else if (hoxml_strcmp(context->reference_start, context->encoding, "quot", HOXML_ENC_UNKNOWN,
+ HOXML_CASE_SENSITIVE) != 0) {
+ c = hoxml_encode_character('"', context->encoding);
+ } else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_REF_TYPE_NUMERIC:
+ value = strtoul(hoxml_to_ascii(context->reference_start, context->encoding), NULL, 10);
+ if (value != 0) /* If the reference string could be converted as a base-ten integer */
+ c = hoxml_encode_character(value, context->encoding);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ case HOXML_REF_TYPE_HEX:
+ value = strtoul(hoxml_to_ascii(context->reference_start, context->encoding), NULL, 16);
+ if (value != 0) /* If the reference string could be converted as a base-16 integer */
+ c = hoxml_encode_character(value, context->encoding);
+ else
+ context->state = HOXML_STATE_ERROR_SYNTAX;
+ break;
+ }
+
+ /* If the reference could not be turned into a character */
+ if (c.bytes == 0)
+ return;
+
+ /* Remove the reference's string from the buffer. For example, "&lt;" would result in "lt" being stored so it */
+ /* could be parsed here. It should now be removed from the buffer. */
+ memset(context->reference_start, 0, HOXML_STACK->end - context->reference_start + 1);
+ HOXML_STACK->end = context->reference_start - 1;
+ context->reference_start = NULL;
+ hoxml_append_character(context, c); /* Append the character being referenced */
+ /* No need for any checks against the buffer length. In all cases, more bytes were removed just now than added. */
+ context->state = context->return_state; /* Either HOXML_STATE_OPEN_TAG or HOXML_STATE_ATTRIBUTE_VALUE */
+ context->return_state = HOXML_STATE_NONE;
+}
+
+void hoxml_begin_tag(hoxml_context_t* context) {
+ hoxml_push_stack(context);
+ if (context->state >= HOXML_STATE_NONE) { /* If pushing a new node was successful */
+ context->return_state = context->state; /* For comments and references, so we know which state to return to */
+ context->state = HOXML_STATE_TAG_BEGIN;
+ }
+}
+
+hoxml_code_t hoxml_end_tag(hoxml_context_t* context) {
+ context->state = HOXML_STATE_OPEN_TAG;
+ context->post_state = HOXML_POST_STATE_TAG_END; /* Common to three of the four possible cases */
+ hoxml_node_t* node = HOXML_STACK;
+ hoxml_node_t* parent = node->parent;
+ if (node->flags & HOXML_FLAG_END_TAG) { /* True for e.g. </tag> but not <tag/> */
+ if (parent == NULL || hoxml_strcmp(&(node->tag), context->encoding, &(parent->tag), context->encoding,
+ HOXML_CASE_SENSITIVE) == 0) { /* If there was preceeding open tag or there is but it doesn't match */
+ context->state = HOXML_STATE_ERROR_TAG_MISMATCH;
+ return HOXML_ERROR_TAG_MISMATCH;
+ } else { /* If an element successfully closed a matching open tag */
+ hoxml_pop_stack(context); /* Pop the end tag (e.g. "</tag>") */
+ context->tag = &(parent->tag);
+ /* Element content is placed, in memory, after the tag and its terminator... */
+ context->content = context->tag + hoxml_strlen(context->tag, context->encoding);
+ /* ...which may be either one or two bytes, depending on encoding */
+ context->content += (context->encoding >= HOXML_ENC_UTF_16_BE ? 2 : 1);
+ /* Closing an element means one less level of nesting so decrement the depth after returning */
+ HOXML_STACK->flags |= HOXML_FLAG_DECREMENT_DEPTH;
+ return HOXML_ELEMENT_END;
+ }
+ } else if (node->flags & HOXML_FLAG_EMPTY_ELEMENT) /* Self-closing/empty element (e.g. "<tag/>") */
+ return HOXML_ELEMENT_END;
+ else if (node->flags & HOXML_FLAG_PROCESSING_INSTRUCTION) /* Processing instruction (e.g. "<?xml?>") */
+ return HOXML_PROCESSING_INSTRUCTION_END;
+ /* The only remaining case is an open tag (e.g. "<tag>") and we expect a matching close tag later */
+ context->post_state = HOXML_STATE_NONE; /* For this fourth case, of four possible, there is no clean up */
+ /* Opening an element means one more level of nesting so increment the depth after returning */
+ HOXML_STACK->flags |= HOXML_FLAG_INCREMENT_DEPTH;
+ return HOXML_ELEMENT_BEGIN;
+}
+
+int hoxml_post_state_cleanup(hoxml_context_t* context) {
+ if (context->post_state != HOXML_STATE_NONE) {
+ switch (context->post_state) {
+ case HOXML_POST_STATE_TAG_END: { /* Clean up after a close tag, empty element, or processing instruction */
+ int was_document_or_document_type_declaration = 0;
+ /* If the processing instruction flag is applied (i.e. this is a PI) and the PI's target is the reserved */
+ /* "xml" target, or some other case variant of it */
+ if (HOXML_STACK->flags & HOXML_FLAG_PROCESSING_INSTRUCTION && hoxml_strcmp(&(HOXML_STACK->tag),
+ context->encoding, "xml", HOXML_ENC_UNKNOWN, HOXML_CASE_INSENSITIVE)) {
+ context->state = HOXML_STATE_NONE; /* Return to the initial state as if nothing happened */
+ was_document_or_document_type_declaration = 1;
+ }
+ hoxml_pop_stack(context); /* Pop a start or self-closed tag (<tag> or <tag/> or <?pi?>)*/
+ if (context->stack == NULL && was_document_or_document_type_declaration == 0)
+ return 1; /* hoxml_parse() should return HOXML_END_OF_DOCUMENT */
+ break;
+ } case HOXML_POST_STATE_ATTRIBUTE_END: /* Remove the most recent attribute and value strings from the buffer */
+ /* Zero the memory from the end pointer to the byte at which the attribute's name begins */
+ memset(context->attribute, 0, HOXML_STACK->end - (char*)context->attribute + 1);
+ HOXML_STACK->end = context->attribute - 1;
+ /* With these public properties now pointing to zeroes, nullify them so there's no confusion */
+ context->attribute = context->value = NULL;
+ break;
+ }
+ context->post_state = HOXML_STATE_NONE;
+ }
+
+ return 0; /* hoxml_parse() should not return */
+}
+
+/* Decode the given character with the given encoding to the its equivalent value */
+hoxml_character_t hoxml_decode_character(const char* str, size_t str_length, int encoding) {
+ hoxml_character_t c;
+ c.encoded = c.codepoint = 0; /* These default values are not valid so pausing will cease if returned */
+ c.bytes = 0;
+
+ switch (encoding) {
+ case HOXML_ENC_UNKNOWN:
+ c.bytes = 1;
+ break;
+ case HOXML_ENC_UTF_8:
+ /* The first byte of a UTF-8 character can can begin with one of four bit patterns, each indicating the */
+ /* number of remaining bytes: 0XXXXXXX = 1 byte, 110XXXXX = 2 bytes, 1110XXXX = 3 bytes, 11110XXX = 4 bytes. */
+ /* NOTE: UTF-8 is *big* endian. */
+ if (((str[0] >> 7) & 0x01) == 0x00)
+ c.bytes = 1;
+ else if (((str[0] >> 5) & 0x07) == 0x06)
+ c.bytes = 2;
+ else if (((str[0] >> 4) & 0x0F) == 0x0E)
+ c.bytes = 3;
+ else if (((str[0] >> 3) & 0x1F) == 0x1E)
+ c.bytes = 4;
+ break;
+ case HOXML_ENC_UTF_16_BE:
+ /* UTF-16 characters are either two bytes or four bytes where the four-byte characters are encoded such that */
+ /* the first two bytes begin with 110110XX and the second with 110111XX. The rest are two-byte characters. */
+ if (((str[0] >> 2) & 0x3F) == 0x36 && ((str[2] >> 2) & 0x3F) == 0x37)
+ c.bytes = 4;
+ else
+ c.bytes = 2;
+ break;
+ case HOXML_ENC_UTF_16_LE:
+ /* UTF-16LE (Little Endian) is just like UTF-16BE (Big Endian) but the most and least significant bytes in */
+ /* any 16-bit sequence are swapped. (Technically, a byte isn't defined as eight bits but it is in practice.) */
+ if (((str[1] >> 2) & 0x3F) == 0x36 && ((str[3] >> 2) & 0x3F) == 0x37)
+ c.bytes = 4;
+ else
+ c.bytes = 2;
+ break;
+ }
+
+ /* If the string doesn't have enough bytes in it to decode this character */
+ if (c.bytes > str_length) {
+ /* Set the decoded value to the maximum possible to indicate a failure, zero the rest, and return early */
+ c.codepoint = UINT32_MAX;
+ c.encoded = 0;
+ c.bytes = 0;
+ return c;
+ }
+
+ switch (encoding) {
+ case HOXML_ENC_UNKNOWN:
+ c.codepoint = str[0];
+ break;
+ case HOXML_ENC_UTF_8:
+ if (c.bytes == 1) {
+ /* One-byte UTF-8 characters are encoded as 0XXXXXXX where the Xs represent the bits of the character's */
+ /* value. For all decoding, we want to grab only those bits and transform them into an integer. */
+ /* The method here takes one byte from the string, uses a mask to zero out any bit that is not part of */
+ /* resulting value, casts the masked byte to an unsigned 32-bit integer, shifts those bits to the left to */
+ /* place them at the indexes they're expected in the value, and then bitwise ORs these components into a */
+ /* single unsigned 32-bit integer. This one-byte case does not need any shift but the remaining cases do. */
+ c.codepoint = (unsigned)(str[0] & 0x7F);
+ } else if (c.bytes == 2) {
+ /* Two-byte UTF-8 characters are encoded as 110XXXXX 10XXXXXX */
+ c.codepoint = ((unsigned)(str[0] & 0x1F) << 6) | (unsigned)(str[1] & 0x3F);
+ } else if (c.bytes == 3) {
+ /* Three-byte UTF-8 characters are encoded as 1110XXXX 10XXXXXX 10XXXXXX */
+ c.codepoint = ((unsigned)(str[0] & 0x0F) << 12) | ((unsigned)(str[1] & 0x3F) << 6) |
+ ((unsigned)(str[2] & 0x3F) << 0);
+ } else if (c.bytes == 4) {
+ /* Four-byte UTF-8 characters are encoded as 11110XXX 10XXXXXX 10XXXXXX 10XXXXXX */
+ c.codepoint = ((unsigned)(str[0] & 0x07) << 18) | ((unsigned)(str[1] & 0x3F) << 12) |
+ ((unsigned)(str[2] & 0x3F) << 6) | (unsigned)(str[3] & 0x3F);
+ } break;
+ case HOXML_ENC_UTF_16_BE:
+ if (c.bytes == 2) {
+ /* Concatenate the two bytes together to retrieve the original value */
+ c.codepoint = ((unsigned)str[0] << 8) | ((unsigned)str[1] << 0);
+ } else if (c.bytes == 4) {
+ /* Four-byte UTF-16 characters are encoded as 110110XX XXXXXXXX 110111XX XXXXXXXX after first subtracting */
+ /* 0x00010000 from the value. Here, that subtracted value is reconstructed and 0x00010000 is added back. */
+ c.codepoint = (((unsigned)(str[0] & 0x03) << 18) | ((unsigned)str[1] << 16) |
+ ((unsigned)(str[2] & 0x03) << 8) | ((unsigned)str[3] << 0)) + 0x00010000;
+ }
+ break;
+ case HOXML_ENC_UTF_16_LE:
+ if (c.bytes == 2)
+ c.codepoint = ((unsigned)str[1] << 8) | ((unsigned)str[0] << 0);
+ else if (c.bytes == 4) {
+ c.codepoint = (((unsigned)(str[1] & 0x03) << 18) | ((unsigned)str[0] << 16) |
+ ((unsigned)(str[3] & 0x03) << 8) | ((unsigned)str[2] << 0)) + 0x00010000;
+ }
+ break;
+ }
+
+ memcpy(&(c.encoded), str, c.bytes); /* Copy the bytes of the character from the pointed-to string into c.encoded */
+
+ return c;
+}
+
+/* Encode the given character codepoint to the given character encoding */
+hoxml_character_t hoxml_encode_character(unsigned codepoint, int encoding) {
+ hoxml_character_t c;
+ c.codepoint = codepoint;
+ c.encoded = 0;
+ c.bytes = 0;
+
+ /* This variable will make it easier to assign values to 'c.endoded' without difficult-to-read casts */
+ char* str = (char*)&(c.encoded);
+
+ switch (encoding) {
+ case HOXML_ENC_UNKNOWN: /* If the encoding is somehow not specified, assume UTF-8 */
+ case HOXML_ENC_UTF_8:
+ if (codepoint <= 0x0000007F) { /* If the codepoint will fit into one byte */
+ c.encoded = codepoint;
+ c.bytes = 1;
+ } else if (codepoint >= 0x000080 && codepoint <= 0x000007FF) { /* If the codepoint will fit into two bytes */
+ /* For codepoints with bits XXXXXAAA AABBBBBB, we want to transform them to the form 110AAAAA 10BBBBBB. */
+ /* The method here treats c.encoded as an array of unsigned, eight-bit integers. This is done to assign */
+ /* bytes individually for the sake of endianness where UTF-8 is big endian. The codepoint is masked in */
+ /* order to zero any bits that are not used in the byte being assigned, then shifted all the way to the */
+ /* right. The prefixed "0xC0" and "0x80" bitwise ORs prepend the UTF-8 markers 110 and 10, respectively. */
+ str[0] = 0xC0 | (char)((codepoint & 0x0000007C0) >> 6); /* 110AAAAAA */
+ str[1] = 0x80 | (char)((codepoint & 0x0000000FF) >> 0); /* 10BBBBBB */
+ c.bytes = 2;
+ } else if ((codepoint >= 0x00000800 && codepoint <= 0x0000D7FF) ||
+ (codepoint >= 0x0000E000 && codepoint <= 0x0000FFFF)) {
+ /* For a codepoint with bits AAAABBBB BBCCCCCC we want 1110AAAA 10BBBBBB 10CCCCCC */
+ str[0] = 0xE0 | (char)((codepoint & 0x0000F000) >> 12); /* 1110AAAA */
+ str[1] = 0x80 | (char)((codepoint & 0x00000FC0) >> 6); /* 10BBBBBB */
+ str[2] = 0x80 | (char)((codepoint & 0x0000003F) >> 0); /* 10CCCCCC */
+ c.bytes = 3;
+ } else if (codepoint >= 0x00010000 && codepoint <= 0x0010FFFF) {
+ /* For a codepoint with bits XXXAAABB BBBBCCCC CCDDDDDD we want 11110AAA 10BBBBBB 10CCCCCC 10DDDDDD */
+ str[0] = 0xF0 | (char)((codepoint & 0x001C0000) >> 18); /* 11110AAA */
+ str[1] = 0x80 | (char)((codepoint & 0x0003F000) >> 12); /* 10BBBBBB */
+ str[2] = 0x80 | (char)((codepoint & 0x00000FC0) >> 6); /* 10CCCCCC */
+ str[3] = 0x80 | (char)((codepoint & 0x0000003F) >> 0); /* 10DDDDDD */
+ c.bytes = 4;
+ } else /* If the codepoint is not valid */
+ c.bytes = 0; /* Don't even try */
+ break;
+ case HOXML_ENC_UTF_16_BE:
+ if (codepoint <= 0x0000D7FF || (codepoint >= 0x0000E000 && codepoint <= 0x0000FFFF)) { /* Fits in two bytes */
+ str[0] = (char)((codepoint & 0x0000FF00) >> 8);
+ str[1] = (char) (codepoint & 0x000000FF);
+ c.bytes = 2;
+ } else if (codepoint >= 0x00010000 && codepoint <= 0x0010FFFF) { /* If the codepoint fits in four bytes */
+ /* For codepoint - 0x00010000 with bits XXXXXXXX XXXXAABB BBBBBBCC DDDDDDDD we want to transform the bits */
+ /* to the form 110110AA BBBBBBBB 110111CC DDDDDDDD. When decoded, as per UTF-16, 0x00010000 is added. */
+ /* The prefixed "0xD8" and "0xDC" bitwise ORs prepend the UTF-16 markers 110110 and 110111, respectively. */
+ codepoint -= 0x00010000;
+ str[0] = 0xD8 | (char)((codepoint & 0x000C0000) >> 20); /* 110110AA */
+ str[1] = (char)((codepoint & 0x0003FC00) >> 18); /* BBBBBBBB */
+ str[2] = 0xDC | (char)((codepoint & 0x00000300) >> 8); /* 110111CC */
+ str[3] = (char)((codepoint & 0x000000FF) >> 0); /* DDDDDDDD */
+ c.bytes = 4;
+ } else /* If the codepoint is not valid */
+ c.bytes = 0; /* Don't even try */
+ break;
+ case HOXML_ENC_UTF_16_LE:
+ /* UTF-16LE (Little Endian) is just like UTF-16BE (Big Endian) with the reverse endianness meaning that the */
+ /* operations here are identical to those above but the indexes have been changed to reflect endianness */
+ if (codepoint <= 0x0000D7FF || (codepoint >= 0x0000E000 && codepoint <= 0x0000FFFF)) {
+ str[1] = (char)((codepoint & 0x0000FF00) >> 8);
+ str[0] = (char)((codepoint & 0x000000FF) >> 0);
+ c.bytes = 2;
+ } else if (codepoint >= 0x00010000 && codepoint <= 0x0010FFFF) {
+ codepoint -= 0x00010000;
+ str[3] = 0xD8 | (char)((codepoint & 0x000C0000) >> 20); /* 110110AA */
+ str[2] = (char)((codepoint & 0x0003FC00) >> 18); /* BBBBBBBB */
+ str[1] = 0xDC | (char)((codepoint & 0x00000300) >> 8); /* 110111CC */
+ str[0] = (char)((codepoint & 0x000000FF) >> 0); /* DDDDDDDD */
+ c.bytes = 4;
+ } else
+ c.bytes = 0;
+ break;
+ }
+
+ return c;
+}
+
+/* Given a reference string with the given encoding, return an equivalent string encoding using ASCII */
+char* hoxml_to_ascii(const char* str, int encoding) {
+ /* This is only for references which have a maximum length so this static array will always be large enough */
+ static char ascii[16];
+ memset(ascii, 0, sizeof(ascii));
+
+ size_t ascii_index = 0; /* Current index in the ASCII string */
+ const char* it = str;
+ hoxml_character_t c = hoxml_decode_character(it, 65535, encoding);
+
+ /* While we haven't iterated up to a null terminator AND not beyond the size of the result array */
+ while (c.codepoint != '\0' && ascii_index < sizeof(ascii)) {
+ /* Assign the decoded value of the source to the equivalent index in the result array. In practice, this is */
+ /* effectively only necessary for UTF-16 content where the encoded values differ from decoded ones for */
+ /* characters also included in ASCII. For UTF-8, this whole function call could be skipped. */
+ ascii[ascii_index++] = c.codepoint;
+
+ /* Iterate to the next character in the string */
+ it += c.bytes;
+ c = hoxml_decode_character(it, 65535, encoding);
+ }
+
+ return ascii;
+}
+
+/* Get the length, in bytes not characters, of the given string with the given encoding */
+size_t hoxml_strlen(const char* str, int encoding) {
+ size_t length = 0;
+ const char* it = str;
+ hoxml_character_t c = hoxml_decode_character(it++, 65535, encoding);
+
+ while (c.codepoint != '\0') { /* While we haven't iterated to a null terminator */
+ length++;
+ c = hoxml_decode_character(it++, 65535, encoding);
+ }
+
+ return length;
+}
+
+/* Compare the given strings with the given encodings for equality with an additional parameter for case sensitivity. */
+/* The return value is 0 if the strings are not equal. All other return values mean the strings are equal. */
+int hoxml_strcmp(const char* str1, int encoding1, const char* str2, const int encoding2, int sensitivity) {
+ const char* it1 = str1;
+ const char* it2 = str2;
+ hoxml_character_t c1 = hoxml_decode_character(it1, 65535, encoding1);
+ hoxml_character_t c2 = hoxml_decode_character(it2, 65535, encoding2);
+
+ while (c1.codepoint != '\0' && c2.codepoint != '\0') { /* While neither iterator has reached a null terminator */
+ /* If, accounting for sensitivity, the charcters are not equal */
+ if ((sensitivity == HOXML_CASE_INSENSITIVE && HOXML_TO_LOWER(c1.codepoint) != HOXML_TO_LOWER(c2.codepoint)) ||
+ (sensitivity == HOXML_CASE_SENSITIVE && c1.codepoint != c2.codepoint)) {
+ return 0;
+ }
+
+ /* Continue iterating through both strings one character at a time */
+ it1 += c1.bytes;
+ c1 = hoxml_decode_character(it1, 65535, encoding1);
+ it2 += c2.bytes;
+ c2 = hoxml_decode_character(it2, 65535, encoding2);
+ }
+
+ return c2.codepoint == '\0';
+}
+
+/* Search for a given string, needle, within another string, haystack. The return value is a pointer to the byte at */
+/* which the string, needle, first appears or NULL if it cannot be found. */
+const char* hoxml_strstr(const char* haystack, int haystack_encoding, const char* needle, int needle_encoding,
+ int sensitivity) {
+ const char* it_haystack = haystack;
+ const char* it_needle = needle;
+ hoxml_character_t c_haystack = hoxml_decode_character(it_haystack, 65535, haystack_encoding);
+ hoxml_character_t c_needle = hoxml_decode_character(it_needle, 65535, needle_encoding);
+
+ while (c_haystack.codepoint != '\0') { /* While we haven't iterated to a null terminator */
+ /* If the current character in the haystack equals the first character in the needle AND the whole needle */
+ /* string follows this character */
+ if (c_haystack.codepoint == c_needle.codepoint &&
+ hoxml_strcmp(it_haystack, haystack_encoding, it_needle, needle_encoding, sensitivity) != 0) {
+ /* Return a pointer to the location the needle (first) appeared at */
+ return it_haystack;
+ }
+
+ /* Continue iterating through characters in the haystack string */
+ it_haystack += c_haystack.bytes;
+ c_haystack = hoxml_decode_character(it_haystack, 65535, haystack_encoding);
+ }
+
+ return NULL; /* The needle was not found in the haystack */
+}
+
+#endif /* HOXML_IMPLEMENTATION */
+
+#endif /* HOXML_H */
diff --git a/include/raylib.h b/include/raylib.h
new file mode 100644
index 0000000..a26b8ce
--- /dev/null
+++ b/include/raylib.h
@@ -0,0 +1,1708 @@
+/**********************************************************************************************
+*
+* raylib v5.5 - 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, ES2, ES3 - choose at compile)
+* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite 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, M3D, GLTF)
+* - 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, QOA, 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][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
+* [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 3.3 extensions loading
+* [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
+* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
+* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
+* [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_resize2 (Sean Barret) for image resizing algorithms
+* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
+* [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] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
+* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
+* [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
+* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
+*
+*
+* 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) 2013-2024 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 <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
+
+#define RAYLIB_VERSION_MAJOR 5
+#define RAYLIB_VERSION_MINOR 5
+#define RAYLIB_VERSION_PATCH 0
+#define RAYLIB_VERSION "5.5"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32)
+ #if defined(__TINYC__)
+ #define __declspec(x) __attribute__((x))
+ #endif
+ #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
+#else
+ #if defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
+ #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 <stdbool.h>
+#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) (shader-location = 6)
+ float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
+ Matrix *boneMatrices; // Bones animated transformation matrices
+ int boneCount; // Number of bones
+
+ // 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 (normalized)
+} 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 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 = 5, // 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: Circle, Xbox: B)
+ 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: Square, Xbox: X)
+ 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 (first), 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
+ SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
+ SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
+ SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
+} 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
+} 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, // Camera custom, controlled by user (UpdateCamera() does nothing)
+ CAMERA_FREE, // Camera free mode
+ CAMERA_ORBITAL, // Camera orbital, around target, zoom supported
+ CAMERA_FIRST_PERSON, // Camera first person
+ CAMERA_THIRD_PERSON // Camera third person
+} 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 advanced 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
+RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
+RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
+RLAPI bool IsWindowFocused(void); // Check if window is currently focused
+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
+RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
+RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
+RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
+RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
+RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
+RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
+RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
+RLAPI void SetWindowTitle(const char *title); // Set title for window
+RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
+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]
+RLAPI void SetWindowFocused(void); // Set window focused
+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 monitor where window is placed
+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 Image GetClipboardImage(void); // Get clipboard image 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 IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
+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
+#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
+RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
+RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world 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
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+
+// 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 advanced 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 advanced 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 int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
+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 bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
+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. Use 'DIR' in the filter string to include directories in the result
+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()
+RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
+RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
+RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
+
+
+// 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
+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)
+RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
+
+// 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 seconds
+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
+RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
+
+// Basic shapes drawing functions
+RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
+RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
+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(const 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 inner, Color outer); // 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 top, Color bottom); // Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // 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, Color color); // Draw rectangle lines with rounded edges
+RLAPI void DrawRectangleRoundedLinesEx(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(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const 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(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const 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(const 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 CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
+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 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 bool CheckCollisionPointPoly(Vector2 point, const 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 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 LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
+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 IsImageValid(Image image); // Check if an image is valid (data and parameters)
+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 ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
+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 ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image
+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 ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
+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 ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
+RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
+RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points 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 IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
+RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
+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 bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
+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 (0xRRGGBBAA)
+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 ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
+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, font size is provided in pixels height
+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 IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
+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(const 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 const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
+
+RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text); // Get float 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(const 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 IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
+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 DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
+RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
+RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, 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 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
+
+// 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 IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
+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 (CPU)
+RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
+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 IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
+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 IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
+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 initFrame, int finalFrame); // Crop a wave to defined frames 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 IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
+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 IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
+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 'float'
+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 'float'
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // RAYLIB_H
diff --git a/include/raymath.h b/include/raymath.h
new file mode 100644
index 0000000..e522113
--- /dev/null
+++ b/include/raymath.h
@@ -0,0 +1,2941 @@
+/**********************************************************************************************
+*
+* raymath v2.0 - 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 (except C++ operators)
+* - 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.
+*
+* #define RAYMATH_DISABLE_CPP_OPERATORS
+* Disables C++ operator overloads for raymath types.
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2015-2024 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(BUILD_LIBTYPE_SHARED)
+ #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib)
+ #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 <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf()
+
+//----------------------------------------------------------------------------------
+// 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;
+}
+
+// Get min value for each pair of components
+RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2)
+{
+ Vector2 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+
+ 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);
+
+ float scale = 1; // By default, 1 as the neutral element.
+ if (length < min)
+ {
+ scale = min/length;
+ }
+ else if (length > max)
+ {
+ 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;
+}
+
+// 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 Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
+{
+ Vector2 result = { 0 };
+
+ float dot = v.x*n.x + v.y*n.y;
+ 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;
+
+ result = v;
+ }
+
+ 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 = fabsf(v.x);
+ Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
+
+ if (fabsf(v.y) < min)
+ {
+ min = fabsf(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;
+}
+
+// Move Vector towards target
+RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
+{
+ Vector3 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float dz = target.z - v.z;
+ float value = (dx*dx) + (dy*dy) + (dz*dz);
+
+ 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;
+ result.z = v.z + dz/dist*maxDistance;
+
+ 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 cubic hermite interpolation between two vectors and their tangents
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
+{
+ Vector3 result = { 0 };
+
+ float amountPow2 = amount*amount;
+ float amountPow3 = amount*amount*amount;
+
+ result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x;
+ result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y;
+ result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.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);
+
+ float scale = 1; // By default, 1 as the neutral element.
+ if (length < min)
+ {
+ scale = min/length;
+ }
+ else if (length > max)
+ {
+ 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 - Vector4 math
+//----------------------------------------------------------------------------------
+
+RMAPI Vector4 Vector4Zero(void)
+{
+ Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f };
+ return result;
+}
+
+RMAPI Vector4 Vector4One(void)
+{
+ Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f };
+ return result;
+}
+
+RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = {
+ v1.x + v2.x,
+ v1.y + v2.y,
+ v1.z + v2.z,
+ v1.w + v2.w
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4AddValue(Vector4 v, float add)
+{
+ Vector4 result = {
+ v.x + add,
+ v.y + add,
+ v.z + add,
+ v.w + add
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = {
+ v1.x - v2.x,
+ v1.y - v2.y,
+ v1.z - v2.z,
+ v1.w - v2.w
+ };
+ return result;
+}
+
+RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add)
+{
+ Vector4 result = {
+ v.x - add,
+ v.y - add,
+ v.z - add,
+ v.w - add
+ };
+ return result;
+}
+
+RMAPI float Vector4Length(Vector4 v)
+{
+ float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+ return result;
+}
+
+RMAPI float Vector4LengthSqr(Vector4 v)
+{
+ float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w);
+ return result;
+}
+
+RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2)
+{
+ float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w);
+ return result;
+}
+
+// Calculate distance between two vectors
+RMAPI float Vector4Distance(Vector4 v1, Vector4 v2)
+{
+ float result = sqrtf(
+ (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+ (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w));
+ return result;
+}
+
+// Calculate square distance between two vectors
+RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
+{
+ float result =
+ (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) +
+ (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w);
+
+ return result;
+}
+
+RMAPI Vector4 Vector4Scale(Vector4 v, float scale)
+{
+ Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale };
+ return result;
+}
+
+// Multiply vector by vector
+RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w };
+ return result;
+}
+
+// Negate vector
+RMAPI Vector4 Vector4Negate(Vector4 v)
+{
+ Vector4 result = { -v.x, -v.y, -v.z, -v.w };
+ return result;
+}
+
+// Divide vector by vector
+RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w };
+ return result;
+}
+
+// Normalize provided vector
+RMAPI Vector4 Vector4Normalize(Vector4 v)
+{
+ Vector4 result = { 0 };
+ float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w));
+
+ if (length > 0)
+ {
+ float ilength = 1.0f/length;
+ result.x = v.x*ilength;
+ result.y = v.y*ilength;
+ result.z = v.z*ilength;
+ result.w = v.w*ilength;
+ }
+
+ return result;
+}
+
+// Get min value for each pair of components
+RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { 0 };
+
+ result.x = fminf(v1.x, v2.x);
+ result.y = fminf(v1.y, v2.y);
+ result.z = fminf(v1.z, v2.z);
+ result.w = fminf(v1.w, v2.w);
+
+ return result;
+}
+
+// Get max value for each pair of components
+RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2)
+{
+ Vector4 result = { 0 };
+
+ result.x = fmaxf(v1.x, v2.x);
+ result.y = fmaxf(v1.y, v2.y);
+ result.z = fmaxf(v1.z, v2.z);
+ result.w = fmaxf(v1.w, v2.w);
+
+ return result;
+}
+
+// Calculate linear interpolation between two vectors
+RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
+{
+ Vector4 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);
+ result.w = v1.w + amount*(v2.w - v1.w);
+
+ return result;
+}
+
+// Move Vector towards target
+RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
+{
+ Vector4 result = { 0 };
+
+ float dx = target.x - v.x;
+ float dy = target.y - v.y;
+ float dz = target.z - v.z;
+ float dw = target.w - v.w;
+ float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw);
+
+ 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;
+ result.z = v.z + dz/dist*maxDistance;
+ result.w = v.w + dw/dist*maxDistance;
+
+ return result;
+}
+
+// Invert the given vector
+RMAPI Vector4 Vector4Invert(Vector4 v)
+{
+ Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w };
+ return result;
+}
+
+// Check whether two given vectors are almost equal
+RMAPI int Vector4Equals(Vector4 p, Vector4 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)))));
+ 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 nearPlane, double farPlane)
+{
+ Matrix result = { 0 };
+
+ float rl = (float)(right - left);
+ float tb = (float)(top - bottom);
+ float fn = (float)(farPlane - nearPlane);
+
+ result.m0 = ((float)nearPlane*2.0f)/rl;
+ result.m1 = 0.0f;
+ result.m2 = 0.0f;
+ result.m3 = 0.0f;
+
+ result.m4 = 0.0f;
+ result.m5 = ((float)nearPlane*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)farPlane + (float)nearPlane)/fn;
+ result.m11 = -1.0f;
+
+ result.m12 = 0.0f;
+ result.m13 = 0.0f;
+ result.m14 = -((float)farPlane*(float)nearPlane*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 cubic spline interpolation using Cubic Hermite Spline algorithm
+// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
+RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
+{
+ float t2 = t*t;
+ float t3 = t2*t;
+ float h00 = 2*t3 - 3*t2 + 1;
+ float h10 = t3 - 2*t2 + t;
+ float h01 = -2*t3 + 3*t2;
+ float h11 = t3 - t2;
+
+ Quaternion p0 = QuaternionScale(q1, h00);
+ Quaternion m0 = QuaternionScale(outTangent1, h10);
+ Quaternion p1 = QuaternionScale(q2, h01);
+ Quaternion m1 = QuaternionScale(inTangent2, h11);
+
+ Quaternion result = { 0 };
+
+ result = QuaternionAdd(p0, m0);
+ result = QuaternionAdd(result, p1);
+ result = QuaternionAdd(result, m1);
+ result = QuaternionNormalize(result);
+
+ 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)
+ length = axisLength;
+ 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;
+}
+
+// Decompose a transformation matrix into its rotational, translational and scaling components
+RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale)
+{
+ // Extract translation.
+ translation->x = mat.m12;
+ translation->y = mat.m13;
+ translation->z = mat.m14;
+
+ // Extract upper-left for determinant computation
+ const float a = mat.m0;
+ const float b = mat.m4;
+ const float c = mat.m8;
+ const float d = mat.m1;
+ const float e = mat.m5;
+ const float f = mat.m9;
+ const float g = mat.m2;
+ const float h = mat.m6;
+ const float i = mat.m10;
+ const float A = e*i - f*h;
+ const float B = f*g - d*i;
+ const float C = d*h - e*g;
+
+ // Extract scale
+ const float det = a*A + b*B + c*C;
+ Vector3 abc = { a, b, c };
+ Vector3 def = { d, e, f };
+ Vector3 ghi = { g, h, i };
+
+ float scalex = Vector3Length(abc);
+ float scaley = Vector3Length(def);
+ float scalez = Vector3Length(ghi);
+ Vector3 s = { scalex, scaley, scalez };
+
+ if (det < 0) s = Vector3Negate(s);
+
+ *scale = s;
+
+ // Remove scale from the matrix if it is not close to zero
+ Matrix clone = mat;
+ if (!FloatEquals(det, 0))
+ {
+ clone.m0 /= s.x;
+ clone.m4 /= s.x;
+ clone.m8 /= s.x;
+ clone.m1 /= s.y;
+ clone.m5 /= s.y;
+ clone.m9 /= s.y;
+ clone.m2 /= s.z;
+ clone.m6 /= s.z;
+ clone.m10 /= s.z;
+
+ // Extract rotation
+ *rotation = QuaternionFromMatrix(clone);
+ }
+ else
+ {
+ // Set to identity if close to zero
+ *rotation = QuaternionIdentity();
+ }
+}
+
+#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
+
+// Optional C++ math operators
+//-------------------------------------------------------------------------------
+
+// Vector2 operators
+static constexpr Vector2 Vector2Zeros = { 0, 0 };
+static constexpr Vector2 Vector2Ones = { 1, 1 };
+static constexpr Vector2 Vector2UnitX = { 1, 0 };
+static constexpr Vector2 Vector2UnitY = { 0, 1 };
+
+inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
+{
+ return Vector2Add(lhs, rhs);
+}
+
+inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
+{
+ lhs = Vector2Add(lhs, rhs);
+ return lhs;
+}
+
+inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
+{
+ return Vector2Subtract(lhs, rhs);
+}
+
+inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
+{
+ lhs = Vector2Subtract(lhs, rhs);
+ return lhs;
+}
+
+inline Vector2 operator * (const Vector2& lhs, const float& rhs)
+{
+ return Vector2Scale(lhs, rhs);
+}
+
+inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
+{
+ lhs = Vector2Scale(lhs, rhs);
+ return lhs;
+}
+
+inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
+{
+ return Vector2Multiply(lhs, rhs);
+}
+
+inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
+{
+ lhs = Vector2Multiply(lhs, rhs);
+ return lhs;
+}
+
+inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
+{
+ return Vector2Transform(lhs, rhs);
+}
+
+inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
+{
+ lhs = Vector2Transform(lhs, rhs);
+ return lhs;
+}
+
+inline Vector2 operator / (const Vector2& lhs, const float& rhs)
+{
+ return Vector2Scale(lhs, 1.0f / rhs);
+}
+
+inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
+{
+ lhs = Vector2Scale(lhs, rhs);
+ return lhs;
+}
+
+inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
+{
+ return Vector2Divide(lhs, rhs);
+}
+
+inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
+{
+ lhs = Vector2Divide(lhs, rhs);
+ return lhs;
+}
+
+inline bool operator == (const Vector2& lhs, const Vector2& rhs)
+{
+ return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
+}
+
+inline bool operator != (const Vector2& lhs, const Vector2& rhs)
+{
+ return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
+}
+
+// Vector3 operators
+static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
+static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
+static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
+static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
+static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
+
+inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
+{
+ return Vector3Add(lhs, rhs);
+}
+
+inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
+{
+ lhs = Vector3Add(lhs, rhs);
+ return lhs;
+}
+
+inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
+{
+ return Vector3Subtract(lhs, rhs);
+}
+
+inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
+{
+ lhs = Vector3Subtract(lhs, rhs);
+ return lhs;
+}
+
+inline Vector3 operator * (const Vector3& lhs, const float& rhs)
+{
+ return Vector3Scale(lhs, rhs);
+}
+
+inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
+{
+ lhs = Vector3Scale(lhs, rhs);
+ return lhs;
+}
+
+inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
+{
+ return Vector3Multiply(lhs, rhs);
+}
+
+inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
+{
+ lhs = Vector3Multiply(lhs, rhs);
+ return lhs;
+}
+
+inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
+{
+ return Vector3Transform(lhs, rhs);
+}
+
+inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
+{
+ lhs = Vector3Transform(lhs, rhs);
+ return lhs;
+}
+
+inline Vector3 operator / (const Vector3& lhs, const float& rhs)
+{
+ return Vector3Scale(lhs, 1.0f / rhs);
+}
+
+inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
+{
+ lhs = Vector3Scale(lhs, rhs);
+ return lhs;
+}
+
+inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
+{
+ return Vector3Divide(lhs, rhs);
+}
+
+inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
+{
+ lhs = Vector3Divide(lhs, rhs);
+ return lhs;
+}
+
+inline bool operator == (const Vector3& lhs, const Vector3& rhs)
+{
+ return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
+}
+
+inline bool operator != (const Vector3& lhs, const Vector3& rhs)
+{
+ return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
+}
+
+// Vector4 operators
+static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
+static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
+static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
+static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
+static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
+static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
+
+inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
+{
+ return Vector4Add(lhs, rhs);
+}
+
+inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
+{
+ lhs = Vector4Add(lhs, rhs);
+ return lhs;
+}
+
+inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
+{
+ return Vector4Subtract(lhs, rhs);
+}
+
+inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
+{
+ lhs = Vector4Subtract(lhs, rhs);
+ return lhs;
+}
+
+inline Vector4 operator * (const Vector4& lhs, const float& rhs)
+{
+ return Vector4Scale(lhs, rhs);
+}
+
+inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
+{
+ lhs = Vector4Scale(lhs, rhs);
+ return lhs;
+}
+
+inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
+{
+ return Vector4Multiply(lhs, rhs);
+}
+
+inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
+{
+ lhs = Vector4Multiply(lhs, rhs);
+ return lhs;
+}
+
+inline Vector4 operator / (const Vector4& lhs, const float& rhs)
+{
+ return Vector4Scale(lhs, 1.0f / rhs);
+}
+
+inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
+{
+ lhs = Vector4Scale(lhs, rhs);
+ return lhs;
+}
+
+inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
+{
+ return Vector4Divide(lhs, rhs);
+}
+
+inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
+{
+ lhs = Vector4Divide(lhs, rhs);
+ return lhs;
+}
+
+inline bool operator == (const Vector4& lhs, const Vector4& rhs)
+{
+ return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
+}
+
+inline bool operator != (const Vector4& lhs, const Vector4& rhs)
+{
+ return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
+}
+
+// Quaternion operators
+static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
+static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
+static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
+
+inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
+{
+ return QuaternionAddValue(lhs, rhs);
+}
+
+inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
+{
+ lhs = QuaternionAddValue(lhs, rhs);
+ return lhs;
+}
+
+inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
+{
+ return QuaternionSubtractValue(lhs, rhs);
+}
+
+inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
+{
+ lhs = QuaternionSubtractValue(lhs, rhs);
+ return lhs;
+}
+
+inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
+{
+ return QuaternionTransform(lhs, rhs);
+}
+
+inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
+{
+ lhs = QuaternionTransform(lhs, rhs);
+ return lhs;
+}
+
+// Matrix operators
+inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
+{
+ return MatrixAdd(lhs, rhs);
+}
+
+inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
+{
+ lhs = MatrixAdd(lhs, rhs);
+ return lhs;
+}
+
+inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
+{
+ return MatrixSubtract(lhs, rhs);
+}
+
+inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
+{
+ lhs = MatrixSubtract(lhs, rhs);
+ return lhs;
+}
+
+inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
+{
+ return MatrixMultiply(lhs, rhs);
+}
+
+inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
+{
+ lhs = MatrixMultiply(lhs, rhs);
+ return lhs;
+}
+//-------------------------------------------------------------------------------
+#endif // C++ operators
+
+#endif // RAYMATH_H
diff --git a/include/raytmx.h b/include/raytmx.h
new file mode 100644
index 0000000..f446272
--- /dev/null
+++ b/include/raytmx.h
@@ -0,0 +1,4815 @@
+/*
+Copyright (c) 2024-2026 Luke Philipsen
+
+Permission to use, copy, modify, and/or distribute this software for
+any purpose with or without fee is hereby granted.
+
+THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL
+WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES
+OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE
+FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY
+DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN
+AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
+OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+*/
+
+/* Usage
+
+ Do this:
+ #define RAYTMX_IMPLEMENTATION
+ before you include this file in *one* C or C++ file to create the implementation.
+
+ You can define RAYTMX_DEC with
+ #define RAYTMX_DEC static
+ or
+ #define RAYTMX_DEC extern
+ to specify raytmx function declarations as static or extern, respectively.
+ The default specifier is extern.
+*/
+
+#ifndef RAYTMX_H
+ #define RAYTMX_H
+
+#include <ctype.h> /* isspace() */
+#include <math.h> /* floor(), INFINITY */
+#include <stddef.h> /* NULL */
+#include <stdint.h> /* int32_t, uint32_t */
+#include <stdlib.h> /* atoi(), strtoul() */
+#include <string.h> /* memcpy(), memset(), strcpy(), strcpy_s() strlen(), strncpy(), strncpy_s() */
+
+#include "raylib.h"
+#include "rlgl.h"
+
+#ifndef RAYTMX_DEC
+ #define RAYTMX_DEC
+#endif /* RAYTMX_DEC */
+
+#ifdef __cplusplus
+ extern "C" {
+#endif /* __cpluspus */
+
+/***************/
+/* Definitions */
+
+/**
+ * Function signature of raylib's LoadTexture() as a type. For use with SetLoadTextureTMX().
+ */
+typedef Texture2D (*LoadTextureCallback)(const char* fileName);
+
+/**
+ * Bit flags passed to SetTraceLogFlagsTMX() that optionally disable the logging of specific TMX elements.
+ */
+enum tmx_log_flags {
+ LOG_SKIP_PROPERTIES = 1, /**< Skip <properties> and child <property> elements. */
+ LOG_SKIP_LAYERS = 2, /**< Skip <layer>, <objectgroup>, <imagelayer>, and <group> layers and children thereof. */
+ LOG_SKIP_TILE_LAYERS = 4, /**< Skip <layer> layers and children thereof. */
+ LOG_SKIP_TILES = 8, /**< Skip tiles (GIDs) of tile layers (<layer>s). */
+ LOG_SKIP_OBJECT_GROUPS = 16, /**< Skip <objectgroup> layers and children thereof. */
+ LOG_SKIP_OBJECTS = 32, /**< Skip objects of object layers (<objectgroup>s). */
+ LOG_SKIP_IMAGE_LAYERS = 64, /**< Skip <imagelayer> layers and children thereof. */
+ LOG_SKIP_IMAGES = 128, /**< Skip images of image layers (<imagelayer>s). */
+ LOG_SKIP_WANG_SETS = 256, /**< Skip <wangsets> and child <wangset> elements. */
+ LOG_SKIP_WANG_TILES = 512 /**< Skip Wang tiles of Wang sets (<wangset>s). */
+};
+
+/**
+ * Identifiers for the possible layer types.
+ */
+typedef enum tmx_layer_type {
+ LAYER_TYPE_TILE_LAYER = 0, /**< Layer containing a set number of tiles referenced by Global IDs (GIDs). */
+ LAYER_TYPE_OBJECT_GROUP, /**< Layer containing an arbitrary number of various object types. */
+ LAYER_TYPE_IMAGE_LAYER, /**< Layer consisting of a single image. */
+ LAYER_TYPE_GROUP /**< Container layer, with no visuals of its own, that holds other, child layers. */
+} TmxLayerType;
+
+/**
+ * Identifiers for the possible property (data) types.
+ */
+typedef enum tmx_property_type {
+ PROPERTY_TYPE_STRING = 0, /**< String, or a sequence of characters. */
+ PROPERTY_TYPE_INT, /**< Integer number. */
+ PROPERTY_TYPE_FLOAT, /**< Floating-point number. */
+ PROPERTY_TYPE_BOOL, /**< Boolean, true or false. */
+ PROPERTY_TYPE_COLOR, /**< Color with red, green, and blue values and a possible alpha value. */
+ PROPERTY_TYPE_FILE, /**< File name or path to a file as a string. */
+ PROPERTY_TYPE_OBJECT /**< Object (<object>) within the map as an integer ID. */
+} TmxPropertyType;
+
+/**
+ * Identifiers for the possible draw orders applicable to object layers.
+ */
+typedef enum tmx_object_group_draw_order {
+ OBJECT_GROUP_DRAW_ORDER_TOP_DOWN = 0, /**< Drawn in ascending order by y-coordinate. */
+ OBJECT_GROUP_DRAW_ORDER_INDEX /**< Drawn in the order in which the appear in the document. */
+} TmxObjectGroupDrawOrder;
+
+/**
+ * Identifiers for the possible alignments of tiles with an object's bounds.
+ */
+typedef enum tmx_object_alignment {
+ OBJECT_ALIGNMENT_UNSPECIFIED = 0, /**< For orthogonal, behaves like bottom-left. For isometric, like bottm. */
+ OBJECT_ALIGNMENT_TOP_LEFT, /**< Tiles are snapped to the upper-left bound of objects. */
+ OBJECT_ALIGNMENT_TOP, /**< Tiles are snapped to the upper-center bound of objects. */
+ OBJECT_ALIGNMENT_TOP_RIGHT, /**< Tiles are snapped to the upper-right bound of objects. */
+ OBJECT_ALIGNMENT_LEFT, /**< Tiles are snapped to the left-center bound of objects. */
+ OBJECT_ALIGNMENT_CENTER, /**< Tiles are snapped to the horizontal and vertical center of objects. */
+ OBJECT_ALIGNMENT_RIGHT, /**< Tiles are snapped to the right-center bound of objects. */
+ OBJECT_ALIGNMENT_BOTTOM_LEFT, /**< Tiles are snapped to the lower-left bound of objects. */
+ OBJECT_ALIGNMENT_BOTTOM, /**< Tiles are snapped to the lower-center bound of objects. */
+ OBJECT_ALIGNMENT_BOTTOM_RIGHT /**< Tiles are snapped to the lower-right bound of objects. */
+} TmxObjectAlignment;
+
+/**
+ * Identifiers for the possible object types.
+ */
+typedef enum tmx_object_type {
+ OBJECT_TYPE_RECTANGLE = 0, /**< Four-sided polygon four right angles and axis-aligned edges. */
+ OBJECT_TYPE_ELLIPSE, /**< Ellipse, or a circle when the axes are equal. */
+ OBJECT_TYPE_POINT, /**< Individual (X, Y) coordinate with no dimensions. */
+ OBJECT_TYPE_POLYGON, /**< Filled polygon formed by an ordered series of points. */
+ OBJECT_TYPE_POLYLINE, /**< Unfilled polygon formed by an ordered series of points. */
+ OBJECT_TYPE_TEXT, /**< Text, or the visual representation of a string. */
+ OBJECT_TYPE_TILE /**< Tile, referenced by a Global ID (GID), from a tileset known to the map. */
+} TmxObjectType;
+
+/**
+ * Identifiers for the possible horizontal alignments of text.
+ */
+typedef enum tmx_horizontal_alignment {
+ HORIZONTAL_ALIGNMENT_LEFT = 0, /**< Text is to be snapped to the left bound of its object. */
+ HORIZONTAL_ALIGNMENT_CENTER, /**< Text is to be centered along the X axis of its object. */
+ HORIZONTAL_ALIGNMENT_RIGHT, /**< Text is to be snapped to the right bound of its object. */
+ HORIZONTAL_ALIGNMENT_JUSTIFY /**< Text is to be evenly spaced, per line, filling the object's width. */
+} TmxHorizontalAlignment;
+
+/**
+ * Identifiers for the possible vertical alignments of text.
+ */
+typedef enum tmx_vertical_alignment {
+ VERTICAL_ALIGNMENT_TOP = 0, /**< Text is to be snapped to the upper bound of its object. */
+ VERTICAL_ALIGNMENT_CENTER, /**< Text is to be cnetered along the Y axis of its object. */
+ VERTICAL_ALIGNMENT_BOTTOM /**< Text is to be snapped to the lower bound of its object. */
+} TmxVerticalAlignment;
+
+/**
+ * Identifiers for the possible map orientations.
+ */
+typedef enum tmx_orientation {
+ ORIENTATION_NONE = 0, /**< Orientation was not specified. Assumed to be orthogonal. */
+ ORIENTATION_ORTHOGONAL, /**< Standard top-down view with rectanglular tiles. */
+ ORIENTATION_ISOMETRIC, /**< Subset top-down view from a 45-degree angle. NOT supported. */
+ ORIENTATION_STAGGERED, /**< Variation of isometric with staggered axes. */
+ ORIENTATION_HEXAGONAL /**< Top-down view in which tiles are six-sided and alternative rows/columns are offset. */
+} TmxOrientation;
+
+/**
+ * Identifiers for the possible orders in which tiles in a tile layer are rendered/drawn.
+ */
+typedef enum tmx_render_order {
+ RENDER_ORDER_RIGHT_DOWN = 0, /**< Tiles are rendered by row, from left to right, then column, from top to bottom. */
+ RENDER_ORDER_RIGHT_UP, /**< Tiles are rendered by row, from left to right, then column, from bottom to top. */
+ RENDER_ORDER_LEFT_DOWN, /**< Tiles are rendered by row, from right to left, then column, from top to bottom. */
+ RENDER_ORDER_LEFT_UP /**< Tiles are rendered by row, from right to left, then column, from bottom to top. */
+} TmxRenderOrder;
+
+/**
+ * Model of an <image> element. Defines an image and relevant attributes along with a loaded texture.
+ */
+typedef struct tmx_image {
+ char* source; /**< File name and/or path referencing the image on disk. */
+ Color trans; /**< [optional] Color that defines is treated as transparent. Not currently implemented. */
+ bool hasTrans; /**< When true, indicates 'trans' has been set with a color to be treated as transparent. */
+ uint32_t width; /**< Width of the image in pixels. */
+ uint32_t height; /**< Height of the image in pixels. */
+ Texture2D texture; /**< The image as a raylib texture loaded into VRAM, if loading was successful. */
+} TmxImage;
+
+/**
+ * Model of a <layer> element when combined with the 'TmxLayer' model. Defines a tile layer with a fixed-size list of
+ * tile Global IDs (GIDs).
+ */
+typedef struct tmx_tile_layer {
+ uint32_t width; /**< Width of the layer in tiles. */
+ uint32_t height; /**< Height of the layer in tiles. */
+ char* encoding; /**< [optional] Encoding used to encode tiles. May be NULL, "base64," or "csv." */
+ char* compression; /**< [optional] Compression used to compress tiles. May be NULL, "gzip," "zlib," or "zstd." */
+ uint32_t* tiles; /**< Array of tile Global IDs (GIDs) contained by this tile layer. */
+ uint32_t tilesLength; /**< Length of the 'tiles' array. */
+} TmxTileLayer;
+
+/**
+ * Contains the information needed to quickly draw a single line of a <text> element.
+ */
+typedef struct tmx_text_line {
+ char* content; /**< The string to be drawn. This may be the whole content of the parent string or partial. */
+ Font font; /**< The raylib Font to be used when drawing. */
+ Vector2 position; /**< Absolute position of this line. This is separate from its object layer's potential offset. */
+ float spacing; /**< Spacing in pixels to be applied between each character when drawing. */
+} TmxTextLine;
+
+/**
+ * Model of a <text> element along with some pre-calculated objects for efficient drawing.
+ */
+typedef struct tmx_text {
+ char* fontFamily; /**< Font family (e.g. "sans-serif") to be used to render the text. */
+ uint32_t pixelSize; /**< Size of the font in pixels. */
+ bool wrap; /**< When true, indicates word wrapping should be used when appropriate. */
+ Color color; /**< Color of the text. */
+ bool bold; /**< When true, indicates the text should be bolded. */
+ bool italic; /**< When true, indicates the text should be italicized. */
+ bool underline; /**< When true, indicates the text should be underlined. */
+ bool strikeOut; /**< When true, indicates the text should be struck/crossed out. */
+ bool kerning; /**< When true, indicates kerning should be used when drawing. */
+ TmxHorizontalAlignment halign; /**< Horizontal alignment of the text within its object. */
+ TmxVerticalAlignment valign; /**< Vertical alignment of the text within its object. */
+ char* content; /**< The string to be drawn. */
+ TmxTextLine* lines; /**< Array of pre-calculated lines with all values needed to quickly draw this text. */
+ uint32_t linesLength; /**< Length of the 'lines' array. */
+} TmxText;
+
+/**
+ * Model of a <property> element. Describes a property of the model it's attached to with a name, type, and value.
+ */
+typedef struct tmx_property {
+ TmxPropertyType type; /**< The specific (data) type of the property indicating which associated value to read. */
+ char* name; /**< Name of the property. */
+ char* stringValue; /**< The property's value for string-typed properties. */
+ int32_t intValue; /**< The property's value for integer-typed properties. */
+ float floatValue; /**< The property's value for floating point-typed properties. */
+ bool boolValue; /**< The property's value for boolean-typed properties. */
+ Color colorValue; /**< The property's value for color-typed properties. */
+} TmxProperty;
+
+/**
+ * Model of an <object> element within an <objectgroup> element. Objects are amorphous entities of varying type but all
+ * are potentially visible with positions and dimensions, although points' dimensions are effectively zero.
+ */
+typedef struct tmx_object {
+ TmxObjectType type; /**< The specific object type indicating which optional fields have relevant information. */
+ uint32_t id; /**< Unique ID of the object. */
+ char* name; /**< Name of the object. */
+ char* typeString; /**< The type/class of the object. */ /* 'type' is a reserved keyword hence 'typeString' */
+ double x; /**< X coordinate, in pixels, of the object. This is separate from its object layer's potential offset. */
+ double y; /**< Y coordinate, in pixels, of the object. This is separate from its object layer's potential offset. */
+ double width; /**< Width of the object in pixels. */
+ double height; /**< Height of the object in pixels. */
+ double rotation; /**< Rotation of the object in (clockwise) degrees around the object's (x, y) position. */
+ uint32_t gid; /**< (Semi-optional) Global ID of a tile drawn as the object. If zero, the object is not a tile. */
+ bool visible; /**< When true, indicates the object will be drawn. */
+ char* templateString; /**< [optional] File name and/or path referencing an object template on disk applied to this
+ object. If NULL, no template is used. */
+ Vector2* points; /**< [optional] Array of ordered points that define a poly(gon|line). Relative, not absolute. */
+ uint32_t pointsLength; /**< Length of the 'points' array. */
+ Vector2* drawPoints; /**< [optional] Array used as a buffer when drawing. Equal in length to the 'points' array. */
+ TmxText* text; /**< [optional] Text to be drawn. */
+ TmxProperty* properties; /**< Array of named, typed properties that apply to this object. */
+ uint32_t propertiesLength; /**< Length of the 'properties' array. */
+ Rectangle aabb; /**< Axis-Aligned Bounding Box (AABB). */
+} TmxObject;
+
+/**
+ * Model of an <objectgroup> element when combined with the 'TmxLayer' model. Defines an object layer of an arbitrary
+ * number of objects of varying types.
+ */
+typedef struct tmx_object_group {
+ /* uint32_t width; */ /**< Width of the object layer in tiles. TMX documentation describes it as "meaningless." */
+ /* uint32_t height; */ /**< Height of the object layer in tiles. TMX documentation describes it as "meaningless." */
+ Color color; /**< [optional] Color used to display objects within the layer. */
+ bool hasColor; /**< When true, indicates 'color' has been set. */
+ TmxObjectGroupDrawOrder drawOrder; /**< Indicates the order in which objects in this layer are drawn. */
+ TmxObject* objects; /**< Array of objects contained by this object layer. */
+ uint32_t objectsLength; /**< Length of the 'objects' array. */
+ uint32_t* ySortedObjects; /**< Array of indexes of 'objects' sorted by the objects' y-coordinates. */
+} TmxObjectGroup;
+
+/**
+ * Model of an <imagelayer> element when combined with the 'TmxLayer' model. Defines a layer consisting of one image.
+ */
+typedef struct tmx_image_layer {
+ bool repeatX; /**< When true, indicates the image is repeated along the X axis. */
+ bool repeatY; /**< When true, indicates the image is repeated along the Y axis. */
+ TmxImage image; /**< Sole image of this layer. */
+ bool hasImage; /**< When true, indicates 'image' has been set. Should always be true. */
+} TmxImageLayer;
+
+struct tmx_layer; /* Forward declaration of the following type. Contains children of the same type. */
+
+/**
+ * Model of multiple layer elements: <layer>, <objectgroup>, <imagelayer>, or <group>. Defines a layer with attributes
+ * common to all, more-specific layer types. The more-specific attributes
+ */
+typedef struct tmx_layer {
+ TmxLayerType type; /**< The specific layer type indicating which associated layer ('exact') has mspecific values. */
+ uint32_t id; /**< Unique integer ID of the layer. */
+ char* name; /**< Name of the layer. */
+ char* classString; /**< [optional] Class of the layer. If unused, defaults to an empty string. */
+ bool visible; /**< When true, indicates the layer and its children will be drawn. */
+ double opacity; /**< Opacity of the layer and its children where 0.0 means the layer is fully transparent. */
+ Color tintColor; /**< [optional] Tint color applied to the layer and its children. */
+ bool hasTintColor; /**< When true, indicates 'tintColor' has been set. */
+ int32_t offsetX; /**< Horizontal offset of the layer and its children in pixels. */
+ int32_t offsetY; /**< Vertical offset of the layer and its children in pixels. */
+ double parallaxX; /**< Horizontal parallax factor. 1.0 means the layers position on the screen changes at the same
+ rate as the camera. 0.0 means the layer will not move with the camera. */
+ double parallaxY; /**< Veritcal parallax factor. 1.0 means the layers position on the screen changes at the same
+ rate as the camera. 0.0 means the layer will not move with the camera. */
+ TmxProperty* properties; /**< Array of named, typed properties that apply to this layer. */
+ uint32_t propertiesLength; /**< Length of the 'properties' array. */
+ struct tmx_layer* layers; /**< [optional] Array of child layers, may be NULL. Only used by group layers. */
+ uint32_t layersLength; /**< Length of the 'layers' array. */
+ union layer_type_union {
+ TmxTileLayer tileLayer;
+ TmxObjectGroup objectGroup;
+ TmxImageLayer imageLayer;
+ } exact; /**< Additional layer information specific to a tile, object, or image layer but not groups. */
+} TmxLayer;
+
+/**
+ * Model of a <frame> element. Defines a temporal frame of an animation with the Global ID (GID) of the tile to be
+ * displayed and the duration thereof.
+ */
+typedef struct tmx_animation_frame {
+ uint32_t gid; /**< The Global ID (GID) of a tile from the animation's tileset to be drawn for some duration. */
+ float duration; /**< Duration in milliseconds that the frame should be displayed. */
+} TmxAnimationFrame;
+
+/**
+ * Model of an <animation> element. Defines a series of (tile) frames.
+ */
+typedef struct tmx_animation {
+ TmxAnimationFrame* frames; /**< Array of frames. These frames identify tiles and durations to be displayed. */
+ uint32_t framesLength; /**< Length of the 'frames' array. */
+} TmxAnimation;
+
+/**
+ * Model of a <tile> element within a <tileset> element. Contains information about tiles that are not or cannot be
+ * implicitly determined from the tileset.
+ */
+typedef struct tmx_tileset_tile {
+ uint32_t id; /**< Local ID of the tile within its tileset. This is a factor in but different from its Global ID. */
+ char* classString; /**< [optional] Class of the tile. If unused, defaults to an empty string. */
+ int32_t x; /**< X coordinate, in pixels, of the sub-rectangle within the tileset's image to extract. */
+ int32_t y; /**< Y coordinate, in pixels, of the sub-rectangle within the tileset's image to extract. */
+ uint32_t width; /**< Width, in pixels, of the sub-rectangle within the tileset's image to extract. */
+ uint32_t height; /**< Height, in pixels, of the sub-rectangle within the tileset's image to extract. */
+ TmxImage image; /**< [optional] Image to be used as the tile for "collection of images" tilesets. */
+ bool hasImage; /**< When true, indicates 'image' is set. */
+ TmxAnimation animation; /**< [optional] Animation. Lists GIDs to be drawn temporarily and periodically. */
+ bool hasAnimation; /**< When true, indicates 'animation' is assigned. */
+ TmxProperty* properties; /**< Array of named, typed properties that apply to this tileset tile. */
+ uint32_t propertiesLength; /**< Length of the 'properties' array. */
+ TmxObjectGroup objectGroup; /**< [optional] 0+ objects representing collision information unique to the tile. */
+} TmxTilesetTile;
+
+/**
+ * Model of a <tileset> element. Defines an image, or serious of images, from which tiles are drawn along with
+ * information on how to extract areas from within the image and/or how to align them within an object.
+ */
+typedef struct tmx_tileset {
+ uint32_t firstGid; /**< First Global ID (GID) of a tile in this tileset. */
+ uint32_t lastGid; /**< Last Global ID (GID) of a tile in this tileset. */
+ char* source; /**< [optional] Source of this tileset, may be NULL. Only used for external tilesets. */
+ char* name; /**< Name of the tileset. */
+ char* classString; /**< [optional] Class of the tileset. If unused, defaults to an empty string. */
+ uint32_t tileWidth; /**< Maximum, although typically exact, width of the tiles in this tileset in pixels. */
+ uint32_t tileHeight; /**< Maximum, although typically exact, height of the tiles in this tileset in pixels. */
+ uint32_t spacing; /**< Spacing in pixels between tiles in this tileset. */
+ uint32_t margin; /**< Margin around the tiles in this tileset. */
+ uint32_t tileCount; /**< Number of tiles in this tileset. Note: 'lastGid' - 'firstGid' is not always 'tileCount.' */
+ uint32_t columns; /**< Number of tile columsn in this tileset. */
+ TmxObjectAlignment objectAlignment; /**< Controls the alignment of tiles of this tileset when used as objects. */
+ int32_t tileOffsetX; /**< Horizontal offset in pixels applied when drawing tiles from this tileset. */
+ int32_t tileOffsetY; /**< Vertical offset in pixels applied when drawing tiles form this tileset. */
+ TmxImage image; /**< [optional] Image from which this tilesets tiles are extracted. */
+ bool hasImage; /**< When true, indicates 'image' is set. */
+ TmxProperty* properties; /**< Array of named, typed properties that apply to this tileset. */
+ uint32_t propertiesLength; /**< Length of the 'properties' array. */
+ TmxTilesetTile* tiles; /**< Array of explicitly-defined tiles within the tileset. */
+ uint32_t tilesLength; /**< Length of the 'tiles' array. */
+} TmxTileset;
+
+/**
+ * Contains the information and objects needed to quickly draw a <tile> in a raylib application.
+ */
+typedef struct tmx_tile {
+ uint32_t gid; /**< Global ID (GID) unique to the tile, used for lookups. 0 means the tile is effectively unused. */
+ Rectangle sourceRect; /**< Sub-rectangle within a tileset to extract that is to be drawn. */
+ Texture2D texture; /**< Texture in VRAM to be used to draw. May be used whole or as a source of a sub-rectangle. */
+ Vector2 offset; /**< Offset in pixels to be applied to the tile, derived from the tileset. */
+ TmxAnimation animation; /**< [optional] Animation. Lists GIDs to be drawn temporarily and periodically. */
+ bool hasAnimation; /**< When true, indicates 'animation' is assigned. */
+ uint32_t frameIndex; /**< For animations, the current animation frame to draw. */
+ float frameTime; /**< For animations, an accumulator. The time, in seconds, the current frame has been drawn. */
+ TmxObjectGroup objectGroup; /**< [optional] 0+ objects representing collision information unique to the tile. */
+} TmxTile;
+
+/**
+ * Model of a <map> element along with some pre-calculated objects for efficient drawing.
+ */
+typedef struct tmx_map {
+ char* fileName; /**< File name of the TMX file with extension. */
+ TmxOrientation orientation; /**< Map orientation. May be orthogonal, isometric, staggered, or hexagonal. */
+ TmxRenderOrder renderOrder; /**< Order in which tiles on tile layers are rendered. */
+ uint32_t width; /**< Width of this map in tiles. */
+ uint32_t height; /**< Height of htis map in tiles. */
+ uint32_t tileWidth; /**< Width of a tile in pixels. */
+ uint32_t tileHeight; /**< Height of a tile in pixels. */
+ int32_t parallaxOriginX; /**< X coordinate, in pixels, of the parallax origin. */
+ int32_t parallaxOriginY; /**< Y coordinate, in pixels, of hte parallax origin. */
+ Color backgroundColor; /**< [optional] Background color to be drawn behind the map with its dimensions. */
+ bool hasBackgroundColor; /**< When true, indicates 'backgroundColor' is set. */
+ TmxProperty* properties; /**< Array of named, typed properties that apply to this map. */
+ uint32_t propertiesLength; /**< Length of the 'properties' array. */
+ TmxTileset* tilesets; /**< Array of tilesets used by the map. */
+ uint32_t tilesetsLength; /**< Length of the 'tilesets' array. */
+ TmxLayer* layers; /**< Array of layers and potential child layers that make up this map. */
+ uint32_t layersLength; /**< Length of the 'layers' array. */
+ TmxTile* gidsToTiles; /**< Array of pre-calculated tile metadata with all the values needed to quickly draw a tile
+ given its GID. Allocated such that gidsToTiles[1] returns the data of tile GID 1. */
+ uint32_t gidsToTilesLength; /**< Length of the 'gidsToTiles' array. */
+} TmxMap;
+
+/**
+ * Given a path to TMX document, parse it and create an equivalent model that can be, among other uses, quickly drawn.
+ * This function allocates memory and loads textures into VRAM. To clean up, use UnloadTMX().
+ *
+ * @param fileName File name and/or path referencing a TMX document on disk to be loaded.
+ * @return A model of the map as defined by the given TMX document, or NULL if loading failed for any reason.
+ */
+RAYTMX_DEC TmxMap* LoadTMX(const char* fileName);
+
+/**
+ * Unload a given map model by freeing memory allocations and unloading textures. In other words, free the resources
+ * reserved by LoadTMX().
+ *
+ * @param map A previously-loaded map model to be freed/unloaded.
+ */
+RAYTMX_DEC void UnloadTMX(TmxMap* map);
+
+/**
+ * Draw the entirety of the given map at the given position.
+ * When a camera is also passed to this function, parallaxed scrolling can be applied to layers with parallax factors
+ * that are not 1.0 and the screen's surface can be known allowing for occlusion culling and the performance gains that
+ * come with it.
+ * The given tint is applied to map and its layers. When layers have their own tints, the two colors are combined. If no
+ * tint is needed, passing WHITE effectively means no tint is applied.
+ *
+ * @param map A loaded map model to be drawn in whole at the given coordinates.
+ * @param camera [optional] Camera2D to be used for parallax and/or occlusion. Required for parallax. 'viewport' takes
+ * priority for occlusion.
+ * @param viewport [optional] Region drawn to. Used for occlusion. Only tiles, objects, etc. in this region are drawn.
+ * @param posX X coordinate at which to draw the map. This corresponds to the top-left corner of the map.
+ * @param posY Y coordinate at which to draw the map. This corresponds to the top-left corner of the map.
+ * @param tint A tint to be applied to the map and its layers. This tint is combined with any individual layer tints.
+ */
+RAYTMX_DEC void DrawTMX(const TmxMap* map, const Camera2D* camera, const Rectangle* viewport, int posX, int posY,
+ Color tint);
+
+/**
+ * Draw the given layers at the given position.
+ * When a camera is also passed to this function, parallaxed scrolling can be applied to layers with parallax factors
+ * that are not 1.0 and the screen's surface can be known allowing for occlusion culling and the performance gains that
+ * come with it.
+ * The given tint is applied to the layers. When layers have their own tints, the two colors are combined. If no tint is
+ * needed, passing WHITE effectively means no tint is applied.
+ *
+ * @param map A loaded map model whose layers are to be drawn.
+ * @param camera [optional] Camera2D to be used for parallax and/or occlusion. Required for parallax. 'viewport' takes
+ * priority for occlusion.
+ * @param viewport [optional] Region drawn to. Used for occlusion. Only tiles, objects, etc. in this region are drawn.
+ * @param layers An array of select layers to be drawn.
+ * @param layersLength Length of the given array of layers.
+ * @param posX X coordinate at which to draw the layers. This corresponds to the top-left corner of the layers.
+ * @param posY Y coordinate at which to draw the layers. This corresponds to the top-left corner of the layers.
+ * @param tint A tint to be applied to the layers. This tint is combined with any individual layer tints.
+ */
+RAYTMX_DEC void DrawTMXLayers(const TmxMap* map, const Camera2D* camera, const Rectangle* viewport,
+ const TmxLayer* layers, uint32_t layersLength, int posX, int posY, Color tint);
+
+/**
+ * Progress the animations of the given map in real-time. This is intended to be called once per frame, or once per
+ * BeginDrawing() an EndDrawing() call. If called more or less frequently, animation speeds will be affected.
+ *
+ * @param map A loaded map model to be animated.
+ */
+RAYTMX_DEC void AnimateTMX(TmxMap* map);
+
+/**
+ * Check for collisions between two objects of arbitrary type. Objects that are not primitive shapes, namely text and
+ * tiles, are treated as rectangles.
+ *
+ * @param object1 A TMX <object> to be checked for a collision.
+ * @param object2 Another TMX <object> to be checked for a collision.
+ * @return True if the given objects collide with one another, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXObjects(TmxObject object1, TmxObject object2);
+
+/**
+ * Check for collisions between the given tile or group layers and the given rectangle. The tiles must have collision
+ * information created with the Tiled Collision Editor.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param map A loaded map model containing the given layers.
+ * @param layers An array of select tile or group layers to be checked for collisions.
+ * @param layersLength Length of the given array of layers.
+ * @param rec The rectangle to perform collision checks on.
+ * @param outputObject Output parameter assigned with the object the rectangle collided with. NULL if not wanted.
+ * @return True if the given rectangle collides with any tile in the given layers, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXTileLayersRec(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Rectangle rec, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given tile or group layers and the given circle. The tiles must have collision
+ * information created with the Tiled Collision Editor.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param map A loaded map model containing the given layers.
+ * @param layers An array of select tile or group layers to be checked for collisions.
+ * @param layersLength Length of the given array of layers.
+ * @param center The center point of the circle.
+ * @param radius The radius of the circle.
+ * @param outputObject Output parameter assigned with the object the circle collided with. NULL if not wanted.
+ * @return True if the given circle collides with any tile in the given layers, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXTileLayersCircle(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2 center, float radius, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given tile or group layers and the given point. The tiles must have collision
+ * information created with the Tiled Collision Editor.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param map A loaded map model containing the given layers.
+ * @param layers An array of select tile or group layers to be checked for collisions.
+ * @param layersLength Length of the given array of layers.
+ * @param point The point to perform collision checks on.
+ * @param outputObject Output parameter assigned with the object the point collided with. NULL if not wanted.
+ * @return True if the given point collides with any tile in the given layers, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXTileLayersPoint(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2 point, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given tile or group layers and the given polygon. The tiles must have collision
+ * information created with the Tiled Collision Editor.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * This function calculates the Axis-Aligned Bounding Box (AABB) of the polygon each time it's called. If the polygon's
+ * AABB is known, CheckCollisionTMXLayersPolyEx() can be used for better performance.
+ *
+ * @param map A loaded map model containing the given layers.
+ * @param layers An array of select tile or group layers to be checked for collisions.
+ * @param layersLength Length of the given array of layers.
+ * @param points An array of vertices defining the polygon. No repeats.
+ * @param pointCount The length of the array of vertices.
+ * @param outputObject Output parameter assigned with the object the polygon collided with. NULL if not wanted.
+ * @return True if the given polygon collides with any tile in the given layers, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXLayersPoly(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2* points, int pointCount, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given tile or group layers and the given polygon with the given Axis-Aligned
+ * Bounding Box (AABB). The tiles must have collision information created with the Tiled Collision Editor.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param map A loaded map model containing the given layers.
+ * @param layers An array of select tile or group layers to be checked for collisions.
+ * @param layersLength Length of the given array of layers.
+ * @param points An array of vertices defining the polygon. No repeats.
+ * @param pointCount The length of the array of vertices.
+ * @param aabb Bounding box of the polygon. Used for quicker, broad collision checks.
+ * @param outputObject Output parameter assigned with the object the polygon collided with. NULL if not wanted.
+ * @return True if the given polygon collides with any tile in the given layers, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXLayersPolyEx(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2* points, int pointCount, Rectangle aabb, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given object group, with 0+ objects of arbitrary shape, and the given rectangle.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param group The object group whose 0+ objects will be checked for collisions.
+ * @param rec The rectangle to perform collision checks on.
+ * @param outputObject Output parameter assigned with the object the rectangle collided with. NULL if not wanted.
+ * @return True if the given rectangle collides with any object in the object group, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupRec(TmxObjectGroup group, Rectangle rec, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given object group, with 0+ objects of arbitrary shape, and the given circle.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param group The object group whose 0+ objects will be checked for collisions.
+ * @param center The center point of the circle.
+ * @param radius The radius of the circle.
+ * @param outputObject Output parameter assigned with the object the circle collided with. NULL if not wanted.
+ * @return True if the given circle collides with any object in the object group, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupCircle(TmxObjectGroup group, Vector2 center, float radius,
+ TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given object group, with 0+ objects of arbitrary shape, and the given point.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param group The object group whose 0+ objects will be checked for collisions.
+ * @param point The point to perform collision checks on.
+ * @param outputObject Output parameter assigned with the object the point collided with. NULL if not wanted.
+ * @return True if the given point collides with any object in the object group, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupPoint(TmxObjectGroup group, Vector2 point, TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given object group, with 0+ objects of arbitrary shape, and the given polygon.
+ * This function calculates the Axis-Aligned Bounding Box (AABB) of the polygon each time it's called. If the polygon's
+ * AABB is known, CheckCollisionTMXObjectGroupPolyEx() can be used for better performance.
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param group The object group whose 0+ objects will be checked for collisions.
+ * @param points An array of vertices defining the polygon. No repeats.
+ * @param pointCount The length of the array of vertices.
+ * @param outputObject Output parameter assigned with the object the polygon collided with. NULL if not wanted.
+ * @return True if the given polygon collides with any object in the object group, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupPoly(TmxObjectGroup group, Vector2* points, int pointCount,
+ TmxObject* outputObject);
+
+/**
+ * Check for collisions between the given object group, with 0+ objects of arbitrary shape, and the given polygon with
+ * the given Axis-Aligned Bound Box (AABB).
+ * Note: This function assumes the map is positioned at (0, 0). If the map is drawn with an offset, normalize.
+ *
+ * @param group The object group whose 0+ objects will be checked for collisions.
+ * @param points An array of vertices defining the polygon. No repeats.
+ * @param pointCount The length of the array of vertices.
+ * @param aabb Bounding box of the polygon. Used for quicker, broad collision checks.
+ * @param outputObject Output parameter assigned with the object the polygon collided with. NULL if not wanted.
+ * @return True if the given polygon collides with any object in the object group, or false if there is no collision.
+ */
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupPolyEx(TmxObjectGroup group, Vector2* points, int pointCount,
+ Rectangle aabb, TmxObject* outputObject);
+
+/**
+ * Set a custom callback in place of raylib's LoadTexture(). The callback must return a Texture2D and take a const char*
+ * as the sole parameter. To unset, pass NULL to this function.
+ *
+ * @param callback A function pointer with a "Texture2D CustLoadTexture(const char* fileName)" signature, or NULL if
+ * unsetting the custom callback.
+ */
+RAYTMX_DEC void SetLoadTextureTMX(LoadTextureCallback callback);
+
+/**
+ * Log properties of the given map as a formatted string.
+ * SetTraceLogFlagsTMX() may be used to exclude select information.
+ *
+ * @param logLevel The level/severity with which to log the string (e.g. LOG_DEBUG, LOG_INFO, etc.).
+ * @param map A loaded map to be logged.
+ */
+RAYTMX_DEC void TraceLogTMX(int logLevel, const TmxMap* map);
+
+/**
+ * Globally set logging options for TraceLogTMX() allowing for select types of information to be excluded.
+ * The flags used by this function are defined in the tmx_log_flags enumeration.
+ *
+ * @param logFlags Logically OR'd bit flags to be applied to all logging following this call.
+ */
+RAYTMX_DEC void SetTraceLogFlagsTMX(int logFlags);
+
+#ifdef __cplusplus
+ }
+#endif /* __cplusplus */
+
+#ifdef RAYTMX_IMPLEMENTATION
+
+#ifndef HOXML_IMPLEMENTATION
+ #define HOXML_IMPLEMENTATION
+#endif
+#include "hoxml.h"
+
+/******************/
+/* Implementation */
+
+#define TMX_LINE_THICKNESS 3.0f /* Thickness, in pixels, that outlines of specific objects are drawn with */
+
+/* Bit flags that GIDs may be masked with in order to indicate transformations for individual tiles */
+enum tmx_flip_flags {
+ FLIP_FLAG_HORIZONTAL = 0x80000000,
+ FLIP_FLAG_VERTICAL = 0x40000000,
+ FLIP_FLAG_DIAGONAL = 0x20000000,
+ FLIP_FLAG_ROTATE_120 = 0x10000000
+};
+
+typedef enum raytmx_document_format {
+ FORMAT_TMX = 0, /* Tilemap with tilesets, layers, etc. */
+ FORMAT_TSX, /* External tilesets */
+ FORMAT_TX /* Object templates */
+} RaytmxDocumentFormat;
+
+typedef struct raytmx_external_tileset {
+ TmxTileset tileset;
+ bool isSuccess; /* 'isSuccess' is true when the external tileset was successfully loaded */
+} RaytmxExternalTileset;
+
+typedef struct raytmx_object_template {
+ TmxTileset tileset;
+ TmxObject object;
+ bool isSuccess, hasTileset; /* 'isSuccess' is true when the object template was successfully loaded */
+} RaytmxObjectTemplate;
+
+struct raytmx_cached_texture; /* Forward declaration */
+typedef struct raytmx_cached_texture {
+ char* fileName;
+ Texture2D texture;
+ struct raytmx_cached_texture* next;
+} RaytmxCachedTextureNode; /* Associates a file name with a Texture2D allowing for the reuse of textures in VRAM */
+
+struct raytmx_cached_template; /* Forward declaration */
+typedef struct raytmx_cached_template {
+ char* fileName;
+ RaytmxObjectTemplate objectTemplate;
+ struct raytmx_cached_template* next;
+} RaytmxCachedTemplateNode; /* Associates a file name with an object template */
+
+struct raytmx_property_node; /* Forward declaration */
+typedef struct raytmx_property_node {
+ TmxProperty property;
+ struct raytmx_property_node* next;
+} RaytmxPropertyNode;
+
+struct raytmx_tileset_node; /* Forward declaration */
+typedef struct raytmx_tileset_node {
+ TmxTileset tileset;
+ struct raytmx_tileset_node* next;
+} RaytmxTilesetNode;
+
+struct raytmx_tileset_tile_node; /* Forward declaration */
+typedef struct raytmx_tileset_tile_node {
+ TmxTilesetTile tile;
+ struct raytmx_tileset_tile_node* next;
+} RaytmxTilesetTileNode;
+
+struct raytmx_animation_frame_node; /* Forward declaration */
+typedef struct raytmx_animation_frame_node {
+ TmxAnimationFrame frame;
+ struct raytmx_animation_frame_node* next;
+} RaytmxAnimationFrameNode;
+
+struct raytmx_layer_node; /* Forward declaration */
+typedef struct raytmx_layer_node {
+ TmxLayer layer;
+ uint32_t childrenLength;
+ struct raytmx_layer_node *next, *parent, *childrenRoot, *childrenTail;
+} RaytmxLayerNode;
+
+struct raytmx_tile_layer_tile_node; /* Forward declaration */
+typedef struct raytmx_tile_layer_tile_node {
+ uint32_t gid;
+ struct raytmx_tile_layer_tile_node* next;
+} RaytmxTileLayerTileNode;
+
+struct raytmx_object_node; /* Forward declaration */
+typedef struct raytmx_object_node {
+ TmxObject object;
+ struct raytmx_object_node* next;
+} RaytmxObjectNode;
+
+struct raytmx_object_sorting_node; /* Forward declaration */
+typedef struct raytmx_object_sorting_node {
+ double y;
+ uint32_t index;
+ struct raytmx_object_sorting_node* next;
+} RaytmxObjectSortingNode;
+
+struct raytmx_poly_point_node; /* Forward declaration */
+typedef struct raytmx_poly_point_node {
+ Vector2 point;
+ struct raytmx_poly_point_node* next;
+} RaytmxPolyPointNode;
+
+struct raytmx_text_line_node; /* Forward declaration */
+typedef struct raytmx_text_line_node {
+ TmxTextLine line;
+ struct raytmx_text_line_node* next;
+} RaytmxTextLineNode;
+
+typedef struct raytmx_state {
+ RaytmxDocumentFormat format;
+ char documentDirectory[512];
+ bool isSuccess;
+
+ /* Variables intended for TMX (map) parsing */
+ RaytmxCachedTextureNode* texturesRoot;
+ RaytmxCachedTemplateNode* templatesRoot;
+ TmxOrientation mapOrientation;
+ TmxRenderOrder mapRenderOrder;
+ uint32_t mapWidth, mapHeight, mapTileWidth, mapTileHeight, mapPropertiesLength;
+ int32_t mapParallaxOriginX, mapParallaxOriginY;
+ Color mapBackgroundColor;
+ bool mapHasBackgroundColor;
+ TmxProperty* mapProperties;
+
+ /* These variables, when not NULL, are assigned to the current element(s) being parsed */
+ TmxProperty* property;
+ TmxTileset* tileset;
+ TmxImage* image;
+ TmxTilesetTile* tilesetTile;
+ TmxAnimationFrame* animationFrame;
+ /* TmxWangSet* wangSet; */ /* TODO: Wang sets. Low priority. */
+ /* TmxWangColor* wangColor; */ /* TODO: Wang sets. Low priority. */
+ TmxLayer* layer;
+ TmxTileLayer* tileLayer;
+ TmxObjectGroup* objectGroup;
+ TmxImageLayer* imageLayer;
+ TmxObject* object;
+
+ /* These variables are linked lists containing various elements where an arbitrary amount are allowed, such as */
+ /* 1+ <object> elements in an <objectgroup>, that will be copied to arrays of known sizes later on */
+ RaytmxPropertyNode *propertiesRoot, *propertiesTail;
+ RaytmxTilesetNode *tilesetsRoot, *tilesetsTail;
+ RaytmxTilesetTileNode *tilesetTilesRoot, *tilesetTilesTail;
+ RaytmxAnimationFrameNode *animationFramesRoot, *animationFramesTail;
+ RaytmxLayerNode *layersRoot, *layersTail, *groupNode;
+ RaytmxTileLayerTileNode *layerTilesRoot, *layerTilesTail;
+ RaytmxObjectNode *objectsRoot, *objectsTail;
+ uint32_t tilesetsLength, tilesetTilesLength, animationFramesLength, propertiesLength, layersLength,
+ layerTilesLength, objectsLength, propertiesDepth;
+} RaytmxState; /* Intermediate data used internally to parse TMX (map), TSX (tileset), and TX (template) files */
+
+typedef struct raytmx_transform {
+ Vector2 position;
+ Vector2 parallax;
+ Vector2 cameraOffset;
+} RaytmxTransform;
+
+RaytmxExternalTileset LoadTSX(const char* fileName);
+RaytmxObjectTemplate LoadTX(const char* fileName);
+void ParseDocument(RaytmxState* raytmxState, const char* fileName);
+void HandleElementBegin(RaytmxState* raytmxState, hoxml_context_t* hoxmlContext);
+void HandleAttribute(RaytmxState* raytmxState, hoxml_context_t* hoxmlContext);
+void HandleElementEnd(RaytmxState* raytmxState, hoxml_context_t* hoxmlContext);
+void FreeState(RaytmxState* raytmxState);
+void FreeString(char* str);
+void FreeTileset(TmxTileset tileset);
+void FreeProperty(TmxProperty property);
+void FreeLayer(TmxLayer layer);
+void FreeObject(TmxObject object);
+bool IterateTileLayer(const TmxMap* map, const TmxTileLayer* layer, Rectangle viewport, RaytmxTransform transform,
+ uint32_t* rawGid, TmxTile* tile, Rectangle* tileRect);
+void DrawTMXLayersInternal(const TmxMap* map, const Camera2D* camera, const Rectangle* viewport, const TmxLayer* layers,
+ uint32_t layersLength, RaytmxTransform transform, Color tint);
+void DrawTMXTileLayer(const TmxMap* map, Rectangle viewport, TmxLayer layer, RaytmxTransform transform, Color tint);
+void DrawTMXLayerTile(const TmxMap* map, Rectangle viewport, uint32_t rawGid, Rectangle destRect, Color tint);
+void DrawTMXObjectTile(const TmxMap* map, Rectangle viewport, uint32_t rawGid, RaytmxTransform transform, float width,
+ float height, Color tint);
+void DrawTMXObjectGroup(const TmxMap* map, Rectangle viewport, TmxLayer layer, RaytmxTransform transform, Color tint);
+void DrawTMXImageLayer(const TmxMap* map, Rectangle viewport, TmxLayer layer, RaytmxTransform transform, Color tint);
+bool CheckCollisionTMXTileLayerObject(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ TmxObject object, TmxObject* outputObject);
+bool CheckCollisionTMXObjectGroupObject(TmxObjectGroup group, TmxObject object, TmxObject* outputObject);
+void TraceLogTMXTilesets(int logLevel, TmxOrientation orientation, TmxTileset* tilesets, uint32_t tilesetsLength,
+ int numSpaces);
+void TraceLogTMXProperties(int logLevel, TmxProperty* properties, uint32_t propertiesLength, int numSpaces);
+void TraceLogTMXLayers(int logLevel, TmxLayer* layers, uint32_t layersLength, int numSpaces);
+void TraceLogTMXObject(int logLevel, TmxObject object, int numSpaces);
+void StringCopy(char* destination, const char* source);
+TmxProperty* AddProperty(RaytmxState* raytmxState);
+void AddTileLayerTile(RaytmxState* raytmxState, uint32_t gid);
+TmxTileset* AddTileset(RaytmxState* raytmxState);
+TmxTilesetTile* AddTilesetTile(RaytmxState* raytmxState);
+TmxAnimationFrame* AddAnimationFrame(RaytmxState* raytmxState);
+TmxLayer* AddGenericLayer(RaytmxState* raytmxState, bool isGroup);
+TmxObject* AddObject(RaytmxState* raytmxState);
+void AppendLayerTo(TmxMap* map, RaytmxLayerNode* groupNode, RaytmxLayerNode* layersRoot, uint32_t layersLength);
+RaytmxCachedTextureNode* LoadCachedTexture(RaytmxState* raytmxState, const char* fileName);
+RaytmxCachedTemplateNode* LoadCachedTemplate(RaytmxState* raytmxState, const char* fileName);
+Color GetColorFromHexString(const char* hex);
+uint32_t GetGid(uint32_t rawGid, bool* isFlippedHorizontally, bool* isFlippedVertically, bool* isFlippedDiagonally,
+ bool* isRotatedHexagonal120);
+void* MemAllocZero(unsigned int size);
+char* GetDirectoryPath2(const char* filePath);
+char* JoinPath(const char* prefix, const char* suffix);
+void StringCopyN(char* destination, const char* source, size_t number);
+void StringConcatenate(char* destination, const char* source);
+
+/**********************************************************************************************************************/
+/* Public implementation. */
+
+RAYTMX_DEC TmxMap* LoadTMX(const char* fileName) {
+ RaytmxState raytmxState[1];
+ memset(raytmxState, 0, sizeof(RaytmxState)); /* Initialize all values to zero, NULL, or an equivalent enum value */
+ raytmxState->format = FORMAT_TMX;
+
+ /* Initialize the map object */
+ TmxMap* map = (TmxMap*)MemAllocZero(sizeof(TmxMap));
+
+ /* Do format-agnostic parsing of the document. The state object will be populated with raytmx's models of the */
+ /* equivalent TMX, TSX, and/or TX elements. */
+ ParseDocument(raytmxState, fileName);
+ if (!raytmxState->isSuccess) {
+ UnloadTMX(map);
+ return NULL;
+ }
+
+ /* Copy some top-level map properties */
+ map->fileName = (char*)MemAllocZero((unsigned int)strlen(fileName) + 1);
+ StringCopy(map->fileName, GetFileName(fileName));
+ map->orientation = raytmxState->mapOrientation;
+ map->renderOrder = raytmxState->mapRenderOrder;
+ map->width = raytmxState->mapWidth;
+ map->height = raytmxState->mapHeight;
+ map->tileWidth = raytmxState->mapTileWidth;
+ map->tileHeight = raytmxState->mapTileHeight;
+ map->backgroundColor = raytmxState->mapBackgroundColor;
+ map->parallaxOriginX = raytmxState->mapParallaxOriginX;
+ map->parallaxOriginY = raytmxState->mapParallaxOriginY;
+ map->hasBackgroundColor = raytmxState->mapHasBackgroundColor;
+
+ uint32_t gidsToTilesLength = 0; /* Can also be seen as the last GID */
+ if (raytmxState->tilesetsRoot != NULL) { /* If there is at least one tileset */
+ /* Allocate the array of tilesets and zeroize every index */
+ TmxTileset* tilesets = (TmxTileset*)MemAllocZero(sizeof(TmxTileset) * raytmxState->tilesetsLength);
+ /* Copy the TmxTileset pointers into the array */
+ RaytmxTilesetNode* tilesetIterator = raytmxState->tilesetsRoot;
+ for (uint32_t i = 0; tilesetIterator != NULL; i++) {
+ TmxTileset tileset = tilesetIterator->tileset;
+
+ if (tileset.hasImage) { /* If the tileset has a shared image and implicitly defines tiles */
+ /* These tilesets implicitly have X tiles where X = <width in tiles> * <height in tiles>. But even */
+ /* these tilesets may have explicitly defined tiles for things like animations, or anything else. We */
+ /* need to know the greatest ID of those explicit tiles because they are allowed to have IDs that */
+ /* exceed the tileset's tile count and this affects global IDs, even in other tilesets. */
+ uint32_t greatestID = 0;
+ for (uint32_t i = 0; i < tileset.tilesLength; i++)
+ {
+ if (greatestID < tileset.tiles[i].id)
+ greatestID = tileset.tiles[i].id;
+ }
+ /* Determine the last GID, meaning the greatest GID value, from the greatest local ID and tile count */
+ if (greatestID >= tileset.tileCount)
+ tileset.lastGid = tileset.firstGid + greatestID;
+ else
+ tileset.lastGid = tileset.firstGid + tileset.tileCount - 1;
+ } else if (tileset.tilesLength > 0) /* If the tileset is a "collection of images" with explicit tiles */
+ tileset.lastGid = tileset.firstGid + tileset.tiles[tileset.tilesLength - 1].id - 1;
+
+ if (gidsToTilesLength < tileset.lastGid + 1)
+ gidsToTilesLength = tileset.lastGid + 1; /* GIDs start at 1 so the length is the last GID + 1 */
+ tilesets[i] = tileset;
+ tilesetIterator = tilesetIterator->next;
+ }
+ /* Add the tilesets array to the map */
+ map->tilesets = tilesets;
+ map->tilesetsLength = raytmxState->tilesetsLength;
+ } else
+ TraceLog(LOG_WARNING, "RAYTMX: The map does not contain any tilesets");
+
+ if (raytmxState->layersRoot != NULL) { /* If there is at least one layer within the map */
+ /* Due to the existence of <group> layers, layers can have children of multiple generations. To form the */
+ /* resulting tree-like structure, recursion is used. */
+ AppendLayerTo(map, NULL, raytmxState->layersRoot, raytmxState->layersLength);
+ } else
+ TraceLog(LOG_WARNING, "RAYTMX: The map does not contain any layers");
+
+ if (gidsToTilesLength > 0) {
+ TmxTile* gidsToTiles = (TmxTile*)MemAllocZero(sizeof(TmxTile) * gidsToTilesLength);
+
+ for (uint32_t i = 0; i < map->tilesetsLength; i++) {
+ TmxTileset* tileset = &map->tilesets[i];
+ if (tileset->hasImage) { /* If the tileset has a shared image (i.e. not a "collection of images") */
+ /* First, iterate through the explicit tiles. These are explicitly defined with <tile> elements and */
+ /* are used to, among other things, provide animations and specific source rectangles. Note: Their */
+ /* IDs may exceed the tileset's tile count. */
+ for (uint32_t j = 0; j < tileset->tilesLength; j++) {
+ TmxTilesetTile tilesetTile = tileset->tiles[j];
+ uint32_t gid = tileset->firstGid + tilesetTile.id;
+ if (tilesetTile.hasAnimation) { /* If the tile is meta, pointing to a series of other tiles */
+ gidsToTiles[gid].hasAnimation = true;
+ gidsToTiles[gid].animation = tilesetTile.animation;
+ /* Frames' tile (G)IDs are initially set with local values. Now that all tilesets are known */
+ /* and this tileset's first global ID is available, update the ID to be global. */
+ for (uint32_t k = 0; k < gidsToTiles[gid].animation.framesLength; k++)
+ gidsToTiles[gid].animation.frames[k].gid += tileset->firstGid;
+ }
+ if (tilesetTile.x != 0 || tilesetTile.y != 0 || tilesetTile.width != 0 || tilesetTile.height != 0) {
+ /* This tile directly tells us the area within the tileset's image to use when drawing, */
+ /* overriding the implicit dimensions derived from the map's tile width and height. */
+ gidsToTiles[gid].sourceRect.x = (float)tilesetTile.x;
+ gidsToTiles[gid].sourceRect.y = (float)tilesetTile.y;
+ gidsToTiles[gid].sourceRect.width = (float)tilesetTile.width;
+ gidsToTiles[gid].sourceRect.height = (float)tilesetTile.height;
+ }
+ /* Tiles may have child object groups. These objects are a form of collision information. The */
+ /* object group may be empty or may have objects. A simple assignment covers both. */
+ gidsToTiles[gid].objectGroup = tilesetTile.objectGroup;
+ gidsToTiles[gid].gid = gid; /* Tell the tile its GID */
+ } /* for (uint32_t j = 0; j < tileset->tilesLength; j++) */
+ /* Second, loop through the implicit tiles. These are inferred from knowing the dimensions of the */
+ /* tileset's image, dimensiosn of tiles, and the (right-down) order of tiles within the image. */
+ for (uint32_t id = 0; id < tileset->tileCount; id++) {
+ uint32_t gid = id + tileset->firstGid, x = id % tileset->columns, y = id / tileset->columns;
+ gidsToTiles[gid].gid = gid; /* Tell the tile its GID */
+ /* If that source renctangle within the image was NOT explicitly defined. */
+ /* Note: Float comparisons like this are typically unreliable but the GIDs-to-tiles array is */
+ /* initialized with zeroes making this accurate. */
+ if (gidsToTiles[gid].sourceRect.x == 0.0f && gidsToTiles[gid].sourceRect.y == 0.0f &&
+ gidsToTiles[gid].sourceRect.width == 0.0f && gidsToTiles[gid].sourceRect.height == 0.0f) {
+ /* Calculate the area within the texture to be drawn from contextual information */
+ gidsToTiles[gid].sourceRect.x = (float)(tileset->margin + (x * tileset->tileWidth) +
+ (x * tileset->spacing));
+ gidsToTiles[gid].sourceRect.y = (float)(tileset->margin + (y * tileset->tileHeight) +
+ (y * tileset->spacing));
+ gidsToTiles[gid].sourceRect.width = (float)tileset->tileWidth;
+ gidsToTiles[gid].sourceRect.height = (float)tileset->tileHeight;
+ }
+ gidsToTiles[gid].texture = tileset->image.texture;
+ gidsToTiles[gid].offset.x = (float)tileset->tileOffsetX;
+ gidsToTiles[gid].offset.y = (float)tileset->tileOffsetY;
+ } /* for (uint32_t id = 0; id < tileset->tileCount; id++) */
+ } else { /* If the tileset is a collection of images where each tile has its own image */
+ for (uint32_t j = 0; j < tileset->tilesLength; j++) {
+ TmxTilesetTile tilesetTile = tileset->tiles[j];
+ if (!tilesetTile.hasImage) {
+ TraceLog(LOG_WARNING, "RAYTMX: Skipping tile %d of image collection tileset \"%s\" because "
+ "it has no image", tilesetTile.id, tileset->name);
+ continue;
+ }
+
+ int32_t gid = tileset->firstGid + tilesetTile.id;
+ gidsToTiles[gid].gid = gid;
+ gidsToTiles[gid].sourceRect.x = (float)tilesetTile.x; /* Defaults to and probably is zero */
+ gidsToTiles[gid].sourceRect.y = (float)tilesetTile.y; /* Defaults to and probably is zero */
+ if (tilesetTile.width != tilesetTile.image.width)
+ gidsToTiles[gid].sourceRect.width = (float)tilesetTile.width;
+ else
+ gidsToTiles[gid].sourceRect.width = (float)tilesetTile.image.width;
+ if (tilesetTile.height != tilesetTile.image.height)
+ gidsToTiles[gid].sourceRect.height = (float)tilesetTile.height;
+ else
+ gidsToTiles[gid].sourceRect.height = (float)tilesetTile.image.height;
+ gidsToTiles[gid].texture = tilesetTile.image.texture;
+ }
+ }
+ }
+
+ map->gidsToTiles = gidsToTiles;
+ map->gidsToTilesLength = gidsToTilesLength;
+ } /* gidsToTilesLength > 0 */
+
+ /* Free the linked lists and zeroize related values */
+ FreeState(raytmxState);
+
+ return map;
+}
+
+RAYTMX_DEC void UnloadTMX(TmxMap* map) {
+ if (map == NULL)
+ return;
+
+ if (map->fileName != NULL)
+ MemFree(map->fileName);
+
+ if (map->properties != NULL) {
+ for (uint32_t i = 0; i < map->propertiesLength; i++)
+ FreeProperty(map->properties[i]);
+ MemFree(map->properties);
+ }
+
+ if (map->tilesets != NULL) {
+ for (uint32_t i = 0; i < map->tilesetsLength; i++)
+ FreeTileset(map->tilesets[i]);
+ MemFree(map->tilesets);
+ }
+
+ if (map->layers != NULL) {
+ for (uint32_t i = 0; i < map->layersLength; i++)
+ FreeLayer(map->layers[i]);
+ MemFree(map->layers);
+ }
+
+ if (map->gidsToTiles != NULL)
+ MemFree(map->gidsToTiles);
+
+ MemFree(map);
+}
+
+RAYTMX_DEC void DrawTMX(const TmxMap* map, const Camera2D* camera, const Rectangle* viewport, int posX, int posY,
+ Color tint) {
+ if (map == NULL)
+ return;
+
+ if (map->hasBackgroundColor) {
+ Rectangle backgroundRect;
+ if (viewport != NULL)
+ backgroundRect = *viewport;
+ else {
+ backgroundRect.x = (float)posX;
+ backgroundRect.y = (float)posY;
+ backgroundRect.width = (float)(map->width * map->tileWidth);
+ backgroundRect.height = (float)(map->height * map->tileHeight);
+ }
+
+ DrawRectangleRec(/* rec: */ backgroundRect, /* color: */ map->backgroundColor);
+ }
+
+ DrawTMXLayers(map, camera, viewport, map->layers, map->layersLength, posX, posY, tint);
+}
+
+RAYTMX_DEC void DrawTMXLayers(const TmxMap* map, const Camera2D* camera, const Rectangle* viewport,
+ const TmxLayer* layers, uint32_t layersLength, int posX, int posY, Color tint)
+{
+ /* Pack some position and related information into an object to pass to various functions. At a minimum, this */
+ /* will determine the position each layer is drawn at. With a camera, this will also be used for parallax. */
+ RaytmxTransform transform =
+ {
+ .position = (Vector2){ .x = (float)posX, .y = (float)posY },
+ .parallax = (Vector2){ .x = 1.0f, .y = 1.0f },
+ .cameraOffset = (Vector2){ .x = 0.0, .y = 0.0f }
+ };
+
+ if (map != NULL && camera != NULL) /* If the map, with its parallax origin, and a camera are available */
+ {
+ /* Calculate the camera's offset, or distance, from the parallax origin. This origin is the reference point */
+ /* for parallax scrolling and this offset determines how much a layer will scroll as the camera moves. */
+ transform.cameraOffset = (Vector2)
+ {
+ .x = camera->target.x - map->parallaxOriginX,
+ .y = camera->target.y - map->parallaxOriginY
+ };
+ }
+
+ DrawTMXLayersInternal(map, camera, viewport, layers, layersLength, transform, tint);
+}
+
+RAYTMX_DEC void AnimateTMX(TmxMap* map) {
+ if (map == NULL)
+ return;
+
+ float dt = GetFrameTime(); /* Returns the duration, in seconds, of the last frame drawn */
+ /* Iterate through the tiles, searching for those that are animations */
+ for (uint32_t gid = 0; gid < map->gidsToTilesLength; gid++) {
+ TmxTile* tile = &map->gidsToTiles[gid]; /* A pointer is used in case the frame time needs to be reassigned */
+ /* If the GID maps to a valid tile, that tile is an animation, and the bounds check passes */
+ if (tile->gid > 0 && tile->hasAnimation && tile->frameIndex < tile->animation.framesLength) {
+ tile->frameTime += dt;
+ /* If the current frame has been displayed for its whole duration, or longer */
+ if (tile->frameTime > tile->animation.frames[tile->frameIndex].duration) {
+ tile->frameTime -= tile->animation.frames[tile->frameIndex].duration;
+ /* Increment the frame index to display the next one... */
+ tile->frameIndex += 1;
+ /* ...unless the last frame was "last" in both senses */
+ if (tile->frameIndex == tile->animation.framesLength)
+ tile->frameIndex = 0; /* Wrap around to the first frame */
+ }
+ }
+ }
+}
+
+/**
+ * Helper function that creates a TmxObject equivalent to the given rectangle.
+ *
+ * @param rec A rectangle as raylib's Rectangle type.
+ * @return An equivalent TmxObject.
+ */
+TmxObject CreateRectangularTMXObject(Rectangle rec) {
+ TmxObject recAsObject;
+ memset(&recAsObject, 0, sizeof(TmxObject)); /* Zero initialize */
+
+ recAsObject.type = OBJECT_TYPE_RECTANGLE;
+ recAsObject.x = (double)rec.x;
+ recAsObject.y = (double)rec.y;
+ recAsObject.width = (double)rec.width;
+ recAsObject.height = (double)rec.height;
+ recAsObject.aabb = rec;
+
+ return recAsObject;
+}
+
+RAYTMX_DEC bool CheckCollisionTMXTileLayersRec(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Rectangle rec, TmxObject* outputObject) {
+ if (map == NULL || layers == NULL || layersLength == 0)
+ return false;
+
+ /* Check the rectangle against objects associated with tiles in the layers for collisions */
+ return CheckCollisionTMXTileLayerObject(map, layers, layersLength, CreateRectangularTMXObject(rec), outputObject);
+}
+
+/**
+ * Helper function that creates a TmxObject equivalent to the given circle.
+ *
+ * @param center The center point of the circle.
+ * @param radius The radius of the circle.
+ * @return An equivalent TmxObject.
+ */
+TmxObject CreateCircularTMXObject(Vector2 center, float radius) {
+ TmxObject circleAsObject;
+ memset(&circleAsObject, 0, sizeof(TmxObject)); /* Zero initialize */
+
+ circleAsObject.type = OBJECT_TYPE_ELLIPSE;
+ circleAsObject.x = (double)(center.x - radius);
+ circleAsObject.y = (double)(center.y - radius);
+ circleAsObject.width = 2.0 * (double)radius;
+ circleAsObject.height = 2.0 * (double)radius;
+ circleAsObject.aabb.x = center.x - radius;
+ circleAsObject.aabb.y = center.y - radius;
+ circleAsObject.aabb.width = 2.0f * radius;
+ circleAsObject.aabb.height = 2.0f * radius;
+
+ return circleAsObject;
+}
+
+RAYTMX_DEC bool CheckCollisionTMXTileLayersCircle(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2 center, float radius, TmxObject* outputObject) {
+ if (map == NULL || layers == NULL || layersLength == 0)
+ return false;
+
+ /* Check the circle against objects associated with tiles in the layers for collisions */
+ return CheckCollisionTMXTileLayerObject(map, layers, layersLength, CreateCircularTMXObject(center, radius),
+ outputObject);
+}
+
+/**
+ * Helper function that creates a TmxObject equivalent to the given point.
+ *
+ * @param point The point.
+ * @return An equivalent TmxObject.
+ */
+TmxObject CreatePointTMXObject(Vector2 point) {
+ TmxObject pointAsObject;
+ memset(&pointAsObject, 0, sizeof(TmxObject)); /* Zero initialize */
+
+ pointAsObject.type = OBJECT_TYPE_POINT;
+ pointAsObject.x = (float)point.x;
+ pointAsObject.y = (float)point.y;
+ pointAsObject.aabb.x = (float)point.x;
+ pointAsObject.aabb.y = (float)point.y;
+
+ return pointAsObject;
+}
+
+RAYTMX_DEC bool CheckCollisionTMXTileLayersPoint(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2 point, TmxObject* outputObject) {
+ if (map == NULL || layers == NULL || layersLength == 0)
+ return false;
+
+ /* Check the point against objects associated with tiles in the layers for collisions */
+ return CheckCollisionTMXTileLayerObject(map, layers, layersLength, CreatePointTMXObject(point), outputObject);
+}
+
+/**
+ * Helper function that creates a TmxObject equivalent to the given polygon with the given Axis-Aligned Bounding Box
+ * (AABB). If the AABB should be calculated from the given vertices, pass a rectangle with a zero or negative width or
+ * height.
+ *
+ * @param points An array of vertices defining the polygon. No repeats.
+ * @param pointCount The length of the array of vertices.
+ * @param aabb Bounding box of the polygon. Used for quicker, broad collision checks.
+ * @return An equivalent TmxObject.
+ */
+TmxObject CreatePolygonTMXObject(Vector2* points, int pointCount, Rectangle aabb) {
+ /* Create a polygon TMX object to represent the given polygon */
+ TmxObject polygonAsObject;
+ memset(&polygonAsObject, 0, sizeof(TmxObject)); /* Zero initialize */
+
+ polygonAsObject.type = OBJECT_TYPE_POLYGON;
+
+ if (aabb.width <= 0.0f || aabb.height <= 0.0f) { /* If the AABB wasn't pre-calculated or is just wrong */
+ /* Calculate the bounding box by searching for minimum and maximum coordinates of the vertices */
+ float minX = INFINITY, maxX = -INFINITY, minY = INFINITY, maxY = -INFINITY;
+ for (int i = 0; i < pointCount; i++) {
+ Vector2 point = points[i];
+ if (point.x < minX)
+ minX = point.x;
+ if (point.x > maxX)
+ maxX = point.x;
+ if (point.y < minY)
+ minY = point.y;
+ if (point.y > maxY)
+ maxY = point.y;
+ }
+ aabb.x = minX;
+ aabb.y = minY;
+ aabb.width = maxX - minX;
+ aabb.height = maxY - minY;
+ }
+
+ /* Polygons' points are relative to the object's position. Because this function takes points with absolute */
+ /* positions, we'll account for this by making the object's position zero. */
+ polygonAsObject.x = 0.0;
+ polygonAsObject.y = 0.0;
+ polygonAsObject.width = (double)aabb.width;
+ polygonAsObject.height = (double)aabb.height;
+ polygonAsObject.aabb = aabb;
+ polygonAsObject.points = points;
+ polygonAsObject.pointsLength = pointCount;
+
+ return polygonAsObject;
+}
+
+RAYTMX_DEC bool CheckCollisionTMXLayersPoly(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2* points, int pointCount, TmxObject* outputObject) {
+ if (map == NULL || layers == NULL || layersLength == 0 || points == NULL || pointCount < 3)
+ return false;
+
+ /* Check the polygon against objects associated with tiles in the layers for collisions */
+ return CheckCollisionTMXTileLayerObject(map, layers, layersLength,
+ CreatePolygonTMXObject(points, pointCount, (Rectangle){0.0f}), outputObject);
+}
+
+RAYTMX_DEC bool CheckCollisionTMXLayersPolyEx(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ Vector2* points, int pointCount, Rectangle aabb, TmxObject* outputObject) {
+ if (map == NULL || layers == NULL || layersLength == 0 || points == NULL || pointCount < 3)
+ return false;
+
+ /* Check the polygon against objects associated with tiles in the layers for collisions */
+ return CheckCollisionTMXTileLayerObject(map, layers, layersLength,
+ CreatePolygonTMXObject(points, pointCount, aabb), outputObject);
+}
+
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupRec(TmxObjectGroup group, Rectangle rec, TmxObject* outputObject) {
+ if (group.objectsLength == 0 || rec.width < 0.0f || rec.height < 0.0f)
+ return false; /* Early-out opportunity. These cases would always return false. */
+
+ /* Check the rectangle against TMX objects in the group for collisions */
+ return CheckCollisionTMXObjectGroupObject(group, CreateRectangularTMXObject(rec), outputObject);
+}
+
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupCircle(TmxObjectGroup group, Vector2 center, float radius,
+ TmxObject* outputObject) {
+ if (group.objectsLength == 0 || radius < 0.0f)
+ return false; /* Early-out opportunity. These cases would always return false. */
+
+ /* Check the circle against TMX objects in the group for collisions */
+ return CheckCollisionTMXObjectGroupObject(group, CreateCircularTMXObject(center, radius), outputObject);
+}
+
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupPoint(TmxObjectGroup group, Vector2 point, TmxObject* outputObject) {
+ if (group.objectsLength == 0)
+ return false; /* Early-out opportunity. This case would always return false. */
+
+ /* Check the point against TMX objects in the group for collisions */
+ return CheckCollisionTMXObjectGroupObject(group, CreatePointTMXObject(point), outputObject);
+}
+
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupPoly(TmxObjectGroup group, Vector2* points, int pointCount,
+ TmxObject* outputObject) {
+ if (group.objectsLength == 0 || points == NULL || pointCount < 3)
+ return false; /* Early-out opportunity. These cases would always return false. */
+
+ /* Check the polygon TMX object against other TMX objects in the group for collisions */
+ return CheckCollisionTMXObjectGroupObject(group, CreatePolygonTMXObject(points, pointCount, (Rectangle){0.0f}),
+ outputObject);
+}
+
+RAYTMX_DEC bool CheckCollisionTMXObjectGroupPolyEx(TmxObjectGroup group, Vector2* points, int pointCount,
+ Rectangle aabb, TmxObject* outputObject) {
+ if (group.objectsLength == 0 || points == NULL || pointCount < 3)
+ return false; /* Early-out opportunity. These cases would always return false. */
+
+ /* Check the polygon TMX object against other TMX objects in the group for collisions */
+ return CheckCollisionTMXObjectGroupObject(group, CreatePolygonTMXObject(points, pointCount, aabb), outputObject);
+}
+
+static LoadTextureCallback loadTextureOverride = NULL;
+
+RAYTMX_DEC void SetLoadTextureTMX(LoadTextureCallback callback) {
+ loadTextureOverride = callback;
+}
+
+static int tmxLogFlags = 0;
+
+RAYTMX_DEC void TraceLogTMX(int logLevel, const TmxMap* map) {
+ if (map == NULL)
+ return;
+
+ switch (map->orientation) {
+ case ORIENTATION_NONE: TraceLog(logLevel, "orientation: none"); break;
+ case ORIENTATION_ORTHOGONAL: TraceLog(logLevel, "orientation: orthogonal"); break;
+ case ORIENTATION_ISOMETRIC: TraceLog(logLevel, "orientation: isometric"); break;
+ case ORIENTATION_STAGGERED: TraceLog(logLevel, "orientation: staggered"); break;
+ case ORIENTATION_HEXAGONAL: TraceLog(logLevel, "orientation: hexagonal"); break;
+ }
+
+ switch (map->renderOrder) {
+ case RENDER_ORDER_RIGHT_DOWN: TraceLog(logLevel, "render order: right-down"); break;
+ case RENDER_ORDER_RIGHT_UP: TraceLog(logLevel, "render order: right-up"); break;
+ case RENDER_ORDER_LEFT_DOWN: TraceLog(logLevel, "render order: left-down"); break;
+ case RENDER_ORDER_LEFT_UP: TraceLog(logLevel, "render order: left-up"); break;
+ }
+
+ TraceLog(logLevel, "width: %u tiles", map->width);
+ TraceLog(logLevel, "height: %u tiles", map->height);
+ TraceLog(logLevel, "tile width: %u pixels", map->tileWidth);
+ TraceLog(logLevel, "tile height: %u pixels", map->tileHeight);
+ TraceLog(logLevel, "parallax origin X: %d pixels", map->parallaxOriginX);
+ TraceLog(logLevel, "parallax origin Y: %d pixels", map->parallaxOriginY);
+ if (map->hasBackgroundColor)
+ TraceLog(logLevel, "background color: 0x%08X", map->backgroundColor);
+
+ TraceLogTMXTilesets(logLevel, map->orientation, map->tilesets, map->tilesetsLength, 0);
+ TraceLogTMXProperties(logLevel, map->properties, map->propertiesLength, 0);
+ TraceLogTMXLayers(logLevel, map->layers, map->layersLength, 0);
+}
+
+RAYTMX_DEC void SetTraceLogFlagsTMX(int logFlags) {
+ tmxLogFlags = logFlags;
+}
+
+/**********************************************************************************************************************/
+/* Private implementation. */
+
+RaytmxExternalTileset LoadTSX(const char* fileName) {
+ RaytmxState raytmxState[1];
+ memset(raytmxState, 0, sizeof(RaytmxState)); /* Initialize all values to zero, NULL, or an equivalent enum value */
+ raytmxState->format = FORMAT_TSX;
+
+ /* Initialize an external tileset object */
+ RaytmxExternalTileset externalTileset;
+ memset(&externalTileset, 0, sizeof(RaytmxExternalTileset));
+
+ /* Do format-agnostic parsing of the document. The state object will be populated with raytmx's models of the */
+ /* equivalent TMX, TSX, and/or TX elements. */
+ ParseDocument(raytmxState, fileName);
+ if (!raytmxState->isSuccess)
+ return externalTileset; /* Will have 'isSuccess' set to false to indicate a failure */
+
+ if (raytmxState->tilesetsRoot != NULL) { /* If there is at least one tileset */
+ /* Copy the root tileset so it can be returned */
+ externalTileset.tileset = raytmxState->tilesetsRoot->tileset;
+ externalTileset.isSuccess = true;
+ /* TSX files should have only one tileset so any others will be freed/unloaded immediately */
+ RaytmxTilesetNode* tilesetIterator = raytmxState->tilesetsRoot->next;
+ while (tilesetIterator != NULL) {
+ FreeTileset(tilesetIterator->tileset);
+ tilesetIterator = tilesetIterator->next;
+ }
+ } else
+ TraceLog(LOG_WARNING, "RAYTMX: TSX file (external tileset) \"%s\" does not contain any tilesets", fileName);
+
+ /* Free the linked lists and zeroize related values */
+ FreeState(raytmxState);
+
+ return externalTileset;
+}
+
+RaytmxObjectTemplate LoadTX(const char* fileName) {
+ RaytmxState raytmxState[1];
+ memset(raytmxState, 0, sizeof(RaytmxState)); /* Initialize all values to zero, NULL, or an equivalent enum value */
+ raytmxState->format = FORMAT_TX;
+
+ /* Initialize an object template object */
+ RaytmxObjectTemplate objectTemplate;
+ memset(&objectTemplate, 0, sizeof(RaytmxObjectTemplate));
+
+ /* Do format-agnostic parsing of the document. The state object will be populated with raytmx's models of the */
+ /* equivalent TMX, TSX, and/or TX elements. */
+ ParseDocument(raytmxState, fileName);
+ if (!raytmxState->isSuccess)
+ return objectTemplate; /* Will have 'isSuccess' set to false to indicate a failure */
+
+ if (raytmxState->objectsRoot != NULL) { /* If there is at least one object */
+ /* Copy the root object so it can be returned */
+ objectTemplate.object = raytmxState->objectsRoot->object;
+ objectTemplate.isSuccess = true;
+ /* TX files should have only one object so any others will be freed/unloaded immediately */
+ RaytmxObjectNode* objectIterator = raytmxState->objectsRoot->next;
+ while (objectIterator != NULL) {
+ FreeObject(objectIterator->object);
+ objectIterator = objectIterator->next;
+ }
+ } else
+ TraceLog(LOG_WARNING, "RAYTMX: TX file (object template) \"%s\" does not contain any objects", fileName);
+
+ if (raytmxState->tilesetsRoot != NULL) { /* If there is at least one tileset */
+ /* Object templates may have a tileset. This is for cases where the object references a tile (i.e. its 'gid' */
+ /* attribute is set). Copy the root tileset so it can be returned */
+ objectTemplate.tileset = raytmxState->tilesetsRoot->tileset;
+ objectTemplate.hasTileset = true;
+ /* TX files should have at most one tileset so any others will be freed/unloaded immediately */
+ RaytmxTilesetNode* tilesetsIterator = raytmxState->tilesetsRoot->next;
+ while (tilesetsIterator != NULL) {
+ FreeTileset(tilesetsIterator->tileset);
+ tilesetsIterator = tilesetsIterator->next;
+ }
+ }
+
+ /* Free the linked lists and zeroize related values */
+ FreeState(raytmxState);
+
+ return objectTemplate;
+}
+
+void ParseDocument(RaytmxState* raytmxState, const char* fileName) {
+ char* content = LoadFileText(fileName);
+ if (content == NULL) {
+ TraceLog(LOG_ERROR, "RAYTMX: Failed to open \"%s\"", fileName);
+ return;
+ }
+ size_t contentLength = strlen(content);
+
+ StringCopy(raytmxState->documentDirectory, GetDirectoryPath2(fileName));
+
+ hoxml_context_t hoxmlContext[1];
+ size_t bufferLength = contentLength;
+ char* buffer = (char*)MemAlloc((unsigned int)bufferLength);
+ hoxml_init(hoxmlContext, buffer, bufferLength);
+
+ hoxml_code_t code;
+ while ((code = hoxml_parse(hoxmlContext, content, contentLength)) != HOXML_END_OF_DOCUMENT) {
+ if (code > HOXML_END_OF_DOCUMENT) { /* If there's information about an element, attribute, whatever */
+ switch (code) {
+ case HOXML_ELEMENT_BEGIN: HandleElementBegin(raytmxState, hoxmlContext); break;
+ case HOXML_ELEMENT_END: HandleElementEnd(raytmxState, hoxmlContext); break;
+ case HOXML_ATTRIBUTE: HandleAttribute(raytmxState, hoxmlContext);
+ case HOXML_PROCESSING_INSTRUCTION_BEGIN: break;
+ case HOXML_PROCESSING_INSTRUCTION_END: break;
+ default: break; /* No other cases to handle but compilers like to complain */
+ }
+ } else if (code < HOXML_END_OF_DOCUMENT) { /* If there was an error, recoverable or not */
+ switch (code) {
+ case HOXML_ERROR_INSUFFICIENT_MEMORY: {
+ /* This is one we can recover from by expanding the buffer. In this case, it will be doubled. */
+ TraceLog(LOG_DEBUG, "RAYTMX: Allocating a new XML parsing buffer due to insufficient memory");
+ bufferLength *= 2;
+ char* newBuffer = (char*)MemAlloc((unsigned int)bufferLength);
+ hoxml_realloc(hoxmlContext, newBuffer, bufferLength);
+ MemFree(buffer);
+ buffer = newBuffer;
+ continue;
+ } case HOXML_ERROR_UNEXPECTED_EOF:
+ TraceLog(LOG_ERROR, "RAYTMX: Unexpected end of file");
+ break;
+ case HOXML_ERROR_SYNTAX:
+ TraceLog(LOG_ERROR, "RAYTMX: Invalid syntax: line %d, column %d", hoxmlContext->line,
+ hoxmlContext->column);
+ break;
+ case HOXML_ERROR_ENCODING:
+ TraceLog(LOG_ERROR, "RAYTMX: Character encoding error: line %d, column %d", hoxmlContext->line,
+ hoxmlContext->column);
+ break;
+ case HOXML_ERROR_TAG_MISMATCH:
+ TraceLog(LOG_ERROR, "RAYTMX: Close tag does not match open tag: line %d, column %d",
+ hoxmlContext->line, hoxmlContext->column);
+ break;
+ case HOXML_ERROR_INVALID_DOCUMENT_TYPE_DECLARATION:
+ case HOXML_ERROR_INVALID_DOCUMENT_DECLARATION:
+ TraceLog(LOG_ERROR, "RAYTMX: Document (type) declaration error: line %d, column %d",
+ hoxmlContext->line, hoxmlContext->column);
+ break;
+ default: break; /* Keep the compiler happy */
+ }
+ UnloadFileText(content);
+ return;
+ }
+ }
+
+ UnloadFileText(content);
+ MemFree(buffer);
+ raytmxState->isSuccess = true;
+}
+
+void HandleElementBegin(RaytmxState* raytmxState, hoxml_context_t* hoxmlContext) {
+ if (raytmxState == NULL || hoxmlContext == NULL)
+ return;
+
+ if (strcmp(hoxmlContext->tag, "map") == 0)
+ ;
+ else if (strcmp(hoxmlContext->tag, "properties") == 0) {
+ /* TMX allows nested properties but they are not (currently?) supported. To avoid memory leaks <properties> */
+ /* depth is tracked. */
+ raytmxState->propertiesDepth += 1;
+ } else if (strcmp(hoxmlContext->tag, "property") == 0)
+ raytmxState->property = AddProperty(raytmxState);
+ else if (strcmp(hoxmlContext->tag, "tileset") == 0)
+ raytmxState->tileset = AddTileset(raytmxState);
+ else if (strcmp(hoxmlContext->tag, "image") == 0) {
+ /* If any of the elements that may have an image is/are open */
+ if (raytmxState->tilesetTile != NULL || raytmxState->tileset != NULL || raytmxState->imageLayer != NULL) {
+ /* If the open element already has an image */
+ /* Note: In all cases, the element can contain at most one <image> */
+ if ((raytmxState->tilesetTile != NULL && raytmxState->tilesetTile->hasImage) ||
+ (raytmxState->tileset != NULL && raytmxState->tileset->hasImage) ||
+ (raytmxState->imageLayer != NULL && raytmxState->imageLayer->hasImage)) {
+ TraceLog(LOG_WARNING, "RAYTMX: an element contained multiple images; the image on line %d will be "
+ "dropped", hoxmlContext->line);
+ } else {
+ /* <image> elements can be children of <tileset>, <tile>, or <imagelayer> elements */
+ if (raytmxState->tilesetTile != NULL) {
+ raytmxState->tilesetTile->hasImage = true;
+ raytmxState->image = &raytmxState->tilesetTile->image;
+ } else if (raytmxState->tileset != NULL) {
+ raytmxState->tileset->hasImage = true;
+ raytmxState->image = &raytmxState->tileset->image;
+ } else if (raytmxState->imageLayer != NULL) {
+ raytmxState->imageLayer->hasImage = true;
+ raytmxState->image = &raytmxState->imageLayer->image;
+ }
+ }
+ }
+ } /* strcmp(hoxmlContext->tag, "image") == 0 */
+ else if (strcmp(hoxmlContext->tag, "tile") == 0) {
+ /* <tile> elements can be children of <tileset> or <layer>. They are also not the same element in that they */
+ /* have entirely different attributes and a tileset's <tile> may have children. */
+ if (raytmxState->tileset != NULL)
+ raytmxState->tilesetTile = AddTilesetTile(raytmxState);
+ /* Layer <tile>s are added during attribute handling because they provide a GID attribute and nothing else */
+ } /* strcmp(hoxmlContext->tag, "tile") == 0 */
+ else if (strcmp(hoxmlContext->tag, "animation") == 0) {
+ if (raytmxState->tilesetTile != NULL)
+ raytmxState->tilesetTile->hasAnimation = true;
+ } else if (strcmp(hoxmlContext->tag, "frame") == 0)
+ raytmxState->animationFrame = AddAnimationFrame(raytmxState);
+ else if (strcmp(hoxmlContext->tag, "layer") == 0) {
+ /* Allocate a new layer with 'tileLayer' allocated and append it to the current group, if it exists */
+ raytmxState->layer = AddGenericLayer(raytmxState, /* isGroup: */ false);
+ raytmxState->layer->type = LAYER_TYPE_TILE_LAYER;
+ raytmxState->tileLayer = &raytmxState->layer->exact.tileLayer;
+ } else if (strcmp(hoxmlContext->tag, "objectgroup") == 0) {
+ if (raytmxState->tilesetTile != NULL) { /* If the object group is a child of a <tile>, it's collision info */
+ raytmxState->objectGroup = &raytmxState->tilesetTile->objectGroup;
+ /* Child objects (rectangles, points, ellipses, or polygons) are expected to follow */
+ } else {
+ /* Allocate a new layer with 'objectGroup' allocated and append it to the current group, if it exists */
+ raytmxState->layer = AddGenericLayer(raytmxState, /* isGroup: */ false);
+ raytmxState->layer->type = LAYER_TYPE_OBJECT_GROUP;
+ raytmxState->objectGroup = &raytmxState->layer->exact.objectGroup;
+ }
+ } else if (strcmp(hoxmlContext->tag, "object") == 0) {
+ /* <object> elements are typically only allowable as children of <objectgroup>s but object templates, TX */
+ /* files, contain them as children of root <template> */
+ if (raytmxState->objectGroup != NULL || raytmxState->format == FORMAT_TX)
+ raytmxState->object = AddObject(raytmxState);
+ } else if (strcmp(hoxmlContext->tag, "ellipse") == 0) {
+ if (raytmxState->object != NULL) {
+ /* An <ellipse> within an <object> indicates its type but the <object>'s 'x,' 'y,' 'width,' and 'height' */
+ /* attributes are used to define the ellipse so assigning the type is all that's necessary */
+ raytmxState->object->type = OBJECT_TYPE_ELLIPSE;
+ }
+ } else if (strcmp(hoxmlContext->tag, "point") == 0) {
+ if (raytmxState->object != NULL) {
+ /* A <point> within an <object> indicates its type but the <object>'s 'x' and 'y' attributes are used to */
+ /* define the point so assigning the type is all that's necessary */
+ raytmxState->object->type = OBJECT_TYPE_POINT;
+ }
+ } else if (strcmp(hoxmlContext->tag, "polygon") == 0) {
+ if (raytmxState->object != NULL) {
+ /* Note: <polygon>s and <polyline>s have a list of points/vertices defined in a 'points' attribute */
+ raytmxState->object->type = OBJECT_TYPE_POLYGON;
+ }
+ } else if (strcmp(hoxmlContext->tag, "polyline") == 0) {
+ if (raytmxState->object != NULL) {
+ /* Note: <polyline>s and <polygone>s have a list of points/vertices defined in a 'points' attribute */
+ raytmxState->object->type = OBJECT_TYPE_POLYLINE;
+ }
+ } else if (strcmp(hoxmlContext->tag, "text") == 0) {
+ if (raytmxState->object != NULL) {
+ raytmxState->object->type = OBJECT_TYPE_TEXT;
+ raytmxState->object->text = (TmxText*)MemAllocZero(sizeof(TmxText));
+ /* There are a couple non-zero default values for <text> attributes: */
+ raytmxState->object->text->pixelSize = 16;
+ raytmxState->object->text->color.a = 255; /* Full opacity black */
+ raytmxState->object->text->kerning = 1;
+ /* The font family will also default to "sans-serif" when the element ends if there is no attribute */
+ }
+ } else if (strcmp(hoxmlContext->tag, "imagelayer") == 0) {
+ /* Allocate a new layer with 'imageLayer' allocated and append it to the current group, if it exists */
+ raytmxState->layer = AddGenericLayer(raytmxState, /* isGroup: */ false);
+ raytmxState->layer->type = LAYER_TYPE_IMAGE_LAYER;
+ raytmxState->imageLayer = &raytmxState->layer->exact.imageLayer;
+ } else if (strcmp(hoxmlContext->tag, "group") == 0) {
+ /* Allocate a new layer and append it to the current group, if it exists */
+ raytmxState->layer = AddGenericLayer(raytmxState, /* isGroup: */ true);
+ raytmxState->layer->type = LAYER_TYPE_GROUP;
+ }
+}
+
+void HandleAttribute(RaytmxState* raytmxState, hoxml_context_t* hoxmlContext) {
+ if (raytmxState == NULL || hoxmlContext == NULL)
+ return;
+
+ if (strcmp(hoxmlContext->tag, "map") == 0) {
+ if (strcmp(hoxmlContext->attribute, "orientation") == 0) {
+ if (strcmp(hoxmlContext->value, "orthogonal") == 0)
+ raytmxState->mapOrientation = ORIENTATION_ORTHOGONAL;
+ else if (strcmp(hoxmlContext->value, "isometric") == 0)
+ raytmxState->mapOrientation = ORIENTATION_ISOMETRIC;
+ else if (strcmp(hoxmlContext->value, "staggered") == 0)
+ raytmxState->mapOrientation = ORIENTATION_STAGGERED;
+ else if (strcmp(hoxmlContext->value, "hexagonal") == 0)
+ raytmxState->mapOrientation = ORIENTATION_HEXAGONAL;
+ } /* strcmp(hoxmlContext->attribute, "orientation") == 0 */
+ else if (strcmp(hoxmlContext->attribute, "renderorder") == 0) {
+ if (strcmp(hoxmlContext->value, "right-down") == 0)
+ raytmxState->mapRenderOrder = RENDER_ORDER_RIGHT_DOWN;
+ else if (strcmp(hoxmlContext->value, "right-up") == 0)
+ raytmxState->mapRenderOrder = RENDER_ORDER_RIGHT_UP;
+ else if (strcmp(hoxmlContext->value, "left-down") == 0)
+ raytmxState->mapRenderOrder = RENDER_ORDER_LEFT_DOWN;
+ else if (strcmp(hoxmlContext->value, "left-up") == 0)
+ raytmxState->mapRenderOrder = RENDER_ORDER_LEFT_UP;
+ } /* strcmp(hoxmlContext->attribute, "renderorder") == 0 */
+ else if (strcmp(hoxmlContext->attribute, "width") == 0)
+ raytmxState->mapWidth = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "height") == 0)
+ raytmxState->mapHeight = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "tilewidth") == 0)
+ raytmxState->mapTileWidth = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "tileheight") == 0)
+ raytmxState->mapTileHeight = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "parallaxoriginx") == 0)
+ raytmxState->mapParallaxOriginX = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "parallaxoriginy") == 0)
+ raytmxState->mapParallaxOriginY = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "backgroundcolor") == 0) {
+ raytmxState->mapBackgroundColor = GetColorFromHexString(hoxmlContext->value);
+ raytmxState->mapHasBackgroundColor = true;
+ }
+ } /* strcmp(hoxmlContext->tag, "map") == 0 */
+ else if (strcmp(hoxmlContext->tag, "property") == 0) {
+ if (raytmxState->property != NULL) {
+ if (strcmp(hoxmlContext->attribute, "name") == 0) {
+ raytmxState->property->name = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->property->name, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "type") == 0) {
+ if (strcmp(hoxmlContext->value, "string") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_STRING;
+ else if (strcmp(hoxmlContext->value, "int") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_INT;
+ else if (strcmp(hoxmlContext->value, "float") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_FLOAT;
+ else if (strcmp(hoxmlContext->value, "bool") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_BOOL;
+ else if (strcmp(hoxmlContext->value, "color") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_COLOR;
+ else if (strcmp(hoxmlContext->value, "file") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_FILE;
+ else if (strcmp(hoxmlContext->value, "object") == 0)
+ raytmxState->property->type = PROPERTY_TYPE_OBJECT;
+ /* TMX documentation also mentions a "class" type but doesn't describe what it is nor does Tiled list */
+ /* it as an option when adding a property. So what is it? Unsupported, that's what. */
+ } /* strcmp(hoxmlContext->attribute, "type") == 0 */
+ else if (strcmp(hoxmlContext->attribute, "value") == 0) {
+ /* Although unlikley, it's possible that 'value' attribute will be parsed before the 'type' */
+ /* attribute. In that case, doing a cast/conversion now may not be possible. To avoid this, the raw */
+ /* string value is copied to 'stringValue' temporarily, or permanently for string and file types, and */
+ /* the cast/conversion will happen at the end of the element if needed. */
+ raytmxState->property->stringValue = (char*)MemAlloc((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->property->stringValue, hoxmlContext->value);
+ } /* strcmp(hoxmlContext->attribute, "value") == 0 */
+ } /* raytmxState->property != NULL */
+ } /* strcmp(hoxmlContext->tag, "property") == 0 */
+ else if (strcmp(hoxmlContext->tag, "tileset") == 0) {
+ if (raytmxState->tileset != NULL) {
+ if (strcmp(hoxmlContext->attribute, "firstgid") == 0)
+ raytmxState->tileset->firstGid = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "source") == 0) {
+ raytmxState->tileset->source = (char*)MemAlloc((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->tileset->source, hoxmlContext->value);
+ /* 'source' points to an external TSX file that defines the majority of the tileset. Try to load it. */
+ RaytmxExternalTileset externalTileset = LoadTSX(JoinPath(raytmxState->documentDirectory,
+ hoxmlContext->value));
+ if (externalTileset.isSuccess) {
+ /* A <tileset> within a <map> will have two attributes: 'firstgid' and 'source.' The rest of */
+ /* the tileset's details are in the external TSX that 'source' points to. They need to be merged. */
+ /* Remember the two internal attributes. */
+ uint32_t tempFirstGid = raytmxState->tileset->firstGid;
+ char* tempSource = raytmxState->tileset->source;
+ /* Assign all values from the TSX's tileset to the one within the state object. This will */
+ /* overrite the values of 'firstGid' and 'source.' */
+ *raytmxState->tileset = externalTileset.tileset;
+ /* Reassign the original 'firstGid' and 'source' values */
+ raytmxState->tileset->firstGid = tempFirstGid;
+ raytmxState->tileset->source = tempSource;
+ }
+ } else if (strcmp(hoxmlContext->attribute, "name") == 0) {
+ raytmxState->tileset->name = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->tileset->name, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "class") == 0) {
+ raytmxState->tileset->classString = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->tileset->classString, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "tilewidth") == 0)
+ raytmxState->tileset->tileWidth = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "tileheight") == 0)
+ raytmxState->tileset->tileHeight = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "spacing") == 0)
+ raytmxState->tileset->spacing = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "margin") == 0)
+ raytmxState->tileset->margin = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "tilecount") == 0)
+ raytmxState->tileset->tileCount = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "columns") == 0)
+ raytmxState->tileset->columns = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "objectalignment") == 0) {
+ if (strcmp(hoxmlContext->value, "unspecified") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_UNSPECIFIED;
+ else if (strcmp(hoxmlContext->value, "topleft") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_TOP_LEFT;
+ else if (strcmp(hoxmlContext->value, "top") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_TOP;
+ else if (strcmp(hoxmlContext->value, "topright") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_TOP_RIGHT;
+ else if (strcmp(hoxmlContext->value, "left") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_LEFT;
+ else if (strcmp(hoxmlContext->value, "center") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_CENTER;
+ else if (strcmp(hoxmlContext->value, "right") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_RIGHT;
+ else if (strcmp(hoxmlContext->value, "bottomleft") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_BOTTOM_LEFT;
+ else if (strcmp(hoxmlContext->value, "bottom") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_BOTTOM;
+ else if (strcmp(hoxmlContext->value, "bottomright") == 0)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_BOTTOM_RIGHT;
+ }
+ } /* raytmState->tileset != NULL */
+ } /* strcmp(hoxmlContext->tag, "tileset") == 0 */
+ else if (strcmp(hoxmlContext->tag, "tileoffset") == 0) {
+ if (raytmxState->tileset != NULL) {
+ if (strcmp(hoxmlContext->attribute, "x") == 0)
+ raytmxState->tileset->tileOffsetX = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "y") == 0)
+ raytmxState->tileset->tileOffsetY = atoi(hoxmlContext->value);
+ }
+ } /* strcmp(hoxmlContext->tag, "tileoffset") == 0 */
+ else if (strcmp(hoxmlContext->tag, "image") == 0) {
+ if (raytmxState->image != NULL) {
+ if (strcmp(hoxmlContext->attribute, "source") == 0) {
+ raytmxState->image->source = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->image->source, hoxmlContext->value);
+ RaytmxCachedTextureNode* cachedTexture = LoadCachedTexture(raytmxState, hoxmlContext->value);
+ if (cachedTexture != NULL)
+ raytmxState->image->texture = cachedTexture->texture;
+ } else if (strcmp(hoxmlContext->attribute, "trans") == 0) {
+ raytmxState->image->trans = GetColorFromHexString(hoxmlContext->value);
+ raytmxState->image->hasTrans = true;
+ } else if (strcmp(hoxmlContext->attribute, "width") == 0)
+ raytmxState->image->width = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "height") == 0)
+ raytmxState->image->height = atoi(hoxmlContext->value);
+ }
+ } /* strcmp(hoxmlContext->tag, "image") == 0 */
+ else if (strcmp(hoxmlContext->tag, "tile") == 0) {
+ if (raytmxState->tilesetTile != NULL) { /* If the <tile> corresponds to a tileset tile */
+ if (strcmp(hoxmlContext->attribute, "id") == 0)
+ raytmxState->tilesetTile->id = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "type") == 0 || strcmp(hoxmlContext->attribute, "class") == 0) {
+ raytmxState->tilesetTile->classString =
+ (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->tilesetTile->classString, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "x") == 0)
+ raytmxState->tilesetTile->x = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "y") == 0)
+ raytmxState->tilesetTile->y = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "width") == 0)
+ raytmxState->tilesetTile->width = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "height") == 0)
+ raytmxState->tilesetTile->height = atoi(hoxmlContext->value);
+ } else { /* If the <tile> corresponds to a layer tile */
+ if (strcmp(hoxmlContext->attribute, "gid") == 0)
+ AddTileLayerTile(raytmxState, atoi(hoxmlContext->value));
+ }
+ } /* strcmp(hoxmlContext->tag, "tile") == 0 */
+ else if (strcmp(hoxmlContext->tag, "frame") == 0) {
+ if (raytmxState->animationFrame != NULL) {
+ if (strcmp(hoxmlContext->attribute, "tileid") == 0)
+ raytmxState->animationFrame->gid = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "duration") == 0)
+ raytmxState->animationFrame->duration = (float)atoi(hoxmlContext->value) / 1000.0f;
+ }
+ } /* strcmp(hoxmlContext->tag, "frame") == 0 */
+ else if (strcmp(hoxmlContext->tag, "layer") == 0) {
+ if (raytmxState->tileLayer != NULL) {
+ /* Check for attributes specific to <layer> layers */
+ if (strcmp(hoxmlContext->attribute, "width") == 0)
+ raytmxState->tileLayer->width = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "height") == 0)
+ raytmxState->tileLayer->height = atoi(hoxmlContext->value);
+ }
+ } /* strcmp(hoxmlContext->tag, "layer") == 0) */
+ else if (strcmp(hoxmlContext->tag, "data") == 0) {
+ if (raytmxState->tileLayer != NULL) { /* If this <data> applies to a <layer> */
+ if (strcmp(hoxmlContext->attribute, "encoding") == 0) {
+ raytmxState->tileLayer->encoding = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->tileLayer->encoding, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "compression") == 0) {
+ raytmxState->tileLayer->compression =
+ (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->tileLayer->compression, hoxmlContext->value);
+ }
+ } else if (raytmxState->image != NULL) { /* If this <data> applies to an <image> */
+ /* TODO (?): The TMX map format documentation says an <image> can contain a <data> element but doesn't */
+ /* provide any more information than that. Tiled doesn't seem to have a feature for this either. */
+ }
+ } /* strcmp(hoxmlContext->tag, "data") == 0 */
+ else if (strcmp(hoxmlContext->tag, "objectgroup") == 0) {
+ if (raytmxState->objectGroup != NULL) {
+ /* Check for attributes specific to <objectgroup> layers */
+ if (strcmp(hoxmlContext->attribute, "color") == 0) {
+ raytmxState->objectGroup->color = GetColorFromHexString(hoxmlContext->value);
+ raytmxState->objectGroup->hasColor = true;
+ } /* else if (strcmp(hoxmlContext->attribute, "width") == 0)
+ raytmxState->objectGroup->width = atoi(hoxmlContext->value); */ /* "Meaningless" according to docs. */
+ /* else if (strcmp(hoxmlContext->attribute, "height") == 0)
+ raytmxState->objectGroup->height = atoi(hoxmlContext->value); */ /* "Meaningless" according to docs. */
+ else if (strcmp(hoxmlContext->attribute, "draworder") == 0) {
+ if (strcmp(hoxmlContext->value, "index") == 0)
+ raytmxState->objectGroup->drawOrder = OBJECT_GROUP_DRAW_ORDER_INDEX;
+ else if (strcmp(hoxmlContext->value, "topdown") == 0)
+ raytmxState->objectGroup->drawOrder = OBJECT_GROUP_DRAW_ORDER_TOP_DOWN;
+ }
+ }
+ } /* strcmp(hoxmlContext->tag, "objectgroup") == 0 */
+ else if (strcmp(hoxmlContext->tag, "object") == 0) {
+ if (raytmxState->object != NULL) {
+ if (strcmp(hoxmlContext->attribute, "id") == 0)
+ raytmxState->object->id = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "name") == 0) {
+ raytmxState->object->name = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->object->name, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "type") == 0) {
+ raytmxState->object->typeString = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->object->typeString, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "x") == 0)
+ raytmxState->object->x = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "y") == 0)
+ raytmxState->object->y = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "width") == 0)
+ raytmxState->object->width = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "height") == 0)
+ raytmxState->object->height = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "rotation") == 0)
+ raytmxState->object->rotation = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "gid") == 0) {
+ raytmxState->object->gid = atoi(hoxmlContext->value);
+ /* The presence of a 'gid' attribute also indicates the object's type is that of a tile */
+ raytmxState->object->type = OBJECT_TYPE_TILE;
+ } else if (strcmp(hoxmlContext->attribute, "visible") == 0)
+ raytmxState->object->visible = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "template") == 0) {
+ raytmxState->object->templateString =
+ (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->object->templateString, hoxmlContext->value);
+ }
+ }
+ } /* strcmp(hoxmlContext->tag, "object") == 0 */
+ else if (strcmp(hoxmlContext->tag, "polygon") == 0 || strcmp(hoxmlContext->tag, "polyline") == 0) {
+ /* <polygon> and <polyline>, children of <object>, both have just one attribute: 'points' */
+ if (raytmxState->object != NULL && strcmp(hoxmlContext->attribute, "points") == 0) {
+ if (raytmxState->object->points != NULL) { /* If there's already an array of points */
+ TraceLog(LOG_WARNING, "RAYTMX: object \"%s\", has multiple 'points' attributes; points listed in any "
+ "latter 'points' attributes will be dropped", raytmxState->object->name);
+ return;
+ }
+ /* The 'points' attribute's value is a string containing all points of the poly(gon|line) in the form */
+ /* "0,0 31.25,-0.75 49.5,-16.5 93.25,-17.25" where the points are [0, 0], [31.25, -0.75], etc. and these */
+ /* points are relative to the object's position (its 'x' and 'y' attributes) */
+ char x[32], y[32], *iterator, *terminator, *comma;
+ iterator = hoxmlContext->value;
+ RaytmxPolyPointNode *pointsRoot = NULL, *pointsTail = NULL;
+ uint32_t pointsLength = 0;
+ Vector2 vertexSum; /* Specific to polygons, the centroid is calculated requiring a sum of all vertices */
+ vertexSum.x = 0;
+ vertexSum.y = 0;
+ while (iterator != NULL) {
+ terminator = strstr(iterator, " "); /* Use this pointer to mark the end of the current point */
+ if (terminator == NULL) { /* There are no space delimiters this far into the value string */
+ /* This is the end of the value string so we'll use a regular null terminator instead */
+ terminator = iterator + strlen(iterator);
+ }
+ comma = strstr(iterator, ","); /* Use this pointer to mark the location of the comma between X and Y */
+ if (comma == NULL) {
+ /* The string is malformed. Cannot continue. */
+ TraceLog(LOG_WARNING, "RAYTMX: The 'points' attribute on line %d has a malformed value; at least "
+ "one point is lost as a result", hoxmlContext->line);
+ break;
+ }
+ /* 'iterator' is pointing to the first digit, 'comma' is pointing to the comma, and 'terminator' is */
+ /* pointing to either the terminating space or a typical null terminator */
+ StringCopyN(x, iterator, comma - iterator); /* Copy from 'iterator' up to but excluding 'comma' */
+ x[comma - iterator] = '\0';
+ iterator = comma + 1; /* Point the iterator right after the ',' where Y begins */
+ StringCopyN(y, iterator, terminator - iterator); /* Copy 'iterator' up to but excluding 'terminator' */
+ y[terminator - iterator] = '\0';
+ /* Create a linked list node to hold the point and append it to the linked list */
+ RaytmxPolyPointNode* node = (RaytmxPolyPointNode*)MemAllocZero(sizeof(RaytmxPolyPointNode));
+ /* Note: These values may be negative. A poly(gon|line) object's position is determined by the first */
+ /* vertex added leading to the first entry to be "0,0" and all other vertices relative to it. */
+ node->point.x = (float)atof(x);
+ node->point.y = (float)atof(y);
+ vertexSum.x += node->point.x;
+ vertexSum.y += node->point.y;
+ if (pointsRoot == NULL) /* If this is the first point to add to the list */
+ pointsRoot = node;
+ else /* If adding to the tail of the list */
+ pointsTail->next = node;
+ pointsTail = node;
+ pointsLength += 1;
+ iterator = terminator[0] != '\0' ? terminator + 1 : NULL;
+ }
+
+ if (pointsRoot != NULL) { /* If a list with at least one node was created from the 'points' attribute */
+ /* The first vertex will be duplicated and appended to the end of the list, for drawing purposes, so */
+ /* the length of the points list is incremented by one */
+ pointsLength += 1;
+ bool isPolygon = strcmp(hoxmlContext->tag, "polygon") == 0;
+ if (isPolygon) { /* If the object is a polygon, not polyline */
+ /* Polygons will be drawn using raylib's DrawTriangleFan() function in which the first point is */
+ /* the centroid. It must also end with the first, non-centroid point. So, for polygons, the list */
+ /* will have two more points. */
+ pointsLength += 1;
+ }
+ /* Allocate the array and assign NULL to every index to be safe */
+ Vector2* points = (Vector2*)MemAllocZero(sizeof(Vector2) * pointsLength);
+ if (isPolygon) { /* If the centroid should be included as a vertex */
+ /* Finish calculating the centroid by averaging the sum of the vertices keeping in mind that */
+ /* 'pointsLength' is equal to N + 2 */
+ points[0].x = vertexSum.x / (pointsLength - 2);
+ points[0].y = vertexSum.y / (pointsLength - 2);
+ }
+ /* Copy the points as Vector2s into the array and free the nodes while we're at it */
+ RaytmxPolyPointNode* iteratorNode = pointsRoot;
+ uint32_t i = isPolygon ? 1 : 0; /* Skip over the first element, the centroid, for polygons only */
+ while (iteratorNode != NULL) {
+ points[i] = iteratorNode->point;
+ RaytmxPolyPointNode* parent = iteratorNode;
+ iteratorNode = iteratorNode->next;
+ i += 1;
+ MemFree(parent);
+ }
+ /* End the list with the first point. Both polygons and polylines use this when drawing. */
+ points[pointsLength - 1].x = points[isPolygon ? 1 : 0].x;
+ points[pointsLength - 1].y = points[isPolygon ? 1 : 0].y;
+ /* TODO: sort the vertices into counter-clockwise order as DrawTriangleFan() requires it */
+ /* Add the points array to the element it applies to */
+ raytmxState->object->points = points;
+ raytmxState->object->pointsLength = pointsLength;
+ raytmxState->object->drawPoints = (Vector2*)MemAllocZero(sizeof(Vector2) * pointsLength);
+ }
+ } /* raytmxState->object != NULL && strcmp(hoxmlContext->attribute, "points") == 0 */
+ } /* strcmp(hoxmlContext->tag, "polygon") == 0 || strcmp(hoxmlContext->tag, "polyline") == 0 */
+ else if (strcmp(hoxmlContext->tag, "text") == 0) {
+ if (raytmxState->object != NULL && raytmxState->object->text != NULL) {
+ if (strcmp(hoxmlContext->attribute, "fontfamily") == 0) {
+ raytmxState->object->text->fontFamily =
+ (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->object->text->fontFamily, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "pixelsize") == 0)
+ raytmxState->object->text->pixelSize = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "wrap") == 0)
+ raytmxState->object->text->wrap = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "color") == 0)
+ raytmxState->object->text->color = GetColorFromHexString(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "bold") == 0)
+ raytmxState->object->text->bold = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "italic") == 0)
+ raytmxState->object->text->italic = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "underline") == 0)
+ raytmxState->object->text->underline = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "strikeout") == 0)
+ raytmxState->object->text->strikeOut = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "kerning") == 0)
+ raytmxState->object->text->kerning = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "halign") == 0) {
+ if (strcmp(hoxmlContext->value, "left") == 0)
+ raytmxState->object->text->halign = HORIZONTAL_ALIGNMENT_LEFT;
+ else if (strcmp(hoxmlContext->value, "center") == 0)
+ raytmxState->object->text->halign = HORIZONTAL_ALIGNMENT_CENTER;
+ else if (strcmp(hoxmlContext->value, "right") == 0)
+ raytmxState->object->text->halign = HORIZONTAL_ALIGNMENT_RIGHT;
+ else if (strcmp(hoxmlContext->value, "justify") == 0)
+ raytmxState->object->text->halign = HORIZONTAL_ALIGNMENT_JUSTIFY;
+ } else if (strcmp(hoxmlContext->attribute, "valign") == 0) {
+ if (strcmp(hoxmlContext->value, "top") == 0)
+ raytmxState->object->text->valign = VERTICAL_ALIGNMENT_TOP;
+ else if (strcmp(hoxmlContext->value, "center") == 0)
+ raytmxState->object->text->valign = VERTICAL_ALIGNMENT_CENTER;
+ else if (strcmp(hoxmlContext->value, "bottom") == 0)
+ raytmxState->object->text->valign = VERTICAL_ALIGNMENT_BOTTOM;
+ }
+ } /* raytmxState->object != NULL && raytmxState->object->text != NULL */
+ } /* strcmp(hoxmlContext->tag, "text") == 0 */
+ else if (strcmp(hoxmlContext->tag, "imagelayer") == 0) {
+ if (raytmxState->imageLayer != NULL) {
+ /* Check for attributes specific to <imagelayer> layers */
+ if (strcmp(hoxmlContext->attribute, "repeatx") == 0)
+ raytmxState->imageLayer->repeatX = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "repeaty") == 0)
+ raytmxState->imageLayer->repeatY = atoi(hoxmlContext->value) != 0 ? true : false;
+ }
+ } /* strcmp(hoxmlContext->tag, "imagelayer") == 0 */
+
+ if (strcmp(hoxmlContext->tag, "layer") == 0 || strcmp(hoxmlContext->tag, "objectgroup") == 0 ||
+ strcmp(hoxmlContext->tag, "imagelayer") == 0 || strcmp(hoxmlContext->tag, "group") == 0) {
+ if (raytmxState->layer != NULL) {
+ /* Check for attributes common to all layer types */
+ if (strcmp(hoxmlContext->attribute, "id") == 0)
+ raytmxState->layer->id = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "name") == 0) {
+ raytmxState->layer->name = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->layer->name, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "class") == 0) {
+ raytmxState->layer->classString = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->value) + 1);
+ StringCopy(raytmxState->layer->classString, hoxmlContext->value);
+ } else if (strcmp(hoxmlContext->attribute, "opacity") == 0)
+ raytmxState->layer->opacity = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "visible") == 0)
+ raytmxState->layer->visible = atoi(hoxmlContext->value) != 0 ? true : false;
+ else if (strcmp(hoxmlContext->attribute, "tintcolor") == 0) {
+ raytmxState->layer->tintColor = GetColorFromHexString(hoxmlContext->value);
+ raytmxState->layer->hasTintColor = true;
+ } else if (strcmp(hoxmlContext->attribute, "offsetx") == 0)
+ raytmxState->layer->offsetX = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "offsety") == 0)
+ raytmxState->layer->offsetY = atoi(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "parallaxx") == 0)
+ raytmxState->layer->parallaxX = atof(hoxmlContext->value);
+ else if (strcmp(hoxmlContext->attribute, "parallaxy") == 0)
+ raytmxState->layer->parallaxY = atof(hoxmlContext->value);
+ }
+ } /* strcmp(hoxmlContext->tag, "layer") == 0 || strcmp(hoxmlContext->tag, "objectgroup") == 0 || */
+ /* strcmp(hoxmlContext->tag, "imagelayer") == 0 || strcmp(hoxmlContext->tag, "group") == 0 */
+}
+
+void HandleElementEnd(RaytmxState* raytmxState, hoxml_context_t* hoxmlContext) {
+ if (raytmxState == NULL || hoxmlContext == NULL)
+ return;
+
+ /* If the element is one of the layer types which share some common attributes that may need default strings */
+ if (strcmp(hoxmlContext->tag, "layer") == 0 || strcmp(hoxmlContext->tag, "objectgroup") == 0 ||
+ strcmp(hoxmlContext->tag, "imagelayer") == 0 || strcmp(hoxmlContext->tag, "group") == 0) {
+ TmxLayer* layer = raytmxState->layer;
+ if (layer == NULL && raytmxState->groupNode != NULL)
+ layer = &raytmxState->groupNode->layer;
+
+ if (layer != NULL) {
+ /* Apply default values for the attribute(s) that aren't covered by a simple memset(x, 0, sizeof(x)) */
+ if (layer->name == NULL) { /* If this layer didn't have a 'name' attribute */
+ /* The default value for 'name' is "" (an empty string) */
+ layer->name = (char*)MemAlloc(1);
+ layer->name[0] = '\0';
+ }
+ if (layer->classString == NULL) { /* If this layer didn't have a 'class' attribute */
+ /* The default value for 'class' is "" (an empty string) */
+ layer->classString = (char*)MemAlloc(1);
+ layer->classString[0] = '\0';
+ }
+ }
+ } /* strcmp(hoxmlContext->tag, "layer") == 0 || strcmp(hoxmlContext->tag, "objectgroup") == 0 || */
+ /* strcmp(hoxmlContext->tag, "imagelayer") == 0 || strcmp(hoxmlContext->tag, "group") == 0 */
+
+ if (strcmp(hoxmlContext->tag, "properties") == 0) {
+ if (raytmxState->propertiesRoot == NULL)
+ return;
+ /* TMX allows nested properties (e.g. <properties><properties><property/></properties></properties>) but */
+ /* that is unsupported. Depth is tracked such that all properties, included nested ones, are appended to one */
+ /* array when the outermost element ends. */
+ raytmxState->propertiesDepth -= 1;
+ if (raytmxState->propertiesDepth > 0) /* If the outermost <properties> has not yet ended */
+ return;
+ /* Allocate the array and assign NULL to every index to be safe */
+ TmxProperty* properties = (TmxProperty*)MemAllocZero(sizeof(TmxProperty) * raytmxState->propertiesLength);
+ /* Copy the TmxProperty pointers into the array and free the nodes while we're at it */
+ RaytmxPropertyNode* iterator = raytmxState->propertiesRoot;
+ for (uint32_t i = 0; iterator != NULL; i++) {
+ properties[i] = iterator->property;
+ RaytmxPropertyNode* parent = iterator;
+ iterator = iterator->next;
+ MemFree(parent);
+ }
+ /* Add the properties array to the element it applies to */
+ /* A <property>, or rather its parent <properties>, can be within 10+ other elements. The order of the checks */
+ /* here is slightly important as the most-nested elements must come first in cases where one may contain */
+ /* another (e.g. an <object> within an <objectgroup> layer). */
+ if (raytmxState->tilesetTile != NULL && raytmxState->tilesetTile->properties == NULL) {
+ raytmxState->tilesetTile->properties = properties;
+ raytmxState->tilesetTile->propertiesLength = raytmxState->propertiesLength;
+ }
+ /* else if (raytmxState->wangColor != NULL && raytmxState->wangColor->properties == NULL) {
+ raytmxState->wangColor->properties = properties;
+ raytmxState->wangColor->propertiesLength = raytmxState->propertiesLength;
+ }
+ else if (raytmxState->wangSet != NULL && raytmxState->wangSet->properties == NULL) {
+ raytmxState->wangSet->properties = properties;
+ raytmxState->wangSet->propertiesLength = raytmxState->propertiesLength;
+ } */ /* TODO: Wang sets. Low priority. */
+ else if (raytmxState->tileset != NULL && raytmxState->tileset->properties == NULL) {
+ raytmxState->tileset->properties = properties;
+ raytmxState->tileset->propertiesLength = raytmxState->propertiesLength;
+ } else if (raytmxState->object != NULL && raytmxState->object->properties == NULL) {
+ raytmxState->object->properties = properties;
+ raytmxState->object->propertiesLength = raytmxState->propertiesLength;
+ } else if (raytmxState->layer != NULL && raytmxState->layer->properties == NULL) {
+ raytmxState->layer->properties = properties;
+ raytmxState->layer->propertiesLength = raytmxState->propertiesLength;
+ } else {
+ raytmxState->mapProperties = properties;
+ raytmxState->mapPropertiesLength = raytmxState->propertiesLength;
+ }
+ /* Clean up the state object */
+ raytmxState->propertiesRoot = NULL;
+ raytmxState->propertiesTail = NULL;
+ raytmxState->propertiesLength = 0;
+ } /* strcmp(hoxmlContext->tag, "properties") == 0 */
+ else if (strcmp(hoxmlContext->tag, "property") == 0) {
+ if (raytmxState->property != NULL) {
+ /* Apply default values for the attribute(s) that aren't covered by a simple memset(x, 0, sizeof(x)) */
+ /* Properties are cast and assigned to type-specific variables at the end of the element due to the order */
+ /* of the property's attributes not being guaranteed, so we wait until we have all the information */
+ switch (raytmxState->property->type) {
+ case PROPERTY_TYPE_STRING:
+ default: /* The default type of a property is 'string' */
+ if (raytmxState->property->stringValue == NULL) {
+ if (hoxmlContext->content != NULL) { /* If Tiled opted to put the value in the element's content */
+ /* From the documentation: "When a string property contains newlines, the current version of */
+ /* Tiled will write out the value as characters contained inside the property element rather */
+ /* than as the value attribute." */
+ raytmxState->property->stringValue =
+ (char*)MemAlloc((unsigned int)strlen(hoxmlContext->content) + 1);
+ StringCopy(raytmxState->property->stringValue, hoxmlContext->content);
+ } else { /* If the string's value was neither provided as an attribute nor content */
+ /* The default value for 'string' is an empty string */
+ raytmxState->property->stringValue = (char*)MemAlloc(1);
+ raytmxState->property->stringValue[0] = '\0';
+ }
+ } break;
+ case PROPERTY_TYPE_INT:
+ case PROPERTY_TYPE_OBJECT:
+ /* The default value for 'int' and 'object' is 0 */
+ raytmxState->property->intValue = atoi(raytmxState->property->stringValue); /* Defaults to 0 */
+ break;
+ case PROPERTY_TYPE_FLOAT:
+ /* The default value for 'float' is 0 */
+ raytmxState->property->floatValue = (float)atof(raytmxState->property->stringValue); /* Defaults to 0 */
+ break;
+ case PROPERTY_TYPE_BOOL:
+ /* The default value for 'bool' is false */
+ if (raytmxState->property->stringValue == NULL ||
+ strcmp(raytmxState->property->stringValue, "true") != 0)
+ raytmxState->property->boolValue = false;
+ else
+ raytmxState->property->boolValue = true;
+ break;
+ case PROPERTY_TYPE_COLOR:
+ /* The default value for 'color' is the color #00000000 */
+ if (raytmxState->property->stringValue == NULL)
+ raytmxState->property->colorValue = BLANK; /* #defined by raylib as { 0, 0, 0, 0 } */
+ else
+ raytmxState->property->colorValue = GetColorFromHexString(raytmxState->property->stringValue);
+ break;
+ case PROPERTY_TYPE_FILE:
+ /* The default value for 'file' is "." */
+ if (raytmxState->property->stringValue == NULL) {
+ raytmxState->property->stringValue = (char*)MemAlloc(2);
+ raytmxState->property->stringValue[0] = '.';
+ raytmxState->property->stringValue[1] = '\0';
+ } break;
+ } /* switch (raytmxState->property->type) */
+
+ /* If the type was neither 'string' nor 'file' and 'stringValue' is set */
+ if (raytmxState->property->type != PROPERTY_TYPE_STRING &&
+ raytmxState->property->type != PROPERTY_TYPE_FILE && raytmxState->property->stringValue != NULL) {
+ /* Properties of types other than 'string' and 'file' are placed in 'stringValue' temporarily. Now */
+ /* that they have been cast and assigned appropriately, 'stringValue' can be freed. */
+ MemFree(raytmxState->property->stringValue);
+ raytmxState->property->stringValue = NULL;
+ }
+ }
+ raytmxState->property = NULL;
+ } /* strcmp(hoxmlContext->tag, "property") == 0 */
+ else if (strcmp(hoxmlContext->tag, "tileset") == 0) {
+ if (raytmxState->tileset != NULL) {
+ /* Apply default values for the attribute(s) that aren't covered by a simple memset(x, 0, sizeof(x)) */
+ if (raytmxState->tileset->name == NULL) { /* If this <tileset> didn't have a 'name' attribute */
+ /* The default value for 'name' is "" (an empty string) */
+ raytmxState->tileset->name = (char*)MemAlloc(1);
+ raytmxState->tileset->name[0] = '\0';
+ }
+ if (raytmxState->tileset->classString == NULL) { /* If this <tileset> didn't have a 'class' attribute */
+ /* The default value for 'class' is "" (an empty string) */
+ raytmxState->tileset->classString = (char*)MemAlloc(1);
+ raytmxState->tileset->classString[0] = '\0';
+ }
+ if (raytmxState->tileset->objectAlignment == OBJECT_ALIGNMENT_UNSPECIFIED) {
+ /* There are default object alignments for orthogonal and isometric modes */
+ if (raytmxState->mapOrientation == ORIENTATION_ORTHOGONAL)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_BOTTOM_LEFT;
+ else if (raytmxState->mapOrientation == ORIENTATION_ISOMETRIC)
+ raytmxState->tileset->objectAlignment = OBJECT_ALIGNMENT_BOTTOM;
+ }
+
+ if (raytmxState->tilesetTilesRoot != NULL) {
+ /* Allocate the array and zeroize every index as initialization */
+ TmxTilesetTile* tiles = (TmxTilesetTile*)MemAllocZero(sizeof(TmxTilesetTile) *
+ raytmxState->tilesetTilesLength);
+ /* Copy the TmxTilesetTile pointers into the array and free the nodes while we're at it */
+ RaytmxTilesetTileNode* iterator = raytmxState->tilesetTilesRoot;
+ for (uint32_t i = 0; i < raytmxState->tilesetTilesLength && iterator != NULL; i++) {
+ tiles[i] = iterator->tile;
+ RaytmxTilesetTileNode* parent = iterator;
+ iterator = iterator->next;
+ MemFree(parent);
+ }
+ /* Add the tiles array to the tileset */
+ raytmxState->tileset->tiles = tiles;
+ raytmxState->tileset->tilesLength = raytmxState->tilesetTilesLength;
+ /* Clean up the state object */
+ raytmxState->tilesetTilesRoot = NULL;
+ raytmxState->tilesetTilesTail = NULL;
+ raytmxState->tilesetTilesLength = 0;
+ }
+ }
+ raytmxState->tileset = NULL;
+ } /* strcmp(hoxmlContext->tag, "tileset") == 0 */
+ else if (strcmp(hoxmlContext->tag, "image") == 0)
+ raytmxState->image = NULL;
+ else if (strcmp(hoxmlContext->tag, "animation") == 0) {
+ if (raytmxState->tilesetTile != NULL && raytmxState->tilesetTile->hasAnimation) {
+ if (raytmxState->animationFramesRoot == NULL)
+ return;
+ /* Allocate the array and zeroize every index as initialization */
+ TmxAnimationFrame* frames = (TmxAnimationFrame*)MemAllocZero(sizeof(TmxAnimationFrame) *
+ raytmxState->animationFramesLength);
+ /* Copy the TmxAnimationFrame pointers into the array and free the nodes while we're at it */
+ RaytmxAnimationFrameNode* iterator = raytmxState->animationFramesRoot;
+ for (uint32_t i = 0; iterator != NULL; i++) {
+ frames[i] = iterator->frame;
+ RaytmxAnimationFrameNode* parent = iterator;
+ iterator = iterator->next;
+ MemFree(parent);
+ }
+ /* Add the frames array to the tile's animation */
+ raytmxState->tilesetTile->animation.frames = frames;
+ raytmxState->tilesetTile->animation.framesLength = raytmxState->animationFramesLength;
+ /* Clean up the state object */
+ raytmxState->animationFramesRoot = NULL;
+ raytmxState->animationFramesTail = NULL;
+ raytmxState->animationFramesLength = 0;
+ }
+ } /* strcmp(hoxmlContext->tag, "animation") == 0 */
+ else if (strcmp(hoxmlContext->tag, "frame") == 0)
+ raytmxState->animationFrame = NULL;
+ else if (strcmp(hoxmlContext->tag, "layer") == 0) {
+ if (raytmxState->tileLayer != NULL) {
+ /* If there were 1+ <tile>s within this <layer> but this <layer> already has tiles (from a <data>?) */
+ if (raytmxState->layerTilesRoot != NULL && raytmxState->tileLayer->tiles != NULL) {
+ TraceLog(LOG_WARNING, "RAYTMX: layer \"%s\" has more than one source of tile data - the latter tiles "
+ "for this layer will be dropped", raytmxState->layer->name);
+ /* Free the nodes and tiles therein */
+ RaytmxTileLayerTileNode* iterator = raytmxState->layerTilesRoot;
+ while (iterator != NULL) {
+ RaytmxTileLayerTileNode* parent = iterator;
+ iterator = iterator->next;
+ MemFree(parent);
+ }
+ } else {
+ /* Allocate the array and zeroize every index as initialization */
+ uint32_t* tiles = (uint32_t*)MemAllocZero(sizeof(uint32_t) * raytmxState->layerTilesLength);
+ /* Copy the GID into the array and free the nodes while we're at it */
+ RaytmxTileLayerTileNode* iterator = raytmxState->layerTilesRoot;
+ for (uint32_t i = 0; iterator != NULL; i++) {
+ tiles[i] = iterator->gid;
+ RaytmxTileLayerTileNode* parent = iterator;
+ iterator = iterator->next;
+ MemFree(parent);
+ }
+ /* Add the tiles array to the tile layer */
+ raytmxState->tileLayer->tiles = tiles;
+ raytmxState->tileLayer->tilesLength = raytmxState->layerTilesLength;
+ }
+ /* Clean up the state object */
+ raytmxState->layerTilesRoot = NULL;
+ raytmxState->layerTilesTail = NULL;
+ raytmxState->layerTilesLength = 0;
+ }
+ raytmxState->tileLayer = NULL;
+ raytmxState->layer = NULL;
+ } /* strcmp(hoxmlContext->tag, "layer") == 0 */
+ else if (strcmp(hoxmlContext->tag, "tile") == 0) {
+ if (raytmxState->tilesetTile != NULL) {
+ /* Apply default values for the attribute(s) that aren't covered by a simple memset(x, 0, sizeof(x)) */
+ if (raytmxState->tilesetTile->classString == NULL) { /* If this <tile> didn't have a 'class' attribute */
+ /* The default value for 'class' is "" (an empty string) */
+ raytmxState->tilesetTile->classString = (char*)MemAlloc(1);
+ raytmxState->tilesetTile->classString[0] = '\0';
+ }
+ if (raytmxState->tilesetTile->hasImage) {
+ /* The 'width' and 'height' attributes default to the tile's image's width and height, respectively */
+ if (raytmxState->tilesetTile->width == 0)
+ raytmxState->tilesetTile->width = raytmxState->tilesetTile->image.width;
+ if (raytmxState->tilesetTile->height == 0)
+ raytmxState->tilesetTile->height = raytmxState->tilesetTile->image.height;
+ }
+ raytmxState->tilesetTile = NULL;
+ }
+ } /* strcmp(hoxmlContext->tag, "tile") == 0 */
+ else if (strcmp(hoxmlContext->tag, "data") == 0) {
+ if (raytmxState->image != NULL) {
+ /* TODO (?): The TMX map format documentation says an <image> can contain a <data> element but doesn't */
+ /* provide any more information than that. Tiled doesn't seem to have a feature for this either. */
+ } else if (raytmxState->tileLayer != NULL && raytmxState->tileLayer->tiles != NULL) {
+ TraceLog(LOG_WARNING, "RAYTMX: layer \"%s\" has more than one source of tile data - the latter tiles for "
+ "this layer will be dropped", raytmxState->layer->name);
+ } else if (raytmxState->tileLayer != NULL && raytmxState->tileLayer->encoding != NULL) {
+ RaytmxTileLayerTileNode* tiles = NULL;
+ if (strcmp(raytmxState->tileLayer->encoding, "base64") == 0) {
+ /* The layer's data is a series of unsigned, 32-bit integers encoded as a Base64 string. But, XML */
+ /* considers everything between <data> and </data> to be content meaning there is probably some */
+ /* whitespace on both ends of the content we need to ignore. So, find the actual start and stop: */
+ char *encodedStart = hoxmlContext->content, *encodedEnd;
+ while (isspace(*encodedStart))
+ encodedStart++;
+ encodedEnd = encodedStart + strlen(encodedStart) - 1;
+ while (encodedEnd > encodedStart && isspace(*encodedEnd))
+ encodedEnd--;
+
+ /* With the string of encoded Base64 data trimmed, decode it */
+ int decodedLength;
+ unsigned char* decoded = DecodeDataBase64((const unsigned char*)encodedStart, &decodedLength);
+ if (decoded != NULL) {
+ if (raytmxState->tileLayer->compression == NULL) { /* If the Base64-encoded data is uncompressed */
+ /* Iterate through N bytes ('decodedLength') with every four bytes being a single GID */
+ /* resulting in N / 4 tiles */
+ uint32_t* iterator = (uint32_t*)decoded;
+ for (int i = 0; i < decodedLength / 4; i++) {
+ AddTileLayerTile(raytmxState, *iterator);
+ iterator += 1; /* Point to the next unsigned, 32-bit integer in the decoded data */
+ }
+ } else { /* If the Base-64encoded data is also compressed */
+ if (strcmp(raytmxState->tileLayer->compression, "gzip") == 0 ||
+ strcmp(raytmxState->tileLayer->compression, "zlib") == 0) {
+ unsigned char* postHeaderDecoded = NULL;
+ if (strcmp(raytmxState->tileLayer->compression, "gzip") == 0) {
+ /* The first two bytes of a GZIP header are expected to be a magic number, 0x1F8B, */
+ /* identifying the format and the third is expected to indicate the compression */
+ /* method where 0x08 is DEFLATE. */
+ /* If these values are found, decompression can continue */
+ if (decoded[0] == 0x1F && decoded[1] == 0x8B && decoded[2] == 0x08) {
+ /* Skip past the GZIP header. The header is typically ten bytes. The bytes not */
+ /* checked are unimportant things like a timestamp and OS ID. Additional optional */
+ /* headers are possible but not used by Tiled so they are assumed to be missing. */
+ postHeaderDecoded = decoded + 10;
+ } else { /* If the GZIP header doesn't match a decompressable one */
+ TraceLog(LOG_ERROR, "RAYTMX: Layer \"%s\" uses GZIP compression but the stream's "
+ "header doesn't indicate DEFLATE compression", raytmxState->layer->name);
+ }
+ } else /* if (strcmp(raytmxState->tileLayer->compression, "zlib") == 0) */ {
+ /* The first byte of a ZLIB header is expected to be 0x78 where the 8 indicates the */
+ /* DEFLATE compression method and the 7 is "compression info" that indicates a 32K */
+ /* LZ77 window size and, in practice, cannot be anything else. */
+ /* If these values are found, decompression can continue */
+ if (decoded[0] == 0x78) {
+ /* Skip past the ZLIB header. The header is two bytes. */
+ postHeaderDecoded = decoded + 2;
+ } else { /* If the ZLIB header doesn't match a decompressable one */
+ TraceLog(LOG_ERROR, "RAYTMX: Layer \"%s\" uses ZLIB compression but the stream's "
+ "header doesn't indicate DEFLATE compression", raytmxState->layer->name);
+ }
+ }
+
+ if (postHeaderDecoded != NULL) {
+ /* "zlib" and "gzip" both use the DEFLATE algorithm and raylib provides a */
+ /* decompression function when it's built with SUPPORT_COMPRESSION_API (default) */
+ int decompressedLength;
+ unsigned char* decompressed = DecompressData(postHeaderDecoded, decodedLength,
+ &decompressedLength);
+ if (decompressed != NULL && decompressedLength > 0) {
+ uint32_t* iterator = (uint32_t*)decompressed;
+ for (int i = 0; i < decompressedLength / 4; i++) {
+ AddTileLayerTile(raytmxState, *iterator);
+ iterator += 1; /* Point to the next unsigned integer in the decompressed data */
+ }
+ MemFree(decompressed); /* Free the memory allocated by DecompressData() */
+ } else { /* raylib wasn't built with compression or allocation failed */
+ TraceLog(LOG_ERROR, "RAYTMX: Layer \"%s\" compressed with \"%s\" cannot be parsed "
+ "because DEFLATE decompression failed - either raylib was not built with "
+ "SUPPORT_COMPRESSION_API or memory allocation failed", raytmxState->layer->name,
+ raytmxState->tileLayer->compression);
+ }
+ }
+ } else {
+ TraceLog(LOG_ERROR, "RAYTMX: Layer \"%s\" cannot be parsed because the compression method "
+ "\"%s\" is unsupported", raytmxState->layer->name, raytmxState->tileLayer->compression);
+ }
+ }
+ MemFree(decoded); /* Free the memory allocated by DecodeDataBase64() */
+ } else {
+ TraceLog(LOG_ERROR, "RAYTMX: Unable to decode Base64 data for layer \"%s\"",
+ raytmxState->layer->name);
+ }
+ } /* strcmp(raytmxState->tileLayer->encoding, "base64") == 0 */
+ else if (strcmp(raytmxState->tileLayer->encoding, "csv") == 0) {
+ /* The Comma-Separated Value (CSV) list herein is a series of Global IDs (GIDs) of tiles in the form */
+ /* "31,32,33" where 31, 32, and 33 are GIDs */
+ char valueAsString[16]; /* Needs to fit all digits of a single value - should be more than enough */
+ char* iterator = hoxmlContext->content;
+ while (iterator != NULL && *iterator != '\0') { /* While not pointing to the end of the string */
+ memset(valueAsString, '\0', 16); /* Reset the value-as-a-string buffer with all zeroes */
+ /* Copy each character into the buffer until either a comma or the terminator is reached */
+ for (int i = 0; *iterator != ',' && *iterator != '\0'; i++) {
+ memcpy(valueAsString + i, iterator, 1);
+ iterator++;
+ }
+ if (*iterator == ',') /* If iteration was paused by a comma */
+ iterator++; /* Advance one character so the comma isn't parsed with the value next iteration */
+ AddTileLayerTile(raytmxState, atoi(valueAsString)); /* Read the value as an integer GID */
+ }
+ } /* strcmp(raytmxState->tileLayer->encoding, "csv") == 0 */
+
+ if (tiles != NULL) { /* If there was no error in parsing the data and there's a linked list of tiles */
+ /* Allocate the array and assign 0 to every index to be safe */
+ uint32_t* tiles = (uint32_t*)MemAlloc(sizeof(uint32_t) * raytmxState->layerTilesLength);
+ memset(tiles, 0, sizeof(uint32_t) * raytmxState->layerTilesLength);
+ /* Copy the GIDs into the array and free the nodes while we're at it */
+ RaytmxTileLayerTileNode* layerTilesIterator = raytmxState->layerTilesRoot;
+ for (uint32_t i = 0; i < raytmxState->layerTilesLength && layerTilesIterator != NULL; i++) {
+ tiles[i] = layerTilesIterator->gid;
+ RaytmxTileLayerTileNode* layerTilesTemp = layerTilesIterator;
+ layerTilesIterator = layerTilesIterator->next;
+ MemFree(layerTilesTemp);
+ }
+ /* Add the tiles array to the element it applies to */
+ raytmxState->tileLayer->tiles = tiles;
+ raytmxState->tileLayer->tilesLength = raytmxState->layerTilesLength;
+ /* Clean up the state object */
+ raytmxState->layerTilesRoot = NULL;
+ raytmxState->layerTilesTail = NULL;
+ raytmxState->layerTilesLength = 0;
+ }
+ } /* raytmxState->tileLayer != NULL && raytmxState->tileLayer->encoding != NULL */
+ } /* strcmp(hoxmlContext->tag, "data") == 0 */
+ else if (strcmp(hoxmlContext->tag, "objectgroup") == 0) {
+ if (raytmxState->objectGroup != NULL) {
+ if (raytmxState->objectsRoot == NULL)
+ return;
+ /* Allocate the arrays and zeroize every index as initialization */
+ TmxObject* objects = (TmxObject*)MemAllocZero(sizeof(TmxObject) * raytmxState->objectsLength);
+ uint32_t* ySortedObjects = (uint32_t*)MemAllocZero(sizeof(uint32_t) * raytmxState->objectsLength);
+ /* Create a contiguous array of TmxObjects, create a sorted linked list of indexes within that array of */
+ /* TmxObjects (sorted by ascending y-coordinate), and free the object linked list */
+ RaytmxObjectNode *objectsIterator = raytmxState->objectsRoot, *objectsTemp;
+ RaytmxObjectSortingNode *sortingRoot = NULL, *sortingIterator, *sortingTemp, *newSortingNode;
+ for (uint32_t i = 0; objectsIterator != NULL; i++) {
+ objects[i] = objectsIterator->object;
+ /* Add a new node into the sorted list */
+ newSortingNode = (RaytmxObjectSortingNode*)MemAllocZero(sizeof(RaytmxObjectSortingNode));
+ newSortingNode->y = objects[i].y;
+ newSortingNode->index = i;
+ if (sortingRoot == NULL) /* If this is the first node */
+ sortingRoot = newSortingNode;
+ else if (sortingRoot->y >= newSortingNode->y) { /* If replacing the root node */
+ newSortingNode->next = sortingRoot;
+ sortingRoot = newSortingNode;
+ } else { /* If inserting at some location after the root */
+ sortingIterator = sortingRoot;
+ while (sortingIterator->next != NULL && newSortingNode->y > sortingIterator->next->y)
+ sortingIterator = sortingIterator->next;
+ newSortingNode->next = sortingIterator->next;
+ sortingIterator->next = newSortingNode;
+ }
+ /* Free the object node */
+ objectsTemp = objectsIterator;
+ objectsIterator = objectsIterator->next;
+ MemFree(objectsTemp);
+ }
+ /* Create a contiguous array from the sorted linked list such that index 0 of this array points to the */
+ /* TmxObject (via its index in 'objects') with the lowest (visually, highest) y-coordinate */
+ sortingIterator = sortingRoot;
+ for (uint32_t i = 0; sortingIterator != NULL; i++) {
+ ySortedObjects[i] = sortingIterator->index;
+ sortingTemp = sortingIterator;
+ sortingIterator = sortingIterator->next;
+ MemFree(sortingTemp);
+ }
+ /* Add the objects and ySortedObjects array to the object layer */
+ raytmxState->objectGroup->objects = objects;
+ raytmxState->objectGroup->objectsLength = raytmxState->objectsLength;
+ raytmxState->objectGroup->ySortedObjects = ySortedObjects;
+ /* Clean up the state object */
+ raytmxState->objectsRoot = NULL;
+ raytmxState->objectsTail = NULL;
+ raytmxState->objectsLength = 0;
+ }
+ raytmxState->objectGroup = NULL;
+ raytmxState->layer = NULL;
+ } else if (strcmp(hoxmlContext->tag, "object") == 0) {
+ if (raytmxState->object != NULL) {
+ /* Apply default values for the attribute(s) that aren't covered by a simple memset(x, 0, sizeof(x)) */
+ if (raytmxState->object->name == NULL) { /* If this <object> didn't have a 'name' attribute */
+ /* The default value for 'name' is "" (an empty string) */
+ raytmxState->object->name = (char*)MemAlloc(1);
+ raytmxState->object->name[0] = '\0';
+ }
+ if (raytmxState->object->typeString == NULL) { /* If this <object> didn't have a 'type' attribute */
+ /* The default value for 'type' is "" (an empty string) */
+ raytmxState->object->typeString = (char*)MemAlloc(1);
+ raytmxState->object->typeString[0] = '\0';
+ }
+
+ if (raytmxState->object->templateString != NULL) {
+ /* During editing, objects can be created from templates with pre-defined values and/or <properties>, */
+ /* a concept similar to copying and pasting or instancing. These templates are saved in external TX */
+ /* files that the 'template' attribute points to. Try to load it. */
+ RaytmxCachedTemplateNode* cachedTemplate = LoadCachedTemplate(raytmxState,
+ raytmxState->object->templateString);
+ if (cachedTemplate != NULL) {
+ RaytmxObjectTemplate objectTemplate = cachedTemplate->objectTemplate;
+ /* The template's <object> will contain some subset of values and/or <properties> that apply to */
+ /* the instanced <object> referencing it. For example, if the template's <object> has a 'name' */
+ /* attribute with the value "cactus" then the instanced <object> will also have a 'name' */
+ /* attribute. "cactus" is a default value that will be used if the instanced <object> does not */
+ /* define one of its own. The template's <object> needs to be checked for non-default values and */
+ /* <properties> and they need to be applied to the instanced <object> where none exist. */
+ if (objectTemplate.object.name != NULL && raytmxState->object->name == NULL) {
+ raytmxState->object->name =
+ (char*)MemAllocZero((unsigned int)strlen(objectTemplate.object.name) + 1);
+ StringCopy(raytmxState->object->name, objectTemplate.object.name);
+ }
+ if (objectTemplate.object.typeString != NULL && raytmxState->object->typeString != NULL) {
+ raytmxState->object->typeString =
+ (char*)MemAllocZero((unsigned int)strlen(objectTemplate.object.typeString) + 1);
+ StringCopy(raytmxState->object->typeString, objectTemplate.object.typeString);
+ }
+ if (objectTemplate.object.x != 0.0 && raytmxState->object->x == 0.0)
+ raytmxState->object->x = objectTemplate.object.x;
+ if (objectTemplate.object.y != 0.0 && raytmxState->object->y == 0.0)
+ raytmxState->object->y = objectTemplate.object.y;
+ if (objectTemplate.object.width != 0.0 && raytmxState->object->width == 0.0)
+ raytmxState->object->width = objectTemplate.object.width;
+ if (objectTemplate.object.height != 0.0 && raytmxState->object->height == 0.0)
+ raytmxState->object->height = objectTemplate.object.height;
+ if (objectTemplate.object.rotation != 0.0 && raytmxState->object->rotation == 0.0)
+ raytmxState->object->rotation = objectTemplate.object.rotation;
+ if (objectTemplate.object.gid != 0 && raytmxState->object->gid == 0)
+ raytmxState->object->gid = objectTemplate.object.gid;
+ if (!objectTemplate.object.visible && raytmxState->object->visible)
+ raytmxState->object->visible = false;
+ /* TMX documentation doesn't specify some particulars of templates, namely if it is possible for */
+ /* a template to be type-specific. In other words, can a template be a polygon? If so, are points */
+ /* merged or replaced? Based on Tiled's behavior, templates do not have type-specific values or, */
+ /* at least, they are ignored if they exist. However, <properties> are definitely merged. */
+ /* If the template's <object> has <properties> */
+ if (objectTemplate.object.properties != NULL) {
+ /* There are two cases here: the instanced <object> already has properties, or it doesn't */
+ if (raytmxState->object->properties == NULL) { /* If the instance doesn't have <properties> */
+ /* This is the easy case. Just copy the pointer to the existing array. */
+ raytmxState->object->properties = objectTemplate.object.properties;
+ raytmxState->object->propertiesLength = objectTemplate.object.propertiesLength;
+ } else {
+ /* The two <properties> need to be merged keeping in mind that they may, or probably, */
+ /* have overlapping entries. (When both have properties of the same name, the instanced */
+ /* <object>'s takes priority.) Create a linked list from which to create this new, merged */
+ /* properties array. */
+ RaytmxPropertyNode *propertiesRoot = NULL, *propertiesTail = NULL, *node;
+ uint32_t propertiesLength = 0;
+ /* Add the properties from the instanced <object> */
+ for (uint32_t i = 0; i < raytmxState->object->propertiesLength; i++) {
+ node = (RaytmxPropertyNode*)MemAllocZero(sizeof(RaytmxPropertyNode));
+ node->property = raytmxState->object->properties[i];
+ if (propertiesRoot == NULL)
+ propertiesRoot = node;
+ else
+ propertiesTail->next = node;
+ propertiesTail = node;
+ propertiesLength += 1;
+ }
+ /* Add the properties from the template's <object> if they do not already exist */
+ for (uint32_t i = 0; i < objectTemplate.object.propertiesLength; i++) {
+ RaytmxPropertyNode* propertiesIterator = propertiesRoot;
+ bool isNew = true;
+ while (propertiesIterator != NULL) {
+ if (strcmp(objectTemplate.object.properties[i].name,
+ propertiesIterator->property.name) == 0) {
+ isNew = false;
+ break;
+ }
+ propertiesIterator = propertiesIterator->next;
+ }
+ if (isNew) {
+ node = (RaytmxPropertyNode*)MemAllocZero(sizeof(RaytmxPropertyNode));
+ node->property = objectTemplate.object.properties[i];
+ if (propertiesRoot == NULL)
+ propertiesRoot = node;
+ else
+ propertiesTail->next = node;
+ propertiesTail = node;
+ propertiesLength += 1;
+ }
+ }
+ /* Free the separate array that was previously allocated */
+ MemFree(raytmxState->object->properties);
+ /* Allocate a new array to be populated with the merged properties */
+ raytmxState->object->properties =
+ (TmxProperty*)MemAllocZero(sizeof(TmxProperty) * propertiesLength);
+ raytmxState->object->propertiesLength = propertiesLength;
+ /* Copy the TmxProperty entires into the array and free the nodes while we're at it */
+ RaytmxPropertyNode* propertiesIterator = propertiesRoot;
+ for (uint32_t i = 0; propertiesIterator != NULL; i++) {
+ raytmxState->object->properties[i] = propertiesIterator->property;
+ RaytmxPropertyNode* propertiesTemp = propertiesIterator;
+ propertiesIterator = propertiesIterator->next;
+ MemFree(propertiesTemp);
+ }
+ }
+ }
+ } else
+ TraceLog(LOG_WARNING, "RAYTMX: Unable to apply template to object ID %u", raytmxState->object->id);
+ }
+
+ /* Calculate the Axis-Aligned Bounding Box (AABB) of the object. This can vary by object type. Due to the */
+ /* possibility of 'width' and 'height' being derived from a template, these must be calculated after a */
+ /* template is applied to the object. */
+ switch (raytmxState->object->type) {
+ case OBJECT_TYPE_RECTANGLE:
+ case OBJECT_TYPE_ELLIPSE:
+ case OBJECT_TYPE_TEXT:
+ raytmxState->object->aabb.x = (float)raytmxState->object->x;
+ raytmxState->object->aabb.y = (float)raytmxState->object->y;
+ raytmxState->object->aabb.width = (float)raytmxState->object->width;
+ raytmxState->object->aabb.height = (float)raytmxState->object->height;
+ break;
+ case OBJECT_TYPE_POINT:
+ {
+ raytmxState->object->aabb.x = (float)raytmxState->object->x;
+ raytmxState->object->aabb.y = (float)raytmxState->object->y;
+ raytmxState->object->aabb.width = 0.0f;
+ raytmxState->object->aabb.height = 0.0f;
+ }
+ break;
+ case OBJECT_TYPE_POLYGON:
+ case OBJECT_TYPE_POLYLINE:
+ {
+ float minX = INFINITY, maxX = -INFINITY, minY = INFINITY, maxY = -INFINITY;
+ for (uint32_t i = 1; i < raytmxState->object->pointsLength; i++) {
+ Vector2 point = raytmxState->object->points[i];
+ if (point.x < minX)
+ minX = point.x;
+ if (point.x > maxX)
+ maxX = point.x;
+ if (point.y < minY)
+ minY = point.y;
+ if (point.y > maxY)
+ maxY = point.y;
+ }
+ /* Note: Poly(gon|line) objects' vertices are stored with relative positions whereas AABBs use */
+ /* absolute values. The object's X and Y values must be added. */
+ raytmxState->object->aabb.x = minX + (float)raytmxState->object->x;
+ raytmxState->object->aabb.y = minY + (float)raytmxState->object->y;
+ raytmxState->object->aabb.width = maxX - minX;
+ raytmxState->object->aabb.height = maxY - minY;
+ }
+ break;
+ case OBJECT_TYPE_TILE:
+ /* The tile object type can have varying sizes, depending on the tile. While most will have the width */
+ /* and height defined in the top-level <map>, a "collection of images" tileset will have tiles with */
+ /* arbitrary dimensions. For that reason, an AABB cannot be calculated. */
+ break;
+ }
+ }
+ raytmxState->object = NULL;
+ } /* strcmp(hoxmlContext->tag, "object") == 0 */
+ else if (strcmp(hoxmlContext->tag, "text") == 0) {
+ /* Apply default values for the attribute(s) that aren't covered by a simple memset(x, 0, sizeof(x)) */
+ if (raytmxState->object != NULL && raytmxState->object->text != NULL) {
+ TmxObject* object = raytmxState->object;
+ TmxText* objectText = object->text;
+ if (hoxmlContext->content != NULL) { /* If the element had content e.g. <text>Content here</text> */
+ objectText->content = (char*)MemAllocZero((unsigned int)strlen(hoxmlContext->content) + 1);
+ StringCopy(objectText->content, hoxmlContext->content);
+ }
+
+ if (objectText->fontFamily == NULL) { /* If this <text> didn't have a 'fontfamily' attribute */
+ /* The default value for 'fontfamily' is "sans-serif" */
+ objectText->fontFamily = (char*)MemAllocZero((unsigned int)strlen("sans-serif") + 1);
+ StringCopy(objectText->fontFamily, "sans-serif");
+ }
+
+ if (objectText->content != NULL) { /* If there's text to be drawn */
+ RaytmxTextLineNode *linesRoot = NULL, *linesTail = NULL;
+ uint32_t linesLength = 0;
+
+ /* There's some aligning and allocating to be done in order to draw the text. This isn't something */
+ /* that should be done per-draw and, given the text is static, can be done ahead of time. */
+ Font font = GetFontDefault();
+ float spacing = 1.0f * (objectText->kerning ? 1.0f : 0.0f);
+
+ unsigned int bufferLength = (unsigned int)strlen(objectText->content) + 1;
+ /* This buffer will hold hold subsets of the content while iterating through it. The string in this */
+ /* buffer may exceed the bounds. */
+ char* testingBuffer = (char*)MemAllocZero(bufferLength);
+ /* This one will hold the last known good string whose graphical text would fit within the bounds */
+ char* validBuffer = (char*)MemAllocZero(bufferLength);
+ /* This one will hold space-delimited subsets of the above */
+ char* delimtedBuffer = (char*)MemAllocZero(bufferLength);
+ bool isDelimited = false;
+
+ char *start = objectText->content, *end = start, *validEnd = start, *delimitedEnd = start;
+ /* While the 'end' iterator hasn't reached the end of the content AND further lines will fit within */
+ /* the Y bounds of the object */
+ while (*end != '\0' &&
+ object->y + (objectText->pixelSize * (linesLength + 1)) <= object->y + object->height) {
+ end++;
+ int length = (int)(end - start);
+ if (length <= 0) /* Quick error check for a case that is hopefully impossible in practice */
+ continue;
+
+ StringCopyN(testingBuffer, start, length);
+ /* Remove any trailing whitespace by iterating backwards and adding a terminator in place of any */
+ /* whitespace character */
+ for (char* i = testingBuffer + length - 1; i > testingBuffer && isspace(*i); i--)
+ *i = '\0';
+
+ /* Measure the dimensions of the now-widest text */
+ Vector2 textSize = MeasureTextEx(font, testingBuffer, (float)objectText->pixelSize, spacing);
+ /* If this text still fits within the width of the object (the bounds) */
+ if (textSize.x <= object->width) {
+ /* This string is still valid. Remember the string and where it ends. Iteration may return to */
+ /* last known good position. */
+ validEnd = end;
+ StringCopy(validBuffer, testingBuffer);
+ /* Note: Because the testing buffer is stripped of trailing whitespace, so too is this one */
+
+ /* If the end of the current string is whitespace but the last character wasn't */
+ if (isspace(*end) && !isspace(*(end - 1))) {
+ /* Taking "Hello, from TMX!" as an example, this would be triggered by the first space */
+ /* with "Hello," being the string to remember. In the event that the would-be text is too */
+ /* wide, meaning "Hello, from" is too long to fit width-wise, then this delimted "Hello," */
+ /* will be the line and iteration will return to "from." */
+ isDelimited = true;
+ delimitedEnd = end;
+ StringCopy(delimtedBuffer, validBuffer);
+ }
+ }
+
+ /* If it's time to create a visual line of text from the string either because: 1) the string has */
+ /* become too wide to fit in the bounds of the object, or 2) the end of the content was reached */
+ if (textSize.x > object->width || *end == '\0') {
+ char* sourceBuffer;
+ if (*end == '\0' || !isDelimited) {
+ /* The valid buffer is used in cases where the would-be text is simply the remainder of */
+ /* the content or the line does not have a clear separator (whitespace), like an extra */
+ /* long word that continues to the next line */
+ sourceBuffer = validBuffer;
+ start = validEnd;
+ } else {
+ /* The delimited buffer is used in cases where one or more words were identified using */
+ /* space between them as a delimiter */
+ sourceBuffer = delimtedBuffer;
+ start = delimitedEnd;
+ /* Skip over any whitespace at the delimiter */
+ while (isspace(*start) && *start != '\0')
+ start++;
+ }
+
+ /* The 'start' pointer is pointing to the first character of the next line. Point 'end' */
+ /* to the same place and continue from there so nothing is skipped. Note: 'end' will be */
+ /* incremented at the start of the next loop. */
+ end = start;
+
+ TmxTextLine line;
+ line.content = (char*)MemAllocZero((unsigned int)strlen(sourceBuffer) + 1);
+ StringCopy(line.content, sourceBuffer);
+ line.font = font;
+ line.spacing = spacing;
+ /* Note: The number of lines is not yet known but needs to be for Y positioning */
+
+ RaytmxTextLineNode* node = (RaytmxTextLineNode*)MemAllocZero(sizeof(RaytmxTextLineNode));
+ node->line = line;
+ if (linesRoot == NULL)
+ linesRoot = node;
+ else
+ linesTail->next = node;
+ linesTail = node;
+ linesLength += 1;
+
+ /* Reset variables */
+ memset(testingBuffer, '\0', bufferLength);
+ memset(validBuffer, '\0', bufferLength);
+ memset(delimtedBuffer, '\0', bufferLength);
+ isDelimited = false;
+
+ if (!objectText->wrap) { /* If word wrapping is disabled */
+ /* It's unclear why this would be done but, having hit the end of what can be displayed */
+ /* on a single line, no more text can be appended */
+ break;
+ }
+ } /* textSize.x > object->width || *end == '\0' */
+ } /* *end != '\0' && */
+ /* object->y + (objectText->pixelSize * (linesLength + 1)) <= object->y + object->height */
+
+ MemFree(testingBuffer);
+ MemFree(validBuffer);
+ MemFree(delimtedBuffer);
+
+ if (linesRoot != NULL) {
+ /* Allocate the array and zero out every value as initialization */
+ TmxTextLine* lines = (TmxTextLine*)MemAllocZero(sizeof(TmxTextLine) * linesLength);
+ /* Copy the TmxTextLines into the array and free the nodes while we're at it */
+ RaytmxTextLineNode* iterator = linesRoot;
+ for (uint32_t i = 0; i < linesLength && iterator != NULL; i++) {
+ lines[i] = iterator->line;
+ Vector2 textSize = MeasureTextEx(font, lines[i].content, (float)objectText->pixelSize,
+ lines[i].spacing);
+
+ /* Horizontal alignment */
+ if (objectText->halign == HORIZONTAL_ALIGNMENT_RIGHT)
+ lines[i].position.x = (float)(object->x + object->width) - textSize.x;
+ else if (objectText->halign == HORIZONTAL_ALIGNMENT_CENTER)
+ lines[i].position.x = (float)(object->x + (object->width / 2.0)) - (textSize.x / 2.0f);
+ else if (objectText->halign == HORIZONTAL_ALIGNMENT_JUSTIFY) {
+ /* Horizontally justified text extends from the left bound to the right bound. Typically, */
+ /* this is done by adding space betweens words or, where there is only one word, adding */
+ /* space between letters. All additional space is distributed evenly. However, the method */
+ /* here is a hybrid: because control over spacing between words is coarse, spacing */
+ /* between letters is added on top of it. */
+ lines[i].position.x = (float)object->x; /* Place the text on the left bound */
+ /* Count the number of spaces between words */
+ uint32_t numSpaces = 0;
+ for (uint32_t j = 0; lines[i].content[j] != '\0'; j++) {
+ if (isspace(lines[i].content[j]))
+ numSpaces++;
+ }
+ size_t length = strlen(lines[i].content);
+ if (numSpaces > 0) { /* If there's more than one word in the line */
+ /* Measure the dimensions of a single space using this line's configuration */
+ Vector2 originalTextSize = textSize;
+ textSize = MeasureTextEx(font, " ", (float)objectText->pixelSize, lines[i].spacing);
+ /* Calculate the number of new spaces to add between words, per existing space */
+ float idealNumAdditionalSpaces =
+ ((float)object->width - originalTextSize.x) / textSize.x;
+ uint32_t numSpacesToAddPer =
+ (uint32_t)floor((idealNumAdditionalSpaces - (float)numSpaces) / (float)numSpaces);
+ /* Create a new string with the additional space */
+ size_t justifiedLength = length + (numSpacesToAddPer * numSpaces);
+ char* justifiedContent = (char*)MemAllocZero((unsigned int)justifiedLength + 1);
+ uint32_t sourceIndex = 0, destinationIndex = 0;
+ while (lines[i].content[sourceIndex] != '\0') {
+ justifiedContent[destinationIndex++] = lines[i].content[sourceIndex];
+ /* If the current character is whitespace but the next one is not */
+ if (sourceIndex < length && !isspace(lines[i].content[sourceIndex]) &&
+ isspace(lines[i].content[sourceIndex + 1])) {
+ /* Add 'numSpacesToAddPer' spaces to the justified string */
+ for (uint32_t j = 0; j < numSpacesToAddPer; j++)
+ justifiedContent[destinationIndex++] = ' ';
+ }
+ sourceIndex++;
+ }
+ /* Free the original content buffer and replace it with the justified one */
+ MemFree(lines[i].content);
+ lines[i].content = justifiedContent;
+ length = justifiedLength;
+ }
+ /* Calculate a spacing, between each letter, with which the drawn text will span the full */
+ /* width of the bounds */
+ textSize = MeasureTextEx(font, lines[i].content, (float)objectText->pixelSize, 0.0f);
+ lines[i].spacing = (float)((object->width - textSize.x) / (double)(length - 1));
+ } /* objectText->halign == HORIZONTAL_ALIGNMENT_JUSTIFY */
+ else /* if (objectText->halign == HORIZONTAL_ALIGNMENT_LEFT) */
+ lines[i].position.x = (float)object->x;
+
+ /* Vertical alignment */
+ if (objectText->valign == VERTICAL_ALIGNMENT_BOTTOM) {
+ lines[i].position.y = (float)(object->y + object->height) -
+ (float)(objectText->pixelSize * (i + 1));
+ } else if (objectText->valign == VERTICAL_ALIGNMENT_CENTER) {
+ float totalLineHeight = (float)(objectText->pixelSize * linesLength); /* All N lines */
+ lines[i].position.y = (float)object->y + /* Top of the <object>'s bounds */
+ ((float)object->height / 2.0f) + /* Vertical center of the <object>'s bounds */
+ (totalLineHeight / 2.0f) - /* Bottom of the centered lines' bounds */
+ (float)(objectText->pixelSize * (i + 1));
+ } else /* if (objectText->valign == VERTICAL_ALIGNMENT_TOP) */
+ lines[i].position.y = (float)object->y + (float)(objectText->pixelSize * i);
+
+ RaytmxTextLineNode* parent = iterator;
+ iterator = iterator->next;
+ MemFree(parent);
+ }
+ /* Add the lines array to the text object */
+ objectText->lines = lines;
+ objectText->linesLength = linesLength;
+ }
+ } /* objectText->content != NULL */
+ }
+ } /* strcmp(hoxmlContext->tag, "text") == 0 */
+ else if (strcmp(hoxmlContext->tag, "imagelayer") == 0) {
+ raytmxState->imageLayer = NULL;
+ raytmxState->layer = NULL;
+ } else if (strcmp(hoxmlContext->tag, "group") == 0) {
+ /* <group>s can be nested so we must return to processing its parent, if it exists */
+ if (raytmxState->groupNode != NULL)
+ raytmxState->groupNode = raytmxState->groupNode->parent; /* Will be null when returning to the root map */
+ }
+}
+
+void FreeStateLayers(RaytmxLayerNode* layers) {
+ RaytmxLayerNode *layersIterator = layers, *layersTemp;
+ while (layersIterator != NULL) {
+ /* Group layers may have children, forming a tree-like structure. Free the children. */
+ FreeStateLayers(layersIterator->childrenRoot);
+ /* Iterate to the next node and free this one */
+ layersTemp = layersIterator;
+ layersIterator = layersIterator->next;
+ MemFree(layersTemp);
+ }
+}
+
+void FreeState(RaytmxState* raytmxState) {
+ if (raytmxState == NULL)
+ return;
+
+ /* Clear the caches. These allow for quick lookups of previously-loaded textures and object templates. They */
+ /* aren't needed once loading is complete. */
+ RaytmxCachedTextureNode *cachedTextureIterator = raytmxState->texturesRoot, *cachedTextureTemp;
+ while (cachedTextureIterator != NULL) {
+ cachedTextureTemp = cachedTextureIterator;
+ cachedTextureIterator = cachedTextureIterator->next;
+ if (cachedTextureTemp->fileName != NULL) /* Just in case. Should always be set. */
+ MemFree(cachedTextureTemp->fileName);
+ MemFree(cachedTextureTemp);
+ }
+ raytmxState->texturesRoot = NULL;
+ RaytmxCachedTemplateNode *cachedTemplateIterator = raytmxState->templatesRoot, *cachedTemplateTemp;
+ while (cachedTemplateIterator != NULL) {
+ cachedTemplateTemp = cachedTemplateIterator;
+ cachedTemplateIterator = cachedTemplateIterator->next;
+ FreeObject(cachedTemplateTemp->objectTemplate.object);
+ if (cachedTemplateTemp->fileName != NULL) /* Just in case. Should always be set. */
+ MemFree(cachedTemplateTemp->fileName);
+ MemFree(cachedTemplateTemp);
+ }
+ raytmxState->templatesRoot = NULL;
+
+ raytmxState->property = NULL;
+ raytmxState->tileset = NULL;
+ raytmxState->image = NULL;
+ raytmxState->tilesetTile = NULL;
+ raytmxState->animationFrame = NULL;
+ /* raytmxState->wangSet = NULL; */ /* TODO: Wang sets. Low priority. */
+ /* raytmxState->wangColor = NULL; */ /* TODO: Wang sets. Low priority. */
+ raytmxState->layer = NULL;
+ raytmxState->tileLayer = NULL;
+ raytmxState->objectGroup = NULL;
+ raytmxState->imageLayer = NULL;
+ raytmxState->object = NULL;
+
+ /* Free each property in the linked list of properties */
+ RaytmxPropertyNode *propertiesIterator = raytmxState->propertiesRoot, *propertiesTemp;
+ while (propertiesIterator != NULL) {
+ propertiesTemp = propertiesIterator;
+ propertiesIterator = propertiesIterator->next;
+ MemFree(propertiesTemp);
+ }
+ /* Zeroize this linked list's properties */
+ raytmxState->propertiesRoot = NULL;
+ raytmxState->propertiesTail = NULL;
+ raytmxState->propertiesLength = 0;
+
+ /* Free each node in the linked list of tilesets */
+ RaytmxTilesetNode *tilesetsIterator = raytmxState->tilesetsRoot, *tilesetsTemp;
+ while (tilesetsIterator != NULL) {
+ tilesetsTemp = tilesetsIterator;
+ tilesetsIterator = tilesetsIterator->next;
+ MemFree(tilesetsTemp);
+ }
+ /* Zeroize this linked list's properties */
+ raytmxState->tilesetsRoot = NULL;
+ raytmxState->tilesetsTail = NULL;
+ raytmxState->tilesetsLength = 0;
+
+ /* Free each node in the linked list of tileset tiles */
+ RaytmxTilesetTileNode *tilesetTilesIterator = raytmxState->tilesetTilesRoot, *tilesetTilesTemp;
+ while (tilesetTilesIterator != NULL) {
+ tilesetTilesTemp = tilesetTilesIterator;
+ tilesetTilesIterator = tilesetTilesIterator->next;
+ MemFree(tilesetTilesTemp);
+ }
+ /* Zeroize this linked list's properties */
+ raytmxState->tilesetTilesRoot = NULL;
+ raytmxState->tilesetTilesTail = NULL;
+ raytmxState->tilesetTilesLength = 0;
+
+ /* Free each node in the linked list of animation frames */
+ RaytmxAnimationFrameNode *animationFramesIterator = raytmxState->animationFramesRoot, *animationFramesTemp;
+ while (animationFramesIterator != NULL) {
+ animationFramesTemp = animationFramesIterator;
+ animationFramesIterator = animationFramesIterator->next;
+ MemFree(animationFramesTemp);
+ }
+ /* Zeroize this linked list's properties */
+ raytmxState->animationFramesRoot = NULL;
+ raytmxState->animationFramesTail = NULL;
+ raytmxState->animationFramesLength = 0;
+
+ /* Layers may be groups. The resulting collection isn't a link list as much as it is a tree. So freeing layers is */
+ /* best done with a recursive approach. */
+ FreeStateLayers(raytmxState->layersRoot);
+ /* Zeroize this linked list's properties */
+ raytmxState->layersRoot = NULL;
+ raytmxState->layersTail = NULL;
+ raytmxState->layersLength = 0;
+
+ /* Free each node in the linked list of layer tiles */
+ RaytmxTileLayerTileNode *layerTilesIterator = raytmxState->layerTilesRoot, *layerTilesTemp;
+ while (layerTilesIterator != NULL) {
+ layerTilesTemp = layerTilesIterator;
+ layerTilesIterator = layerTilesIterator->next;
+ MemFree(layerTilesTemp);
+ }
+ /* Zeroize this linked list's properties */
+ raytmxState->layerTilesRoot = NULL;
+ raytmxState->layerTilesTail = NULL;
+ raytmxState->layerTilesLength = 0;
+
+ /* Free each node in the linked list of objects */
+ RaytmxObjectNode *objectsIterator = raytmxState->objectsRoot, *objectsTemp;
+ while (objectsIterator != NULL) {
+ objectsTemp = objectsIterator;
+ objectsIterator = objectsIterator->next;
+ MemFree(objectsTemp);
+ }
+ /* Zeroize this linked list's properties */
+ raytmxState->objectsRoot = NULL;
+ raytmxState->objectsTail = NULL;
+ raytmxState->objectsLength = 0;
+}
+
+void inline FreeString(char* str) {
+ if (str != NULL)
+ MemFree(str);
+}
+
+void FreeTileset(TmxTileset tileset) {
+ FreeString(tileset.source);
+ FreeString(tileset.name);
+ FreeString(tileset.classString);
+ if (tileset.hasImage) {
+ FreeString(tileset.image.source);
+ UnloadTexture(tileset.image.texture);
+ }
+ if (tileset.properties != NULL) {
+ for (uint32_t i = 0; i < tileset.propertiesLength; i++)
+ FreeProperty(tileset.properties[i]);
+ MemFree(tileset.properties);
+ }
+ for (uint32_t i = 0; i < tileset.tilesLength; i++) {
+ TmxTilesetTile tile = tileset.tiles[i];
+ FreeString(tile.classString);
+ if (tile.hasImage) {
+ FreeString(tile.image.source);
+ UnloadTexture(tile.image.texture);
+ if (tile.properties != NULL) {
+ for (uint32_t j = 0; j < tile.propertiesLength; j++)
+ FreeProperty(tile.properties[j]);
+ MemFree(tile.properties);
+ }
+ }
+ if (tile.animation.frames != NULL)
+ MemFree(tile.animation.frames);
+ }
+}
+
+void FreeProperty(TmxProperty property) {
+ FreeString(property.name);
+ FreeString(property.stringValue);
+}
+
+void FreeLayer(TmxLayer layer) {
+ FreeString(layer.name);
+ FreeString(layer.classString);
+ if (layer.properties != NULL) {
+ for (uint32_t i = 0; i < layer.propertiesLength; i++)
+ FreeProperty(layer.properties[i]);
+ MemFree(layer.properties);
+ }
+ switch (layer.type) {
+ case LAYER_TYPE_TILE_LAYER:
+ FreeString(layer.exact.tileLayer.encoding);
+ FreeString(layer.exact.tileLayer.compression);
+ MemFree(layer.exact.tileLayer.tiles);
+ break;
+ case LAYER_TYPE_OBJECT_GROUP:
+ for (uint32_t j = 0; j < layer.exact.objectGroup.objectsLength; j++)
+ FreeObject(layer.exact.objectGroup.objects[j]);
+ MemFree(layer.exact.objectGroup.objects);
+ break;
+ case LAYER_TYPE_IMAGE_LAYER:
+ if (layer.exact.imageLayer.hasImage)
+ UnloadTexture(layer.exact.imageLayer.image.texture);
+ break;
+ case LAYER_TYPE_GROUP: break; /* Nothing to do for this case but compilers like to complain */
+ }
+ /* <group> layers are expected to have child layers, or child <group>s, so recursively free them too */
+ for (uint32_t i = 0; i < layer.layersLength; i++)
+ FreeLayer(layer.layers[i]);
+}
+
+void FreeObject(TmxObject object) {
+ FreeString(object.name);
+ FreeString(object.typeString);
+ FreeString(object.templateString);
+ if (object.points != NULL)
+ MemFree(object.points);
+ if (object.text != NULL) {
+ if (object.text->lines != NULL) {
+ for (uint32_t j = 0; j < object.text->linesLength; j++)
+ FreeString(object.text->lines[j].content);
+ MemFree(object.text->lines);
+ } /* object.text->lines != NULL */
+ MemFree(object.text);
+ } /* object.text != NULL */
+}
+
+#define SIGN(x) (x < 0 ? -1 : +1)
+
+/**
+ * Helper function that keeps an integer within the given range.
+ * Note: A function named Clamp() exists in raylib but uses floats, hence Clampi().
+ *
+ * @param value The preferred value that will be used as long as it is between the minimum and maximum values.
+ * @param minimum The smallest acceptable value, inclusive.
+ * @param maximum The largest acceptable value, inclusive.
+ * @return The preferred value if within the range or the nearest acceptable value.
+ */
+int Clampi(int value, int minimum, int maximum) {
+ if (value < minimum)
+ return minimum;
+ else if (value > maximum)
+ return maximum;
+ return value;
+}
+
+/**
+ * Scary-looking helper function that does something kind of simple: iterates through the tiles of the given tile layer
+ * overlapping with the given viewport, one tile per call. This function returns true while iteration is still ongoing
+ * and false when done. This allows the function to be used e.g. "while (IterateTileLayer( { ...} ))". Details of the
+ * current tile are returned to the caller with output parameters. Iteration is done row-by-row.
+ *
+ * @param map A loaded map model containing the given tile layer.
+ * @param layer The tile layer within the given map whose tiles will be iterated.
+ * @param viewport A rectangle representing the region being drawn to. This could also be considered a search area.
+ * @param transform Position/offset numbers that affect where the tile is ultimately drawn.
+ * @param rawGid Optional output. The Global ID (GID) with possible flip flags. Pass NULL if not wanted.
+ * @param tile Optional output. Metadata of the current tile. Pass NULL if not wanted.
+ * @param tileRect Optional output. The destination rectangle, in pixels, of the current tile. Pass NULL if not wanted.
+ * @return True if the next tile is being provided via the output parameters, or false if iteration is done.
+ */
+bool IterateTileLayer(const TmxMap* map, const TmxTileLayer* layer, Rectangle viewport, RaytmxTransform transform,
+ uint32_t* rawGid, TmxTile* tile, Rectangle* tileRect) {
+ /* Static variables whose values will persist between calls. These are needed to initialize and iterate. */
+ static const TmxTileLayer* currentLayer = NULL; /* Tile layer being iterated */
+ static int fromX = 0; /* Initial X position, tile not pixel, that row-by-row iteration begins at */
+ static int fromY = 0; /* Initial Y position, tile not pixel, that row-by-row iteration begins at */
+ static int toX = 0; /* Final X position, tile not pixel, that iteration ends at */
+ static int toY = 0; /* Final Y position, tile not pixel, that iteration ends at */
+ static int currentX = 0; /* Current tile X position (column) within the iteration */
+ static int currentY = 0; /* Current tile Y position (row) within the iteration */
+
+ if (map == NULL || map->width == 0 || map->height == 0 || map->tileWidth == 0 || map->tileHeight == 0 ||
+ layer == NULL || layer->tilesLength == 0)
+ return false;
+
+ if (currentLayer != layer) { /* If the layer has changed (i.e. iteration should initialize) */
+ currentLayer = layer; /* Remember this layer */
+
+ /* Create an adjusted viewport that effectively removes the map's drawn position. With this, it doesn't need */
+ /* to be a factor in the math below. */
+ const Rectangle viewport2 = {
+ .x = viewport.x - transform.position.x,
+ .y = viewport.y - transform.position.y,
+ .width = viewport.width,
+ .height = viewport.height
+ };
+
+ switch (map->renderOrder) {
+ case RENDER_ORDER_RIGHT_DOWN:
+ /* Start at the top-left, iterate right, then iterate down, ending at the bottom-right. */
+ /* In other words, this is the order in which English is read. */
+ fromX = (int)viewport2.x / (int)map->tileWidth;
+ fromY = (int)viewport2.y / (int)map->tileHeight;
+ toX = (int)(viewport2.x + viewport2.width) / (int)map->tileWidth;
+ toY = (int)(viewport2.y + viewport2.height) / (int)map->tileHeight;
+ break;
+ case RENDER_ORDER_RIGHT_UP:
+ /* Start at the bottom-left, iterate right, then iterate up, ending at the top-right */
+ fromX = (int)viewport2.x / (int)map->tileWidth;
+ fromY = (int)(viewport2.y + viewport2.height) / (int)map->tileHeight;
+ toX = (int)(viewport2.x + viewport2.width) / (int)map->tileWidth;
+ toY = (int)viewport2.y / (int)map->tileHeight;
+ break;
+ case RENDER_ORDER_LEFT_DOWN:
+ /* Start at the top-right, iterate left, then iterate down, ending at the bottom-left */
+ fromX = (int)(viewport2.x + viewport2.width) / (int)map->tileWidth;
+ fromY = (int)viewport2.y / (int)map->tileHeight;
+ toX = (int)viewport2.x / (int)map->tileWidth;
+ toY = (int)(viewport2.y + viewport2.height) / (int)map->tileHeight;
+ break;
+ case RENDER_ORDER_LEFT_UP:
+ /* Start at the bottom-right, iterate left, then iterate up, ending at the top-left */
+ fromX = (int)(viewport2.x + viewport2.width) / (int)map->tileWidth;
+ fromY = (int)(viewport2.y + viewport2.height) / (int)map->tileHeight;
+ toX = (int)viewport2.x / (int)map->tileWidth;
+ toY = (int)viewport2.y / (int)map->tileHeight;
+ break;
+ } /* switch (map->renderOrder) */
+ /* Restrain the the tile positions to those within the map in case of rounding mistakes */
+ fromX = Clampi(fromX, 0, (int)map->width - 1);
+ fromY = Clampi(fromY, 0, (int)map->height - 1);
+ toX = Clampi(toX, 0, (int)map->width - 1);
+ toY = Clampi(toY, 0, (int)map->height - 1);
+ /* Begin iteration from both "from" tile positions */
+ currentX = fromX;
+ currentY = fromY;
+ } else if (currentX == toX) { /* If the end of the current row was reached */
+ /* Rendering is done row-by-row. This row is done so move to the next one. */
+ currentX = fromX;
+ currentY += SIGN(toY - fromY); /* Either +1 or -1 */
+ } else { /* If still iterating through the current row */
+ /* Move to the right or left by one tile */
+ currentX += SIGN(toX - fromX); /* Either +1 or -1 */
+ }
+
+ /* If iteration has gone beyond the final row */
+ if ((toY - fromY > 0 && currentY > toY) || (toY - fromY < 0 && currentY < toY)) {
+ /* This is the termination condition. Zero all values and return false so the caller exits its loop. */
+ currentLayer = NULL;
+ fromX = fromY = toX = toY = currentX = currentY = 0;
+ return false;
+ }
+
+ /* Calculate the index in the tile layer from knowing the tile's X and Y position (in tiles, not pixels) */
+ int index = (currentY * (int)map->width) + currentX;
+ if (index < 0 || index >= (int)layer->tilesLength) { /* Bounds check */
+ currentLayer = NULL;
+ fromX = fromY = toX = toY = currentX = currentY = 0;
+ return false;
+ }
+
+ /* Get the raw Global ID (GID) of the tile at this position from the layer's list of tiles. This list's order */
+ /* matches the map's render order. */
+ uint32_t localRawGid = layer->tiles[index];
+ if (rawGid != NULL)
+ *rawGid = localRawGid; /* Assign the value to he output parameter */
+ if (tile != NULL) {
+ /* The raw GID may have bit flags on it. They need to be removed in order to get the actual GID value.*/
+ uint32_t gid = GetGid(localRawGid, NULL, NULL, NULL, NULL);
+ /* Get the tile's metadata from knowing its GID */
+ if (gid < map->gidsToTilesLength) /* Bounds check */
+ *tile = map->gidsToTiles[gid];
+ }
+ if (tileRect != NULL) {
+ /* Calculate the tile's destination rectangle, in pixels */
+ *tileRect = (Rectangle) {
+ .x = (float)((uint32_t)currentX * map->tileWidth),
+ .y = (float)((uint32_t)currentY * map->tileHeight),
+ .width = (float)map->tileWidth,
+ .height = (float)map->tileHeight
+ };
+ }
+
+ return true;
+}
+
+void DrawTMXLayersInternal(const TmxMap* map, const Camera2D* camera, const Rectangle* viewport, const TmxLayer* layers,
+ uint32_t layersLength, RaytmxTransform transform, Color tint)
+{
+ if (map == NULL || layers == NULL || layersLength == 0)
+ return;
+
+ for (uint32_t i = 0; i < layersLength; i++) {
+ TmxLayer layer = layers[i];
+ if (!layers[i].visible) /* If the layer is not visible */
+ continue; /* Skip it - it's literally invisible */
+
+ /* All types of layers can have a couple attributes that affect color: 'opacity' and 'tintcolor' */
+ Color layerTint = tint;
+ layerTint.a = (unsigned char)((double)layerTint.a * layer.opacity);
+ if (layer.hasTintColor)
+ layerTint = ColorTint(layerTint, layer.tintColor);
+
+ /* Determine the viewport. This will depend on a couple parameters. If 'viewport' was assigned, it's used */
+ /* directly. If 'camera' was assigned, its target and zoom are used to derive a reasonable viewport from the */
+ /* screen's dimensions. If neither is assigned, the map's bounds are used. */
+ Rectangle viewport2;
+ if (viewport != NULL)
+ viewport2 = *viewport;
+ else if (camera != NULL) {
+ viewport2.width = (float)GetScreenWidth() / camera->zoom;
+ viewport2.height = (float)GetScreenHeight() / camera->zoom;
+ viewport2.x = camera->target.x - (viewport2.width / 2.0f);
+ viewport2.y = camera->target.y - (viewport2.height / 2.0f);
+ } else {
+ viewport2.x = transform.position.x;
+ viewport2.y = transform.position.y;
+ viewport2.width = (float)(map->width * map->tileWidth);
+ viewport2.height = (float)(map->height * map->tileHeight);
+ }
+
+ /* Create an updated transform for this layer. This will be the sum of the position the map is drawn at, the */
+ /* layer's offset, and the effect of parallax scrolling if conditions are met. */
+ RaytmxTransform transform2 = transform;
+ /* "The effective parallax scrolling factor of a layer is determined by multiplying the parallax scrolling */
+ /* factor by the scrolling factors of all parent layers." */
+ transform2.parallax.x *= (float)layer.parallaxX;
+ transform2.parallax.y *= (float)layer.parallaxY;
+ /* Apply the offset specific to this layer and/or parallax scrolling. Also applies to child layers. */
+ transform2.position.x += (float)layer.offsetX + (transform2.cameraOffset.x * (1.0f - transform2.parallax.x));
+ transform2.position.y += (float)layer.offsetY + (transform2.cameraOffset.y * (1.0f - transform2.parallax.y));
+
+ switch (layer.type) {
+ case LAYER_TYPE_TILE_LAYER: DrawTMXTileLayer(map, viewport2, layer, transform2, layerTint); break;
+ case LAYER_TYPE_OBJECT_GROUP: DrawTMXObjectGroup(map, viewport2, layer, transform2, layerTint); break;
+ case LAYER_TYPE_IMAGE_LAYER: DrawTMXImageLayer(map, viewport2, layer, transform2, layerTint); break;
+ case LAYER_TYPE_GROUP:
+ DrawTMXLayersInternal(map, camera, &viewport2, layer.layers, layer.layersLength, transform2, layerTint);
+ break;
+ }
+ }
+}
+
+void DrawTMXTileLayer(const TmxMap* map, Rectangle viewport, TmxLayer layer, RaytmxTransform transform, Color tint)
+{
+ if (map == NULL || layer.type != LAYER_TYPE_TILE_LAYER || layer.exact.tileLayer.tilesLength == 0)
+ return;
+
+ /* Iterate through each tile that the screen rectangle overlaps with */
+ uint32_t rawGid;
+ Rectangle tileRect;
+ while (IterateTileLayer(/* map: */ map, /* layer: */ &layer.exact.tileLayer, /* viewport: */ viewport,
+ /* transform: */ transform, /* rawGid: */ &rawGid, /* tile: */ NULL, /* tileRect: */ &tileRect))
+ {
+ tileRect.x += transform.position.x;
+ tileRect.y += transform.position.y;
+ DrawTMXLayerTile(/* map: */ map, /* viewport: */ viewport, /* rawGid: */ rawGid, /* destRect: */ tileRect,
+ /* tint: */ tint);
+ }
+}
+
+void DrawTextureTile(Texture2D texture, Rectangle source, Rectangle dest, bool flipX, bool flipY, bool flipDiag,
+ Color tint) {
+ if (texture.id == 0) /* If the texture is invalid */
+ return;
+
+ float textureWidth = (float)texture.width;
+ float textureHeight = (float)texture.height;
+
+ /* Determine the area within the texture to be drawn */
+ /* Note: The coordinates here are in the [0.0, 1.0] range where (0.0, 0.0) is the bottom-left corner of the */
+ /* texture, (1.0, 0.0) is the bottom-right, and (1.0, 1.0) is the top-right. In other words, the coordinates are */
+ /* a ratio of the dimensions making (0.5, 0.5) the center of the texture regardless of its aspect ratio. */
+ Vector2 sourceTopLeft, sourceTopRight, sourceBottomLeft, sourceBottomRight;
+ sourceTopLeft.x = source.x / textureWidth;
+ sourceTopLeft.y = source.y / textureHeight;
+ sourceTopRight.x = (source.x + source.width) / textureWidth;
+ sourceTopRight.y = source.y / textureHeight;
+ sourceBottomLeft.x = source.x / textureWidth;
+ sourceBottomLeft.y = (source.y + source.height) / textureHeight;
+ sourceBottomRight.x = (source.x + source.width) / textureWidth;
+ sourceBottomRight.y = (source.y + source.height) / textureHeight;
+ if (flipDiag) { /* If the tile uses a diagonal flip */
+ /* "The diagonal flip should flip the bottom left and top right corners of the tile..." */
+ Vector2 temp = sourceBottomLeft;
+ sourceBottomLeft = sourceTopRight;
+ sourceTopRight = temp;
+ }
+
+ /* Determine the area on the screen to be drawn to */
+ Vector2 destTopLeft, destTopRight, destBottomLeft, destBottomRight;
+ destTopLeft.x = dest.x;
+ destTopLeft.y = dest.y;
+ destTopRight.x = dest.x + dest.width;
+ destTopRight.y = dest.y;
+ destBottomLeft.x = dest.x;
+ destBottomLeft.y = dest.y + dest.height;
+ destBottomRight.x = dest.x + dest.width;
+ destBottomRight.y = dest.y + dest.height;
+
+ rlSetTexture(texture.id);
+ rlBegin(RL_QUADS);
+ {
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+ rlNormal3f(0.0f, 0.0f, 1.0f); /* Normal vector pointing towards viewer */
+
+ /* Top-left corner of the quad */
+ if (flipX && !flipY)
+ rlTexCoord2f(sourceTopRight.x, sourceTopRight.y);
+ else if (flipY && !flipX)
+ rlTexCoord2f(sourceBottomLeft.x, sourceBottomLeft.y);
+ else
+ rlTexCoord2f(sourceTopLeft.x, sourceTopLeft.y);
+ if (flipX && flipY)
+ rlVertex2f(destBottomRight.x, destBottomRight.y);
+ else
+ rlVertex2f(destTopLeft.x, destTopLeft.y);
+
+ /* Bottom-left corner of the quad */
+ if (flipX && !flipY)
+ rlTexCoord2f(sourceBottomRight.x, sourceBottomRight.y);
+ else if (flipY && !flipX)
+ rlTexCoord2f(sourceTopLeft.x, sourceTopLeft.y);
+ else
+ rlTexCoord2f(sourceBottomLeft.x, sourceBottomLeft.y);
+ if (flipX && flipY)
+ rlVertex2f(destTopRight.x, destTopRight.y);
+ else
+ rlVertex2f(destBottomLeft.x, destBottomLeft.y);
+
+ /* Bottom-right corner of the quad */
+ if (flipX && !flipY)
+ rlTexCoord2f(sourceBottomLeft.x, sourceBottomLeft.y);
+ else if (flipY && !flipX)
+ rlTexCoord2f(sourceTopRight.x, sourceTopRight.y);
+ else
+ rlTexCoord2f(sourceBottomRight.x, sourceBottomRight.y);
+ if (flipX && flipY)
+ rlVertex2f(destTopLeft.x, destTopLeft.y);
+ else
+ rlVertex2f(destBottomRight.x, destBottomRight.y);
+
+ /* Top-right corner of the quad */
+ if (flipX && !flipY)
+ rlTexCoord2f(sourceTopLeft.x, sourceTopLeft.y);
+ else if (flipY && !flipX)
+ rlTexCoord2f(sourceBottomRight.x, sourceBottomRight.y);
+ else
+ rlTexCoord2f(sourceTopRight.x, sourceTopRight.y);
+ if (flipX && flipY)
+ rlVertex2f(destBottomLeft.x, destBottomLeft.y);
+ else
+ rlVertex2f(destTopRight.x, destTopRight.y);
+ }
+ rlEnd();
+ rlSetTexture(0);
+}
+
+void DrawTMXLayerTile(const TmxMap* map, Rectangle viewport, uint32_t rawGid, Rectangle destRect, Color tint) {
+ if (map == NULL || tint.a == 0)
+ return;
+
+ bool isFlippedHorizontally, isFlippedVertically, isFlippedDiagonally, isRotatedHexagonal120;
+ /* Tile Global IDs (GIDs) can have several bit flags that indicate transforms. This function is used to both get */
+ /* those possible transform flags as well as the actual GID value without those bit flags. */
+ uint32_t gid = GetGid(rawGid, &isFlippedHorizontally, &isFlippedVertically, &isFlippedDiagonally,
+ &isRotatedHexagonal120);
+ if (gid >= map->gidsToTilesLength) /* If the GID is outside the range of known GIDs */
+ return; /* Do not attempt to draw this time */
+ /* With the GID, grab the relevant tile information (texture, animation, etc.) from the global mapping */
+ TmxTile tile = map->gidsToTiles[gid];
+ if (tile.gid == 0) /* If the GID is not known to exist in any tilesets within the map */
+ return; /* Do not attempt to draw this tile */
+ if (tile.hasAnimation && tile.frameIndex < tile.animation.framesLength &&
+ tile.animation.frames[tile.frameIndex].gid < map->gidsToTilesLength) { /* If the tile is/has an animation */
+ /* Animation tiles are meta; they contain a list of other GIDs to be drawn. Get the actual tile to draw this */
+ /* frame from that list. */
+ gid = tile.animation.frames[tile.frameIndex].gid;
+ if (gid < map->gidsToTilesLength)
+ tile = map->gidsToTiles[gid];
+ }
+
+ /* Determine where the tile will be drawn. raylib's coordinates consider (X, Y) to be the top-left corner of the */
+ /* rectangle being drawn. The TMX documentation complicates things a bit saying "Larger tiles will extend at the */
+ /* top and right (anchored to the bottom left)" meaning that TMX considers (X, Y) to be the bottom-left corner. */
+ /* The simplest way to reconcile the Y coordinate differences is to substract the texture's height at Y + 1. This */
+ /* way, tiles larger than the map's tile height values will be drawn further up (negative Y direction). */
+ destRect.x += tile.offset.x;
+ destRect.y += tile.offset.y + map->tileHeight - tile.sourceRect.height;
+
+ /* If the viewport and destination rectangles are overlapping to any degree (i.e. if the tile is visible) */
+ if (CheckCollisionRecs(viewport, destRect)) {
+ DrawTextureTile(/* texture: */ tile.texture, /* source: */ tile.sourceRect, /* dest: */ destRect,
+ /* flipX: */ isFlippedHorizontally, /* flipY: */ isFlippedVertically, /* flipDiag: */ isFlippedDiagonally,
+ /* tint: */ tint);
+ }
+}
+
+void DrawTMXObjectTile(const TmxMap* map, Rectangle viewport, uint32_t rawGid, RaytmxTransform transform, float width,
+ float height, Color tint) {
+ if (map == NULL || width <= 0 || height <= 0 || tint.a == 0)
+ return;
+
+ bool isFlippedHorizontally, isFlippedVertically, isFlippedDiagonally, isRotatedHexagonal120;
+ /* Tile Global IDs (GIDs) can have several bit flags that indicate transforms. This function is used to both get */
+ /* those possible transform flags as well as the actual GID value without those bit flags. */
+ uint32_t gid = GetGid(rawGid, &isFlippedHorizontally, &isFlippedVertically, &isFlippedDiagonally,
+ &isRotatedHexagonal120);
+ if (gid >= map->gidsToTilesLength) /* If the GID is outside the range of known GIDs */
+ return; /* Do not attempt to draw this time */
+ /* With the GID, grab the relevant tile information (texture, animation, etc.) from the global mapping */
+ TmxTile tile = map->gidsToTiles[gid];
+ if (tile.gid == 0) /* If the GID is not known to exist in any tilesets within the map */
+ return; /* Do not attempt to draw this time */
+ if (tile.hasAnimation && tile.frameIndex < tile.animation.framesLength &&
+ tile.animation.frames[tile.frameIndex].gid < map->gidsToTilesLength) { /* If the tile is/has an animation */
+ /* Animation tiles are meta; they contain a list of other GIDs to be drawn. Get the actual tile to draw this */
+ /* frame from that list. */
+ gid = tile.animation.frames[tile.frameIndex].gid;
+ if (gid < map->gidsToTilesLength)
+ tile = map->gidsToTiles[gid];
+ }
+
+ /* Determine the area in which to draw, and potentially stretch, the texture. This area matches that of the */
+ /* <object>, not the tile size. This also means that the Y coordinate needs consideration because raylib */
+ /* considers (X, Y) to the be top-left corner of any area but the TMX format considers it the bottom-left. */
+ const Rectangle destRect =
+ {
+ .x = transform.position.x + tile.offset.x,
+ .y = transform.position.y + tile.offset.y - height,
+ .width = width,
+ .height = height
+ };
+
+ /* If the viewport and destination rectangles are overlapping to any degree (i.e. if the tile is visible) */
+ if (CheckCollisionRecs(viewport, destRect)) {
+ DrawTextureTile(/* texture: */ tile.texture, /* source: */ tile.sourceRect, /* dest: */ destRect,
+ /* flipX: */ isFlippedHorizontally, /* flipY: */ isFlippedVertically, /* flipDiag: */ isFlippedDiagonally,
+ /* tint: */ tint);
+ }
+}
+
+void DrawTMXObjectGroup(const TmxMap* map, Rectangle viewport, TmxLayer layer, RaytmxTransform transform, Color tint) {
+ if (map == NULL || layer.type != LAYER_TYPE_OBJECT_GROUP || tint.a == 0)
+ return;
+
+ TmxObjectGroup objectGroup = layer.exact.objectGroup;
+ for (int32_t i = 0; i < (int32_t)objectGroup.objectsLength; i++) {
+ /* Select the object to draw based on the <objectgroup>'s draw order */
+ TmxObject object;
+ if (objectGroup.drawOrder == OBJECT_GROUP_DRAW_ORDER_INDEX)
+ object = objectGroup.objects[i];
+ else /* if (objectGroup.drawOrder == OBJECT_GROUP_DRAW_ORDER_TOP_DOWN) */
+ object = objectGroup.objects[objectGroup.ySortedObjects[i]];
+
+ if (object.type == OBJECT_TYPE_TILE) /* If the object is a tile with an abitrary GID and dimensions */
+ {
+ RaytmxTransform transform2 = transform;
+ transform2.position.x += (float)object.x;
+ transform2.position.y += (float)object.y;
+ /* Note: This draw method handles occlusion culling so it doesn't need to be done here */
+ DrawTMXObjectTile(map, /* viewport: */ viewport, /* rawGid: */ object.gid, /* transform: */ transform2,
+ /* width: */ (float)object.width, /* height: */ (float)object.height, /* color: */ tint);
+ }
+ else /* If the object is any type other than a tile */
+ {
+ Rectangle offsetAabb = object.aabb;
+ offsetAabb.x += transform.position.x;
+ offsetAabb.y += transform.position.y;
+ /* If the viewport and the polygon's AABB are overlapping to any degree (i.e. it is visible) */
+ if (CheckCollisionRecs(viewport, offsetAabb)) {
+ switch (object.type) {
+ case OBJECT_TYPE_RECTANGLE:
+ {
+ const Rectangle rectangle =
+ {
+ .x = transform.position.x + (float)object.x,
+ .y = transform.position.y + (float)object.y,
+ .width = (float)object.width,
+ .height = (float)object.height
+ };
+ DrawRectangleRec(/* rec: */ rectangle, /* color: */ objectGroup.color);
+ }
+ break;
+ case OBJECT_TYPE_ELLIPSE:
+ {
+ /* The width and height of the object determine the semi major and minor axes. That means the */
+ /* object's width is twice the horizontal radius and its height is twice the vertical radius. */
+ const float halfWidth = (float)object.width / 2.0f;
+ const float halfHeight = (float)object.height / 2.0f;
+ DrawEllipse(/* centerX: */ transform.position.x + (float)object.x + halfWidth,
+ /* centerY: */ transform.position.y + (float)object.y + halfHeight, /* radiusH: */ halfWidth,
+ /* radiusV: */ halfHeight, /* color: */ objectGroup.color);
+ }
+ break;
+ case OBJECT_TYPE_POINT:
+ {
+ /* A point is a single pixel but the TMX format doesn't require the point must be drawn any */
+ /* particular way. Tiled uses a pin icon. Drawing the exact pixel is tempting but hard to see so */
+ /* the point is drawn with a circle, with a diameter equal to a quarter of a tile's width. */
+ const Vector2 center =
+ {
+ .x = transform.position.x + (float)object.x,
+ .y = transform.position.y + (float)object.y
+ };
+ DrawCircleV(/* center: */ center, /* radius: */ (float)map->tileWidth / 4.0f,
+ /*color: */ objectGroup.color);
+ }
+ break;
+ case OBJECT_TYPE_POLYGON:
+ case OBJECT_TYPE_POLYLINE:
+ /* Copy the 'points' array to the 'drawPoints' array and apply the drawing position, an offset */
+ /* applied by the layer and/or draw call. The 'drawPoints' array was allocated at the same time */
+ /* as 'points' with the same size. This improves draw call times by reducing memory allocations. */
+ memcpy(object.drawPoints, object.points, sizeof(Vector2) * object.pointsLength);
+ for (uint32_t i = 0; i < object.pointsLength; i++) {
+ /* Polygons' and polyglines' vertices are stored with relative positions. To get the absolute */
+ /* position needed for drawing, just add the object's position and offset. */
+ object.drawPoints[i].x += transform.position.x + (float)object.x;
+ object.drawPoints[i].y += transform.position.y + (float)object.y;
+ }
+ /* Use the offset points to draw the poly(gon|line) */
+ if (object.type == OBJECT_TYPE_POLYGON) {
+ /* Note: Polygons' first elements are their centroids. DrawTriangleFan() requires this. */
+ /* And, the last element in 'drawPoints' is a duplicate of the first, non-centroid point. */
+ DrawTriangleFan(/* points: */ object.drawPoints, /* pointCount: */ object.pointsLength,
+ /* color: */ objectGroup.color);
+ } else /* if (object.type == OBJECT_TYPE_POLYLINE) */ {
+ /* Note: The last element in 'drawPoints' is a duplicate of the first point */
+ for (uint32_t i = 1; i < object.pointsLength; i++) {
+ DrawLineEx(/* startPos: */ object.drawPoints[i - 1], /* endPos: */ object.drawPoints[i],
+ /* thick: */ TMX_LINE_THICKNESS, /* color: */ objectGroup.color);
+ }
+ }
+ break;
+ case OBJECT_TYPE_TEXT:
+ for (uint32_t i = 0; i < object.text->linesLength; i++) {
+ Vector2 position = object.text->lines[i].position;
+ position.x += transform.position.x;
+ position.y += transform.position.y;
+ DrawTextEx(/* font: */ object.text->lines[i].font, /* text: */ object.text->lines[i].content,
+ /* position: */ position, /* fontSize: */ (float)object.text->pixelSize,
+ /* spacing: */ object.text->lines[i].spacing, /* tint: */ object.text->color);
+ }
+ break;
+ case OBJECT_TYPE_TILE:
+ /* Object tiles are handled in the 'if' case of this 'else' block because the use of an AABB for */
+ /* occlusion culling is not reliable for them */
+ break;
+ }
+ }
+ }
+ }
+}
+
+void DrawTMXImageLayer(const TmxMap* map, Rectangle viewport, TmxLayer layer, RaytmxTransform transform, Color tint) {
+ if (map == NULL || layer.type != LAYER_TYPE_IMAGE_LAYER || !layer.exact.imageLayer.hasImage ||
+ layer.exact.imageLayer.image.width == 0 || layer.exact.imageLayer.image.height == 0 || tint.a == 0)
+ return;
+
+ TmxImageLayer imageLayer = layer.exact.imageLayer;
+ /* Determine where the image of this image layer would be drawn, assuming no repetitions */
+ Rectangle imageRect =
+ {
+ .x = transform.position.x,
+ .y = transform.position.y,
+ .width = (float)imageLayer.image.width,
+ .height = (float)imageLayer.image.height
+ };
+
+ if (!imageLayer.repeatX && !imageLayer.repeatY && CheckCollisionRecs(viewport, imageRect)) /* If visible */
+ DrawTextureV(/* texture: */ imageLayer.image.texture, /* position: */ transform.position, /* tint: */ tint);
+ else if (imageLayer.repeatX || imageLayer.repeatY) { /* If the image might be drawn across a whole axis, or both */
+ /* Use integer division to determine the X and Y positions at which a the image would appear if it were */
+ /* repeated across the whole axis (i.e. if "Repeat X" and/or "Repeat Y" are enabled) */
+ int coefficientX = (int)(viewport.x - imageRect.x) / (int)imageRect.width;
+ int coefficientY = (int)(viewport.y - imageRect.y) / (int)imageRect.height;
+ float x0 = imageRect.x + (imageRect.width * (float)coefficientX); /* Initial X position */
+ float y0 = imageRect.y + (imageRect.height * (float)coefficientY); /* Initial Y position */
+
+ if (imageLayer.repeatX) /* If repeating along the X axis */
+ imageRect.x = x0; /* Move the image's representative rectangle to that X */
+ if (imageLayer.repeatY)
+ imageRect.y = y0;
+ if (CheckCollisionRecs(viewport, imageRect)) { /* If the repeating image would be visible in the viewport */
+ /* Take a step back on each axis that the image repeats on. This ensures we don't leave any empty space */
+ /* along the left and/or top edge of the viewport. */
+ if (imageLayer.repeatX)
+ x0 -= imageRect.width;
+ if (imageLayer.repeatY)
+ y0 -= imageRect.height;
+
+ /* Create some unchanging objects that the draw function will need */
+ Rectangle sourceRect; /* Region within the texture to be drawn. We'll use the whole texture. */
+ sourceRect.x = 0.0f;
+ sourceRect.y = 0.0f;
+ sourceRect.width = (float)imageLayer.image.width;
+ sourceRect.height = (float)imageLayer.image.height;
+ Vector2 origin; /* Reference point used for rotations. We're not rotating so we'll just use all zeroes. */
+ origin.x = 0.0f;
+ origin.y = 0.0f;
+
+ if (imageLayer.repeatX && imageLayer.repeatY) { /* If repeating on both axes */
+ /* Loop over both the X and Y axes to draw an array of repeated images */
+ for (float x = x0; x <= viewport.x + viewport.width; x += imageRect.width) {
+ for (float y = y0; y <= viewport.y + viewport.height; y += imageRect.height) {
+ imageRect.x = x;
+ imageRect.y = y;
+ DrawTexturePro(/* texture: */ imageLayer.image.texture, /* source: */ sourceRect,
+ /* dest: */ imageRect, /* origin: */ origin, /* rotation: */ 0.0f, /* tint: */ tint);
+ }
+ }
+ } else if (imageLayer.repeatX) { /* If repeating on just the X axis */
+ /* Loop over just the X axis to draw a horizontal line of repeated images */
+ for (float x = x0; x <= viewport.x + viewport.width; x += imageRect.width) {
+ imageRect.x = x;
+ DrawTexturePro(/* texture: */ imageLayer.image.texture, /* source: */ sourceRect,
+ /* dest: */ imageRect, /* origin: */ origin, /* rotation: */ 0.0f, /* tint: */ tint);
+ }
+ } else if (imageLayer.repeatY) { /* If repeating on just the Y axis */
+ /* Loop over just the Y axis to draw a vertical line of repeated images */
+ for (float y = y0; y <= viewport.y + viewport.height; y += imageRect.height) {
+ imageRect.y = y;
+ DrawTexturePro(/* texture: */ imageLayer.image.texture, /* source: */ sourceRect,
+ /* dest: */ imageRect, /* origin: */ origin, /* rotation: */ 0.0f, /* tint: */ tint);
+ }
+ }
+ }
+ }
+}
+
+/**
+ * Helper function for detecting collisions between a line and a polygon given the line's start and end points and an
+ * array and count of the polygon's vertices.
+ *
+ * @param startPos One of the two points forming the line.
+ * @param endPos The other point forming the line.
+ * @param polyPos Position, in pixels, of the polygon. Its points are relative to this position.
+ * @param points Array of vertices of the polygon.
+ * @param pointCount Number of verticies in the polygon and, therefore, length of the array of vertices.
+ * @return True if the line and polygon collide with one another, or false if there is no collision.
+ */
+bool CheckCollisionLinePoly(Vector2 startPos, Vector2 endPos, Vector2 polyPos, Vector2* points, int pointCount) {
+ if (pointCount < 3)
+ return false;
+
+ /* Cycle through each edge of the polygon */
+ int nextIndex = 0;
+ for (int currentIndex = 0; currentIndex < pointCount; currentIndex++) {
+ /* Get the next index. If the current index is the last, wrap around. */
+ nextIndex = currentIndex + 1;
+ if (nextIndex == pointCount)
+ nextIndex = 0;
+ /* Get the current and next points. These two points form an edge of the polygon. */
+ Vector2 currentPoint = points[currentIndex];
+ Vector2 nextPoint = points[nextIndex];
+ /* Check these edges for collisions. Note: The last parameter is unused, hence zero. */
+ if (CheckCollisionLines(/* startPos1: */ startPos, /* endPos1: */ endPos, /* startPos2: */ currentPoint,
+ /* endPos: */ nextPoint, /* collisionPoint: */ NULL))
+ return true;
+ }
+
+ return false;
+}
+
+/**
+ * Helper function for detecting collisions between two polygons given arrays and counts of their vertices.
+ *
+ * @param polyPos1 Position, in pixels, of the first polygon. Its points are relative to this position.
+ * @param points1 Array of vertices of the first polygon.
+ * @param pointCount1 Number of vertices in the first polygon and, therefore, length of the array of vertices.
+ * @param polyPos2 Position, in pixels, of the second polygon. Its points are relative to this position.
+ * @param points2 Array of vertices of the second polygon.
+ * @param pointCount2 Number of vertices in the second polygon and, therefore, length of the array of vertices.
+ * @return True if the given polygons collide with one another, or false if there is no collision.
+ */
+bool CheckCollisionPolyPoly(Vector2 polyPos1, Vector2* points1, int pointCount1, Vector2 polyPos2, Vector2* points2,
+ int pointCount2) {
+ /* If either vertex array is missing or does not contain enough vertices to define a polygon */
+ if (points1 == NULL || pointCount1 < 3 || points2 == NULL || pointCount2 < 3)
+ return false;
+
+ /* Cycle through each edge of polygon 1 */
+ int nextIndex = 0;
+ for (int currentIndex = 0; currentIndex < pointCount1; currentIndex++) {
+ /* Get the next index. If the current index is the last, wrap around. */
+ nextIndex = currentIndex + 1;
+ if (nextIndex == pointCount1)
+ nextIndex = 0;
+ /* Get the current and next points. These two points form an edge of polygon 1. */
+ Vector2 currentPoint = points1[currentIndex];
+ currentPoint.x += polyPos1.x;
+ currentPoint.y += polyPos1.y;
+ Vector2 nextPoint = points1[nextIndex];
+ nextPoint.x += polyPos1.x;
+ nextPoint.y += polyPos1.y;
+ /* Check this edge for collisions against edges of polygon 2 */
+ if (CheckCollisionLinePoly(currentPoint, nextPoint, polyPos2, points2, pointCount2))
+ return true;
+ }
+
+ /* Check if polygon 1 is fully inside polygon 2 */
+ if (CheckCollisionPointPoly(/* point: */ points1[0], /* points: */ points2, /* pointCount: */ pointCount2))
+ return true;
+
+ /* Check if polygon 2 is fully inside polygon 1 */
+ if (CheckCollisionPointPoly(/* point: */ points2[0], /* points: */ points1, /* pointCount: */ pointCount1))
+ return true;
+
+ return false;
+}
+
+RAYTMX_DEC bool CheckCollisionTMXObjects(TmxObject object1, TmxObject object2) {
+ /* Perform a quick collision check on the Axis-Aligned Bounding Boxes (AABB) before more accurate checks */
+ if (!CheckCollisionRecs(/* rec1: */ object1.aabb, /* rec2: */ object2.aabb))
+ return false; /* The AABBs do not collide so the objects cannot possibly collide */
+
+ switch (object1.type) {
+ case OBJECT_TYPE_RECTANGLE: /* Object 1's type */
+ case OBJECT_TYPE_ELLIPSE: /* Object 1's type (treated as a rectangle due to difficulty) */
+ case OBJECT_TYPE_TEXT: /* Object 1's type */
+ case OBJECT_TYPE_TILE: /* Object 1's type */
+ switch (object2.type) {
+ case OBJECT_TYPE_RECTANGLE: /* Object 2's type */
+ case OBJECT_TYPE_ELLIPSE: /* Object 2's type (treated as a rectangle due to difficulty) */
+ case OBJECT_TYPE_TEXT: /* Object 2's type */
+ case OBJECT_TYPE_TILE: /* Object 2's type */
+ /* The objects' shapes, as far as collisions are concerned, are identical to the AABB. We already */
+ /* determined the AABBs collide so these objects collide. */
+ return true;
+
+ case OBJECT_TYPE_POINT: /* Object 2's type */
+ return CheckCollisionPointRec(/* point: */ (Vector2){(float)object2.x, (float)object2.y},
+ /* rec: */ object1.aabb);
+
+ case OBJECT_TYPE_POLYGON: /* Object 2's type */
+ case OBJECT_TYPE_POLYLINE: /* Object 2's type */
+ {
+ /* A rectangle is a polygon. Create an array of points to treat it as a polygon keeping in mind polygon */
+ /* vertices are relative so the top-left corner is always (0, 0). */
+ Vector2 points[4];
+ points[0] = (Vector2){0.0f, 0.0f};
+ points[1] = (Vector2){(float)object1.width, 0.0f};
+ points[2] = (Vector2){(float)object1.width, (float)object1.height};
+ points[3] = (Vector2){0.0f, (float)object1.height};
+ return CheckCollisionPolyPoly(/* polyPos1: */ (Vector2){(float)object1.x, (float)object1.y},
+ /* points1: */ points, /* pointCount: */ 4,
+ /* polyPos2: */ (Vector2){(float)object2.x, (float)object2.y}, /* points2: */ object2.points,
+ /* pointCount2: */ object2.pointsLength);
+ }
+ }
+ break;
+
+ case OBJECT_TYPE_POINT: /* Object 1's type */
+ switch (object2.type) {
+ case OBJECT_TYPE_RECTANGLE: /* Object 2's type */
+ case OBJECT_TYPE_ELLIPSE: /* Object 2's type (treated as a rectangle due to difficulty) */
+ case OBJECT_TYPE_TEXT: /* Object 2's type */
+ case OBJECT_TYPE_TILE: /* Object 2's type */
+ return CheckCollisionPointRec(/* point: */ (Vector2){(float)object1.x, (float)object2.y},
+ /* rec: */ object2.aabb);
+
+ case OBJECT_TYPE_POINT: /* Object 2's type */
+ return object1.x == object2.x && object1.y == object2.y;
+
+ case OBJECT_TYPE_POLYGON: /* Object 2's type */
+ case OBJECT_TYPE_POLYLINE: /* Object 2's type */
+ return CheckCollisionPointPoly((Vector2){(float)object1.x, (float)object1.y}, object2.points,
+ object2.pointsLength);
+ }
+ break;
+
+ case OBJECT_TYPE_POLYGON: /* Object 1's type */
+ case OBJECT_TYPE_POLYLINE: /* Object 1's type */
+ switch (object2.type) {
+ case OBJECT_TYPE_RECTANGLE: /* Object 2's type */
+ case OBJECT_TYPE_ELLIPSE: /* Object 2's type (treated as a rectangle due to difficulty) */
+ case OBJECT_TYPE_TEXT: /* Object 2's type */
+ case OBJECT_TYPE_TILE: /* Object 2's type */
+ {
+ /* A rectangle is a polygon. Create an array of points to treat it as a polygon keeping in mind polygon */
+ /* vertices are relative so the top-left corner is always (0, 0). */
+ Vector2 points[4];
+ points[0] = (Vector2){0.0f, 0.0f};
+ points[1] = (Vector2){(float)object2.width, 0.0f};
+ points[2] = (Vector2){(float)object2.width, (float)object2.height};
+ points[3] = (Vector2){0.0f, (float)object2.height};
+ return CheckCollisionPolyPoly(/* polyPos1: */ (Vector2){(float)object1.x, (float)object1.y},
+ /* points1: */ object1.points, /* pointCount1: */ object1.pointsLength,
+ /* polyPos2: */ (Vector2){(float)object2.x, (float)object2.y}, /* points2: */ points,
+ /* pointCount2: */ 4);
+ }
+
+ case OBJECT_TYPE_POINT: /* Object 2's type */
+ return CheckCollisionPointPoly(/* point: */ (Vector2){(float)object2.x, (float)object2.y},
+ /* points: */ object1.points, /* pointCount: */ object1.pointsLength);
+
+ case OBJECT_TYPE_POLYGON: /* Object 2's type */
+ case OBJECT_TYPE_POLYLINE: /* Object 2's type */
+ return CheckCollisionPolyPoly(/* polyPos1: */ (Vector2){(float)object1.x, (float)object1.y},
+ /* points1: */ object1.points, /* pointCount1: */ object1.pointsLength,
+ /* polyPos2: */ (Vector2){(float)object2.x, (float)object2.y}, /* points2: */ object2.points,
+ /* pointCount2: */ object2.pointsLength);
+ }
+ break;
+ }
+
+ return false;
+}
+
+/**
+ * Helper function for applying a translation to a given object by the given deltas.
+ *
+ * @param object The object whose position(s) should be translated.
+ * @param dx The X delta, in pixels, to translate.
+ * @param dy The Y delta, in pixels, to translate.
+ * @return A translated copy of the given object.
+ */
+TmxObject TranslateObject(TmxObject object, float dx, float dy) {
+ /* Translate the position of the object by the different X and Y deltas */
+ object.x += (double)dx;
+ object.y += (double)dy;
+ /* Translate the Axis-Aligned Bounding Box (AABB) to match */
+ object.aabb.x += dx;
+ object.aabb.y += dy;
+ /* Note: Although polygons and polylines have a series of vertices, they are relative to the object. This means */
+ /* nothing more needs to be done. Translating the object's X and Y effectively translates each vertex. */
+ return object;
+}
+
+/**
+ * Helper function for checking for collisions between 1+ tile layers, or groups potentially containing 1+ tile layers,
+ * and an object of arbitrary type. These checks use the collision information associated with tiles as object groups.
+ *
+ * @param map A loaded map model containing the given layers.
+ * @param layers An array of select tile layers or group layers to be checked for collisions.
+ * @param layersLength Length of the given array of tile layers.
+ * @param object A TMX <object> to be checked for a collision.
+ * @param outputObject Output parameter assigned with the object in the tile layer that the given object collided with.
+ * NULL if not wanted.
+ * @return True if one of the given tile layers collides with the given object, or false if there is no collision.
+ */
+bool CheckCollisionTMXTileLayerObject(const TmxMap* map, const TmxLayer* layers, uint32_t layersLength,
+ TmxObject object, TmxObject* outputObject) {
+ if (map == NULL || layers == NULL || layersLength == 0)
+ return false;
+
+ /* Iterate through each layer and check their tiles for collisions with the given object */
+ for (uint32_t i = 0; i < layersLength; i++) {
+ if (layers[i].type == LAYER_TYPE_TILE_LAYER) { /* If the layer has tiles */
+ /* Iterate through each tile that the object's Axis-Aligned Bounding Box (AABB) overlaps with */
+ TmxTile tile;
+ Rectangle tileRect;
+ RaytmxTransform transform = { .position = {0.0f, 0.0f}, .parallax = {1.0f, 1.0f} };
+ while (IterateTileLayer(/* map: */ map, /* layer: */ &layers[i].exact.tileLayer,
+ /* viewport: */ object.aabb, /* transform: */ transform, /* rawGid: */ NULL, /* tile: */ &tile,
+ /* tileRect: */ &tileRect))
+ {
+ /* Iterate through each object associated with the tile */
+ for (uint32_t j = 0; j < tile.objectGroup.objectsLength; j++) {
+ /* This object, the tile's collision information, has a relative position so this object must be */
+ /* translated to the position of the tile as it would be drawn with the layer */
+ TmxObject positionedObject = TranslateObject(tile.objectGroup.objects[j], tileRect.x, tileRect.y);
+ /* If this tile's object collides with the given object */
+ if (CheckCollisionTMXObjects(positionedObject, object)) {
+ if (outputObject != NULL)
+ *outputObject = positionedObject;
+ return true; /* Found a collision. Exit now to save some CPU cycles. */
+ }
+ }
+ }
+ } else if (layers[i].type == LAYER_TYPE_GROUP) { /* If the layer contains other layers */
+ if (CheckCollisionTMXTileLayerObject(map, layers[i].layers, layers[i].layersLength, object, outputObject))
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/**
+ * Helper function for checking for collisions between an object group and an object of arbitrary type.
+ *
+ * @param group The object group whose 0+ objects will be checked for collisions.
+ * @param object A TMX <object> to be checked for collision.
+ * @param outputObject Output parameter assigned with the object in the object group that the given object collided
+ * with. NULL if not wanted.
+ * @return True if an object in the object group collides with the given object, or false if there is no collision.
+ */
+bool CheckCollisionTMXObjectGroupObject(TmxObjectGroup group, TmxObject object, TmxObject* outputObject) {
+ for (size_t i = 0; i < group.objectsLength; i++) {
+ if (CheckCollisionTMXObjects(group.objects[i], object)) {
+ if (outputObject != NULL)
+ *outputObject = group.objects[i];
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void TraceLogTMXTilesets(int logLevel, TmxOrientation orientation, TmxTileset* tilesets, uint32_t tilesetsLength,
+ int numSpaces) {
+ for (uint32_t i = 0; i < tilesetsLength; i++) {
+ TmxTileset tileset = tilesets[i];
+ if (i == 0)
+ TraceLog(logLevel, "tilesets:");
+ TraceLog(logLevel, " \"%s\":", tileset.name);
+ TraceLog(logLevel, " first GID: %u", tileset.firstGid);
+ TraceLog(logLevel, " last GID: %u", tileset.lastGid);
+ if (tileset.source != NULL)
+ TraceLog(logLevel, " source: \"%s\"", tileset.source);
+ if (tileset.classString[0] != '\0')
+ TraceLog(logLevel, " class: \"%s\"", tileset.classString);
+ TraceLog(logLevel, " tile width: %u", tileset.tileWidth);
+ TraceLog(logLevel, " tile height: %u", tileset.tileHeight);
+ if (tileset.spacing != 0)
+ TraceLog(logLevel, " spacing: %u", tileset.spacing);
+ if (tileset.margin != 0)
+ TraceLog(logLevel, " margin: %u", tileset.margin);
+ TraceLog(logLevel, " tile count: %u", tileset.tileCount);
+ TraceLog(logLevel, " columns: %u", tileset.columns);
+ if (tileset.tileOffsetX != 0)
+ TraceLog(logLevel, " tile offset X: %d", tileset.tileOffsetX);
+ if (tileset.tileOffsetY != 0)
+ TraceLog(logLevel, " tile offset Y: %d", tileset.tileOffsetY);
+ if ((orientation == ORIENTATION_ORTHOGONAL && tileset.objectAlignment != OBJECT_ALIGNMENT_BOTTOM_LEFT) ||
+ (orientation == ORIENTATION_ISOMETRIC && tileset.objectAlignment != OBJECT_ALIGNMENT_BOTTOM)) {
+ switch (tileset.objectAlignment) {
+ case OBJECT_ALIGNMENT_UNSPECIFIED: TraceLog(logLevel, " object alignment: unspecified"); break;
+ case OBJECT_ALIGNMENT_TOP_LEFT: TraceLog(logLevel, " object alignment: top-left"); break;
+ case OBJECT_ALIGNMENT_TOP: TraceLog(logLevel, " object alignment: top"); break;
+ case OBJECT_ALIGNMENT_TOP_RIGHT: TraceLog(logLevel, " object alignment: top-right"); break;
+ case OBJECT_ALIGNMENT_LEFT: TraceLog(logLevel, " object alignment: left"); break;
+ case OBJECT_ALIGNMENT_CENTER: TraceLog(logLevel, " object alignment: center"); break;
+ case OBJECT_ALIGNMENT_RIGHT: TraceLog(logLevel, " object alignment: right"); break;
+ case OBJECT_ALIGNMENT_BOTTOM_LEFT: TraceLog(logLevel, " object alignment: bottom-left"); break;
+ case OBJECT_ALIGNMENT_BOTTOM: TraceLog(logLevel, " object alignment: bottom"); break;
+ case OBJECT_ALIGNMENT_BOTTOM_RIGHT: TraceLog(logLevel, " object alignment: bottom-right"); break;
+ }
+ }
+ if (tileset.hasImage) {
+ TraceLog(logLevel, " image:");
+ TraceLog(logLevel, " source: \"%s\"", tileset.image.source);
+ if (tileset.image.hasTrans)
+ TraceLog(logLevel, " trans: 0x%08X", tileset.image.trans);
+ if (tileset.image.width != 0)
+ TraceLog(logLevel, " width: %u", tileset.image.width);
+ if (tileset.image.height != 0)
+ TraceLog(logLevel, " height: %u", tileset.image.height);
+ TraceLog(logLevel, " texture (ID): %u", tileset.image.texture.id);
+ }
+ for (uint32_t j = 0; j < tileset.tilesLength; j++) {
+ TmxTilesetTile tile = tileset.tiles[j];
+ if (j == 0)
+ TraceLog(logLevel, " tiles:");
+ TraceLog(logLevel, " ID: %u", tile.id);
+ if (tile.hasAnimation) {
+ for (uint32_t i = 0; i < tile.animation.framesLength; i++) {
+ if (i == 0)
+ TraceLog(logLevel, " frames:");
+ TraceLog(logLevel, " (G)ID: %u", tile.animation.frames[i].gid);
+ if (tileset.classString[0] != '\0')
+ TraceLog(logLevel, " class: \"%s\"", tileset.classString);
+ TraceLog(logLevel, " duration: %f", tile.animation.frames[i].duration);
+ }
+ }
+ TraceLogTMXProperties(logLevel, tile.properties, tile.propertiesLength, 8);
+ if (tile.hasImage && tile.image.texture.id != tileset.image.texture.id) {
+ /* The 'x,' 'y,' 'width,' and 'height' attributes relate to the image so only log them if one exists */
+ if (tile.x != 0)
+ TraceLog(logLevel, " x: %d", tile.x);
+ if (tile.y != 0)
+ TraceLog(logLevel, " y: %d", tile.y);
+ if (tile.width != tile.image.width)
+ TraceLog(logLevel, " width: %u", tile.width);
+ if (tile.height != tile.image.height)
+ TraceLog(logLevel, " height: %u", tile.height);
+ TraceLog(logLevel, " image:");
+ TraceLog(logLevel, " source: \"%s\"", tile.image.source);
+ if (tile.image.hasTrans)
+ TraceLog(logLevel, " trans: 0x%08X", tile.image.trans);
+ if (tile.image.width != 0)
+ TraceLog(logLevel, " width: %u", tile.image.width);
+ if (tile.image.height != 0)
+ TraceLog(logLevel, " height: %u", tile.image.height);
+ TraceLog(logLevel, " texture (ID): %u", tile.image.texture.id);
+ }
+ if (tile.objectGroup.objectsLength > 0) {
+ if (tmxLogFlags & LOG_SKIP_OBJECTS)
+ TraceLog(logLevel, " skipping %u objects", tile.objectGroup.objectsLength);
+ else {
+ TraceLog(logLevel, " objects:");
+ for (uint32_t k = 0; k < tile.objectGroup.objectsLength; k++)
+ TraceLogTMXObject(logLevel, tile.objectGroup.objects[k], numSpaces + 2);
+ }
+ }
+ }
+ TraceLogTMXProperties(logLevel, tileset.properties, tileset.propertiesLength, 2);
+ }
+}
+
+void TraceLogTMXProperties(int logLevel, TmxProperty* properties, uint32_t propertiesLength, int numSpaces) {
+ char padding[16];
+ memset(padding, '\0', 16);
+ StringCopyN(padding, " ", numSpaces);
+
+ if (tmxLogFlags & LOG_SKIP_PROPERTIES)
+ TraceLog(logLevel, "%sskipped %u properties", padding, propertiesLength);
+ else {
+ for (uint32_t i = 0; i < propertiesLength; i++) {
+ TmxProperty property = properties[i];
+ if (i == 0)
+ TraceLog(logLevel, "%sproperties:", padding);
+ switch (property.type) {
+ case PROPERTY_TYPE_STRING:
+ case PROPERTY_TYPE_FILE:
+ TraceLog(logLevel, "%s \"%s\": \"%s\"", padding, property.name, property.stringValue);
+ break;
+ case PROPERTY_TYPE_INT:
+ case PROPERTY_TYPE_OBJECT:
+ TraceLog(logLevel, "%s \"%s\": %d", padding, property.name, property.intValue);
+ break;
+ case PROPERTY_TYPE_FLOAT:
+ TraceLog(logLevel, "%s \"%s\": %f", padding, property.name, property.floatValue);
+ break;
+ case PROPERTY_TYPE_BOOL:
+ TraceLog(logLevel, "%s \"%s\": %s", padding, property.name, property.boolValue ? "true" : "false");
+ break;
+ case PROPERTY_TYPE_COLOR:
+ TraceLog(logLevel, "%s \"%s\": 0x%08X", padding, property.name, property.colorValue);
+ break;
+ }
+ }
+ }
+}
+
+void TraceLogTMXLayers(int logLevel, TmxLayer* layers, uint32_t layersLength, int numSpaces) {
+ char padding[16];
+ memset(padding, '\0', 16);
+ StringCopyN(padding, " ", numSpaces);
+
+ if (tmxLogFlags & LOG_SKIP_LAYERS)
+ TraceLog(logLevel, "%sskipped %u layers", padding, layersLength);
+ else {
+ uint32_t numTileLayers = 0, numObjectGroups = 0, numImageLayers = 0;
+ for (uint32_t i = 0; i < layersLength; i++) {
+ TmxLayer layer = layers[i];
+ if (i == 0)
+ TraceLog(logLevel, "%slayers:", padding);
+ /* If, based on the layer type, this layer isn't one that should be skipped */
+ if ((layer.type == LAYER_TYPE_GROUP) ||
+ (layer.type == LAYER_TYPE_TILE_LAYER && !(tmxLogFlags & LOG_SKIP_TILE_LAYERS)) ||
+ (layer.type == LAYER_TYPE_OBJECT_GROUP && !(tmxLogFlags & LOG_SKIP_OBJECT_GROUPS)) ||
+ (layer.type == LAYER_TYPE_IMAGE_LAYER && !(tmxLogFlags & LOG_SKIP_IMAGE_LAYERS))) {
+ /* Log the attributes of this layer common to all layers */
+ TraceLog(logLevel, "%s \"%s\":", padding, layer.name);
+ switch (layer.type) {
+ case LAYER_TYPE_TILE_LAYER: TraceLog(logLevel, "%s type: tile layer", padding); break;
+ case LAYER_TYPE_OBJECT_GROUP: TraceLog(logLevel, "%s type: object layer", padding); break;
+ case LAYER_TYPE_IMAGE_LAYER: TraceLog(logLevel, "%s type: image layer", padding); break;
+ case LAYER_TYPE_GROUP: TraceLog(logLevel, "%s type: group", padding); break;
+ }
+ if (layer.id > 0)
+ TraceLog(logLevel, "%s ID: %u", padding, layer.id);
+ if (layer.visible == false)
+ TraceLog(logLevel, "%s visible: false", padding);
+ if (layer.classString[0] != '\0')
+ TraceLog(logLevel, "%s class: \"%s\"", padding, layer.classString);
+ if (layer.offsetX != 0)
+ TraceLog(logLevel, "%s offset X: %d", padding, layer.offsetX);
+ if (layer.offsetY != 0)
+ TraceLog(logLevel, "%s offset Y: %d", padding, layer.offsetY);
+ if (layer.parallaxX != 1.0)
+ TraceLog(logLevel, "%s parallax X: %f", padding, layer.parallaxX);
+ if (layer.parallaxY != 1.0)
+ TraceLog(logLevel, "%s parallax Y: %f", padding, layer.parallaxY);
+ if (layer.opacity != 1.0)
+ TraceLog(logLevel, "%s opacity: %f", padding, layer.opacity);
+ if (layer.hasTintColor)
+ TraceLog(logLevel, "%s tint color: 0x%08X", padding, layer.tintColor);
+ TraceLogTMXProperties(logLevel, layer.properties, layer.propertiesLength, numSpaces + 4);
+ }
+
+ /* Log attributes specific to the layer's type (tile layer, object layer, image layer, or group) */
+ switch (layer.type) {
+ case LAYER_TYPE_TILE_LAYER:
+ numTileLayers += 1;
+ if (tmxLogFlags & LOG_SKIP_TILE_LAYERS)
+ continue;
+ if (layer.exact.tileLayer.width != 0)
+ TraceLog(logLevel, "%s width: %u", padding, layer.exact.tileLayer.width);
+ if (layer.exact.tileLayer.height != 0)
+ TraceLog(logLevel, "%s height: %u", padding, layer.exact.tileLayer.height);
+ if (tmxLogFlags & LOG_SKIP_TILES)
+ TraceLog(logLevel, "%s skipping %u tiles", padding, layer.exact.tileLayer.tilesLength);
+ else {
+ for (uint32_t j = 0; j < layer.exact.tileLayer.tilesLength; j++) {
+ if (j == 0)
+ TraceLog(logLevel, "%s tiles:", padding);
+ TraceLog(logLevel, "%s GID: %u", padding, layer.exact.tileLayer.tiles[j]);
+ }
+ }
+ break;
+ case LAYER_TYPE_OBJECT_GROUP:
+ numObjectGroups += 1;
+ if (tmxLogFlags & LOG_SKIP_OBJECT_GROUPS)
+ continue;
+ if (layer.exact.objectGroup.hasColor)
+ TraceLog(logLevel, "%s color: 0x%08X", padding, layer.exact.objectGroup.color);
+ /* if (layer.exact.objectGroup.width != 0)
+ TraceLog(logLevel, "%s width: %u", padding, layer.exact.objectGroup.width); */
+ /* if (layer.exact.objectGroup.height != 0)
+ TraceLog(logLevel, "%s height: %u", padding, layer.exact.objectGroup.height); */
+ if (layer.exact.objectGroup.drawOrder != OBJECT_GROUP_DRAW_ORDER_TOP_DOWN) {
+ switch (layer.exact.objectGroup.drawOrder) {
+ case OBJECT_GROUP_DRAW_ORDER_TOP_DOWN:
+ default:
+ TraceLog(logLevel, "%s draw order: top-down", padding);
+ break;
+ case OBJECT_GROUP_DRAW_ORDER_INDEX:
+ TraceLog(logLevel, "%s draw order: index", padding);
+ break;
+ }
+ }
+ if (tmxLogFlags & LOG_SKIP_OBJECTS)
+ TraceLog(logLevel, "%s skipping %u objects", padding, layer.exact.objectGroup.objectsLength);
+ else {
+ for (uint32_t j = 0; j < layer.exact.objectGroup.objectsLength; j++) {
+ TmxObject object = layer.exact.objectGroup.objects[j];
+ if (j == 0)
+ TraceLog(logLevel, "%s objects:", padding);
+ TraceLogTMXObject(logLevel, object, numSpaces);
+ }
+ }
+ break;
+ case LAYER_TYPE_IMAGE_LAYER:
+ numImageLayers += 1;
+ if (tmxLogFlags & LOG_SKIP_IMAGE_LAYERS)
+ continue;
+ if (layer.exact.imageLayer.repeatX)
+ TraceLog(logLevel, "%s repeat X: true", padding);
+ if (layer.exact.imageLayer.repeatY)
+ TraceLog(logLevel, "%s repeat Y: true", padding);
+ if (layer.exact.imageLayer.hasImage) {
+ TraceLog(logLevel, "%s image:", padding);
+ TraceLog(logLevel, "%s source: \"%s\"", padding, layer.exact.imageLayer.image.source);
+ if (layer.exact.imageLayer.image.hasTrans)
+ TraceLog(logLevel, "%s trans: 0x%08X", padding, layer.exact.imageLayer.image.trans);
+ if (layer.exact.imageLayer.image.width != 0)
+ TraceLog(logLevel, "%s width: %u", padding, layer.exact.imageLayer.image.width);
+ if (layer.exact.imageLayer.image.height != 0)
+ TraceLog(logLevel, "%s height: %u", padding, layer.exact.imageLayer.image.height);
+ TraceLog(logLevel, "%s texture (ID): %u", padding, layer.exact.imageLayer.image.texture.id);
+ }
+ break;
+ case LAYER_TYPE_GROUP:
+ TraceLogTMXLayers(logLevel, layer.layers, layer.layersLength, numSpaces + 4);
+ break;
+ }
+ }
+ if (tmxLogFlags & LOG_SKIP_TILE_LAYERS && numTileLayers > 0)
+ TraceLog(logLevel, "%s skipped %u tile layers", padding, numTileLayers);
+ if (tmxLogFlags & LOG_SKIP_OBJECT_GROUPS && numObjectGroups > 0)
+ TraceLog(logLevel, "%s skipped %u object layers", padding, numObjectGroups);
+ if (tmxLogFlags & LOG_SKIP_IMAGE_LAYERS && numImageLayers > 0)
+ TraceLog(logLevel, "%s skipped %u image layers", padding, numImageLayers);
+ }
+}
+
+void TraceLogTMXObject(int logLevel, TmxObject object, int numSpaces) {
+ char padding[16];
+ memset(padding, '\0', 16);
+ StringCopyN(padding, " ", numSpaces);
+
+ TraceLog(logLevel, "%s ID: %u", padding, object.id);
+ TraceLog(logLevel, "%s name: \"%s\"", padding, object.name);
+ switch (object.type) {
+ case OBJECT_TYPE_RECTANGLE: TraceLog(logLevel, "%s type: quad", padding); break;
+ case OBJECT_TYPE_ELLIPSE: TraceLog(logLevel, "%s type: ellipse", padding); break;
+ case OBJECT_TYPE_POINT: TraceLog(logLevel, "%s type: point", padding); break;
+ case OBJECT_TYPE_POLYGON: TraceLog(logLevel, "%s type: polygon", padding); break;
+ case OBJECT_TYPE_POLYLINE: TraceLog(logLevel, "%s type: polyline", padding); break;
+ case OBJECT_TYPE_TEXT: TraceLog(logLevel, "%s type: text", padding); break;
+ case OBJECT_TYPE_TILE: TraceLog(logLevel, "%s type: tile", padding); break;
+ }
+ if (object.typeString[0] != '\0')
+ TraceLog(logLevel, "%s type: \"%s\"", padding, object.typeString);
+ if (object.x != 0.0)
+ TraceLog(logLevel, "%s x: %f", padding, object.x);
+ if (object.y != 0.0)
+ TraceLog(logLevel, "%s y: %f", padding, object.y);
+ if (object.width != 0.0)
+ TraceLog(logLevel, "%s width: %f", padding, object.width);
+ if (object.height != 0.0)
+ TraceLog(logLevel, "%s height: %f", padding, object.height);
+ if (object.rotation != 0.0)
+ TraceLog(logLevel, "%s rotation: %f", padding, object.rotation);
+ if (object.gid > 0)
+ TraceLog(logLevel, "%s GID: %u", padding, object.gid);
+ if (!object.visible)
+ TraceLog(logLevel, "%s visible: false", padding);
+ if (object.templateString != NULL)
+ TraceLog(logLevel, "%s template: \"%s\"", padding, object.templateString);
+ for (uint32_t k = 0; k < object.pointsLength; k++) {
+ if (k == 0)
+ TraceLog(logLevel, "%s points:", padding);
+ TraceLog(logLevel, "%s [%f, %f]", padding, object.points[k].x, object.points[k].y);
+ }
+ TraceLogTMXProperties(logLevel, object.properties, object.propertiesLength, numSpaces + 8);
+ if (object.text != NULL) {
+ TraceLog(logLevel, "%s font family: \"%s\"", padding, object.text->fontFamily);
+ TraceLog(logLevel, "%s pixel size: %u", padding, object.text->pixelSize);
+ if (object.text->wrap)
+ TraceLog(logLevel, "%s wrap: true", padding);
+ TraceLog(logLevel, "%s color: 0x%08X", padding, object.text->color);
+ if (object.text->bold)
+ TraceLog(logLevel, "%s bold: true", padding);
+ if (object.text->italic)
+ TraceLog(logLevel, "%s italic: true", padding);
+ if (object.text->underline)
+ TraceLog(logLevel, "%s underline: true", padding);
+ if (object.text->strikeOut)
+ TraceLog(logLevel, "%s strike out: true", padding);
+ if (object.text->kerning)
+ TraceLog(logLevel, "%s kerning: true", padding);
+ switch (object.text->halign) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ TraceLog(logLevel, "%s horizontal align: left", padding);
+ break;
+ case HORIZONTAL_ALIGNMENT_CENTER:
+ TraceLog(logLevel, "%s horizontal align: center", padding);
+ break;
+ case HORIZONTAL_ALIGNMENT_RIGHT:
+ TraceLog(logLevel, "%s horizontal align: right", padding);
+ break;
+ case HORIZONTAL_ALIGNMENT_JUSTIFY:
+ TraceLog(logLevel, "%s horizontal align: justify", padding);
+ break;
+ }
+ switch (object.text->valign) {
+ case VERTICAL_ALIGNMENT_TOP:
+ TraceLog(logLevel, "%s vertical align: top", padding);
+ break;
+ case VERTICAL_ALIGNMENT_CENTER:
+ TraceLog(logLevel, "%s vertical align: center", padding);
+ break;
+ case VERTICAL_ALIGNMENT_BOTTOM:
+ TraceLog(logLevel, "%s vertical align: bottom", padding);
+ break;
+ }
+ if (object.text->content[0] != '\0')
+ TraceLog(logLevel, "%s content: \"%s\"", padding, object.text->content);
+ }
+}
+
+TmxProperty* AddProperty(RaytmxState* raytmxState) {
+ RaytmxPropertyNode* node = (RaytmxPropertyNode*)MemAllocZero(sizeof(RaytmxPropertyNode));
+
+ if (raytmxState->propertiesRoot == NULL)
+ raytmxState->propertiesRoot = node;
+ else
+ raytmxState->propertiesTail->next = node;
+ raytmxState->propertiesTail = node;
+ raytmxState->propertiesLength += 1;
+
+ return &node->property;
+}
+
+void AddTileLayerTile(RaytmxState* raytmxState, uint32_t gid) {
+ RaytmxTileLayerTileNode* node = (RaytmxTileLayerTileNode*)MemAllocZero(sizeof(RaytmxTileLayerTileNode));
+ node->gid = gid;
+
+ if (raytmxState->layerTilesRoot == NULL)
+ raytmxState->layerTilesRoot = node;
+ else
+ raytmxState->layerTilesTail->next = node;
+ raytmxState->layerTilesTail = node;
+ raytmxState->layerTilesLength += 1;
+}
+
+TmxTileset* AddTileset(RaytmxState* raytmxState) {
+ RaytmxTilesetNode* node = (RaytmxTilesetNode*)MemAllocZero(sizeof(RaytmxTilesetNode));
+
+ if (raytmxState->tilesetsRoot == NULL)
+ raytmxState->tilesetsRoot = node;
+ else
+ raytmxState->tilesetsTail->next = node;
+ raytmxState->tilesetsTail = node;
+ raytmxState->tilesetsLength += 1;
+
+ return &node->tileset;
+}
+
+TmxTilesetTile* AddTilesetTile(RaytmxState* raytmxState) {
+ RaytmxTilesetTileNode* node = (RaytmxTilesetTileNode*)MemAllocZero(sizeof(RaytmxTilesetTileNode));
+
+ if (raytmxState->tilesetTilesRoot == NULL)
+ raytmxState->tilesetTilesRoot = node;
+ else
+ raytmxState->tilesetTilesTail->next = node;
+ raytmxState->tilesetTilesTail = node;
+ raytmxState->tilesetTilesLength += 1;
+
+ return &node->tile;
+}
+
+TmxAnimationFrame* AddAnimationFrame(RaytmxState* raytmxState) {
+ RaytmxAnimationFrameNode* node = (RaytmxAnimationFrameNode*)MemAllocZero(sizeof(RaytmxAnimationFrameNode));
+
+ if (raytmxState->animationFramesRoot == NULL)
+ raytmxState->animationFramesRoot = node;
+ else
+ raytmxState->animationFramesTail->next = node;
+ raytmxState->animationFramesTail = node;
+ raytmxState->animationFramesLength += 1;
+
+ return &node->frame;
+}
+
+TmxLayer* AddGenericLayer(RaytmxState* raytmxState, bool isGroup) {
+ RaytmxLayerNode* node = (RaytmxLayerNode*)MemAllocZero(sizeof(RaytmxLayerNode));
+ /* There are some non-zero default values for several layer attributes: */
+ node->layer.opacity = 1.0;
+ node->layer.visible = true;
+ node->layer.parallaxX = 1.0;
+ node->layer.parallaxY = 1.0;
+
+ if (raytmxState->groupNode != NULL) { /* If the layer is being appended to a <group> */
+ node->parent = raytmxState->groupNode;
+ if (raytmxState->groupNode->childrenRoot == NULL) /* If the layer is the first in the group */
+ raytmxState->groupNode->childrenRoot = node;
+ else
+ raytmxState->groupNode->childrenTail->next = node;
+ raytmxState->groupNode->childrenTail = node;
+ raytmxState->groupNode->childrenLength += 1;
+ } else { /* If there is no <group> to append to, meaning the layer belongs to the top-level <map> */
+ if (raytmxState->layersRoot == NULL) /* If the layer is the first in the map */
+ raytmxState->layersRoot = node;
+ else
+ raytmxState->layersTail->next = node;
+ raytmxState->layersTail = node;
+ raytmxState->layersLength += 1;
+ }
+
+ if (isGroup)
+ raytmxState->groupNode = node;
+
+ return &node->layer;
+}
+
+TmxObject* AddObject(RaytmxState* raytmxState) {
+ RaytmxObjectNode* node = (RaytmxObjectNode*)MemAllocZero(sizeof(RaytmxObjectNode));
+ /* <object> elements have one non-zero default value: */
+ node->object.visible = true;
+
+ if (raytmxState->objectsRoot == NULL)
+ raytmxState->objectsRoot = node;
+ else
+ raytmxState->objectsTail->next = node;
+ raytmxState->objectsTail = node;
+ raytmxState->objectsLength += 1;
+
+ return &node->object;
+}
+
+void AppendLayerTo(TmxMap* map, RaytmxLayerNode* groupNode, RaytmxLayerNode* layersRoot, uint32_t layersLength) {
+ if (map == NULL || layersRoot == NULL || layersLength == 0)
+ return;
+
+ TmxLayer* groupLayer = NULL;
+ if (groupNode != NULL)
+ groupLayer = &(groupNode->layer);
+
+ /* Allocate the array and zerioze every index as initialization */
+ TmxLayer* layers = (TmxLayer*)MemAllocZero(sizeof(TmxLayer) * layersLength);
+ /* Copy the TmxLayers into the array */
+ RaytmxLayerNode* layersIterator = layersRoot;
+ for (uint32_t i = 0; layersIterator != NULL; i++) {
+ if (layersIterator->childrenRoot != NULL)
+ AppendLayerTo(map, layersIterator, layersIterator->childrenRoot, layersIterator->childrenLength);
+ layers[i] = layersIterator->layer;
+ layersIterator = layersIterator->next;
+ }
+
+ if (groupLayer != NULL) { /* If the list of layers is being appended to a group */
+ groupLayer->layers = layers;
+ groupLayer->layersLength = layersLength;
+ } else { /* If the list of layers is being appended to the top-level map */
+ map->layers = layers;
+ map->layersLength = layersLength;
+ }
+}
+
+RaytmxCachedTextureNode* LoadCachedTexture(RaytmxState* raytmxState, const char* fileName) {
+ if (raytmxState == NULL || fileName == NULL)
+ return NULL;
+
+ /* First try to find an already-loaded texture identified by the file name */
+ RaytmxCachedTextureNode* cachedTextureNode = raytmxState->texturesRoot;
+ while (cachedTextureNode != NULL) {
+ /* If the file name associated with the node matches the given file name */
+ if (strcmp(cachedTextureNode->fileName, fileName) == 0)
+ return cachedTextureNode;
+ cachedTextureNode = cachedTextureNode->next;
+ }
+
+ /* Try to load the texture */
+ char* fullPath = JoinPath(raytmxState->documentDirectory, fileName);
+ Texture2D texture = loadTextureOverride ? loadTextureOverride(fullPath) : LoadTexture(fullPath);
+ if (texture.id == 0) { /* If loading the texture failed */
+ TraceLog(LOG_ERROR, "RAYTMX: Unable to load texture \"%s\"", fullPath);
+ return NULL;
+ }
+
+ /* Create a new node in the list of known textures */
+ cachedTextureNode = (RaytmxCachedTextureNode*)MemAllocZero(sizeof(RaytmxCachedTextureNode));
+ cachedTextureNode->fileName = (char*)MemAllocZero((unsigned int)strlen(fileName) + 1);
+ StringCopy(cachedTextureNode->fileName, fileName);
+ cachedTextureNode->texture = texture;
+
+ /* Add to the cache */
+ if (raytmxState->texturesRoot == NULL)
+ raytmxState->texturesRoot = cachedTextureNode;
+ else {
+ RaytmxCachedTextureNode* cachedTextureIterator = raytmxState->texturesRoot;
+ while (cachedTextureIterator->next != NULL)
+ cachedTextureIterator = cachedTextureIterator->next;
+ cachedTextureIterator->next = cachedTextureNode;
+ }
+
+ return cachedTextureNode;
+}
+
+RaytmxCachedTemplateNode* LoadCachedTemplate(RaytmxState* raytmxState, const char* fileName) {
+ if (raytmxState == NULL || fileName == NULL)
+ return NULL;
+
+ /* First try to find an already-loaded template identified by the file name */
+ RaytmxCachedTemplateNode* cachedTemplateNode = raytmxState->templatesRoot;
+ while (cachedTemplateNode != NULL) {
+ /* If the file name associated with the node matches the given file name */
+ if (strcmp(cachedTemplateNode->fileName, fileName) == 0)
+ return cachedTemplateNode;
+ cachedTemplateNode = cachedTemplateNode->next;
+ }
+
+ /* Load the template from the external TX file */
+ char* fullPath = JoinPath(raytmxState->documentDirectory, fileName);
+ RaytmxObjectTemplate objectTemplate = LoadTX(fullPath);
+ if (!objectTemplate.isSuccess) { /* If loading the template failed */
+ TraceLog(LOG_ERROR, "RAYTMX: Unable to load template \"%s\"", fullPath);
+ return NULL;
+ }
+
+ /* Create a new node in the list of known templates */
+ cachedTemplateNode = (RaytmxCachedTemplateNode*)MemAllocZero(sizeof(RaytmxCachedTemplateNode));
+ cachedTemplateNode->fileName = (char*)MemAllocZero((unsigned int)strlen(fileName) + 1);
+ StringCopy(cachedTemplateNode->fileName, fileName);
+ cachedTemplateNode->objectTemplate = objectTemplate;
+
+ if (objectTemplate.hasTileset) { /* If the template contains a tileset in addition to an object */
+ /* In cases where the template's object references a tile (i.e. its 'gid' attribute is set), the template */
+ /* will have at most one tileset. Search the state object's list of tilesets and add this one if it's new. */
+ RaytmxTilesetNode* tilesetsIterator = raytmxState->tilesetsRoot;
+ bool isNew = true;
+ while (tilesetsIterator != NULL) {
+ /* If the existing tileset has a name, the template's tileset has a name, and they match OR if the */
+ /* existing tileset has a source, template's tileset has a source, and they match */
+ /* TODO: The comparison of sources without respect to directory should be reviewed as it could result in */
+ /* false negatives and duplicate tileset instances */
+ if ((tilesetsIterator->tileset.name != NULL && objectTemplate.tileset.name != NULL &&
+ strcmp(tilesetsIterator->tileset.name, objectTemplate.tileset.name) == 0) ||
+ (tilesetsIterator->tileset.source != NULL && objectTemplate.tileset.source != NULL &&
+ strcmp(tilesetsIterator->tileset.source, objectTemplate.tileset.source) == 0)) {
+ isNew = false;
+ break;
+ }
+ }
+ if (isNew) {
+ TmxTileset* tileset = AddTileset(raytmxState);
+ *tileset = objectTemplate.tileset;
+ }
+ }
+
+ /* Add to the cache */
+ if (raytmxState->templatesRoot == NULL)
+ raytmxState->templatesRoot = cachedTemplateNode;
+ else {
+ RaytmxCachedTemplateNode* cachedTemplateIterator = raytmxState->templatesRoot;
+ while (cachedTemplateIterator->next != NULL)
+ cachedTemplateIterator = cachedTemplateIterator->next;
+ cachedTemplateIterator->next = cachedTemplateNode;
+ }
+
+ return cachedTemplateNode;
+}
+
+Color GetColorFromHexString(const char* hex) {
+ Color color = BLACK; /* #define'd by raylib as { 0, 0, 0, 255 } */
+
+ size_t length = strlen(hex);
+ if (length < 6) /* If the hex string is too short to contain at least R, G, and B components */
+ return color;
+
+ /* Hex strings are in the form #AARRGGBB or #RRGGBB meaning alpha is optional. To avoid any special logic for the */
+ /* two cases where alpha is or isn't given, parsing will just be done backwards. Here, 'hex' is used as an */
+ /* iterator so it will begin at the end of the string. For example, for "#789abc" this begins at 'c'. */
+ hex += length - 1;
+
+ char component[] = "\0\0\0"; /* Used to hold the two-digit component (e.g. "55" or "ff") */
+ for (size_t i = 0; i < length / 2; i++) { /* Iterate three or four times with four meaning alpha was included */
+ component[1] = hex[0]; /* Store the char 'hex' points to. For "#789abc" this is 'c', 'a', or '8'. */
+ hex--; /* Point to the previous char in the string. For "#789abc" this now points to 'b', '9' or '7'. */
+ component[0] = hex[0]; /* Store the other char of the current component */
+ hex--; /* Iterate backwards again in preparation for the next component */
+ /* For "#789abc" the 'component' array is now "bc", "9a", or "78" */
+ switch (i) {
+ case 0: color.b = (unsigned char)strtoul(component, NULL, 16); break; /* e.g. "ff" -> 255 for blue */
+ case 1: color.g = (unsigned char)strtoul(component, NULL, 16); break; /* ...for green */
+ case 2: color.r = (unsigned char)strtoul(component, NULL, 16); break; /* ...for red */
+ case 3: color.a = (unsigned char)strtoul(component, NULL, 16); break; /* ...for alpha, maybe */
+ }
+ }
+
+ return color;
+}
+
+uint32_t GetGid(uint32_t rawGid, bool* isFlippedHorizontally, bool* isFlippedVertically, bool* isFlippedDiagonally,
+ bool* isRotatedHexagonal120) {
+ /* If the output parameters can be written to, output the status of the flip flags */
+ if (isFlippedHorizontally != NULL)
+ *isFlippedHorizontally = rawGid & FLIP_FLAG_HORIZONTAL;
+ if (isFlippedVertically != NULL)
+ *isFlippedVertically = rawGid & FLIP_FLAG_VERTICAL;
+ if (isFlippedDiagonally != NULL)
+ *isFlippedDiagonally = rawGid & FLIP_FLAG_DIAGONAL;
+ if (isRotatedHexagonal120 != NULL)
+ *isRotatedHexagonal120 = rawGid & FLIP_FLAG_ROTATE_120;
+
+ /* Return the integer with flip flags removed */
+ return rawGid & ~(FLIP_FLAG_HORIZONTAL | FLIP_FLAG_VERTICAL | FLIP_FLAG_DIAGONAL | FLIP_FLAG_ROTATE_120);
+}
+
+void* MemAllocZero(unsigned int size) {
+ void* buffer = MemAlloc(size); /* Reserve 'size' bytes of memory */
+ memset(buffer, 0, size); /* Initialize any values to zero, NULL, false, or an equivalent enum value */
+ return buffer;
+}
+
+/* "Get directory for a given filePath" */
+/* raylib's GetDirectoryPath() doesn't work as described so this is used in its place */
+char* GetDirectoryPath2(const char* filePath) {
+ static char directoryPath[260]; /* Max path length on Windows, the bottleneck, is 260 characters */
+ memset(directoryPath, '\0', 260);
+ size_t length = strlen(filePath);
+ /* Paths beginning with a Windows drive letter (C:\, D:\, etc.) or beginning with a slash are absolute paths */
+ if (length >= 2 && (filePath[1] == ':' || filePath[0] == '\\' || filePath[0] == '/')) { /* If absolute */
+ if (IsPathFile(filePath)) /* If filePath points to a file, and we already know it's absolute */
+ StringCopy(directoryPath, filePath);
+ else { /* If filePath points to a directory, and we already know it's absolute */
+ StringCopy(directoryPath, filePath);
+ return directoryPath;
+ }
+ } else /* If filePath is relative */
+ StringCopy(directoryPath, JoinPath(GetWorkingDirectory(), filePath));
+
+ /* The goal is to return part of filePath, up to the last slash */
+ length = strlen(directoryPath);
+ char* iterator = directoryPath + length - 1;
+ /* Iterate backwards until a slash is found */
+ while (iterator != directoryPath && *iterator != '\0' && *iterator != '\\' && *iterator != '/')
+ iterator -= 1;
+ *(iterator + 1) = '\0'; /* Place a null terminator after the slash to effectively end the string there */
+ return directoryPath;
+}
+
+char* JoinPath(const char* prefix, const char* suffix) {
+ static char joinedPath[260]; /* Max path length on Windows, the bottleneck, is 260 characters */
+ memset(joinedPath, '\0', 260);
+ StringCopy(joinedPath, prefix);
+ size_t prefixLength = strlen(prefix);
+ if ((prefixLength >= 1) && (joinedPath[prefixLength - 1] != '/') && (joinedPath[prefixLength - 1] != '\\'))
+#ifdef _WIN32
+ joinedPath[prefixLength] = '\\'; /* Append the path with a '\\' separator */
+#else
+ joinedPath[prefixLength] = '/'; /* Append the path with a '/' separator */
+#endif
+ const char* suffixStart = suffix;
+ size_t suffixLength = strlen(suffix);
+ if (suffixLength >= 2 && suffix[0] == '.' && (suffix[1] == '/' || suffix[1] == '\\'))
+ suffixStart += 2; /* Skip over the "this directory" part (e.g. "./a.tsx" -> "a.tsx") */
+ /* Note: ".." is kept in the joined path intentionally although it is possible to exceed 260 characters. TODO? */
+ StringConcatenate(joinedPath, suffixStart);
+ return joinedPath;
+}
+
+void StringCopy(char* destination, const char* source) {
+#if (!defined _MSC_VER || defined _CRT_SECURE_NO_WARNINGS)
+ /* This is for build environments where "[M]icro[S]oft [C]ompiler [VER]sion" is not defined, meaning the compiler */
+ /* is one other than MSVC, or where MSVC is being used but the security deprecation warning has been disabled. */
+ /* MSVC does not consider strcpy() to be secure because it's somewhat unbounded. In practice, it's fine. */
+ strcpy(destination, source);
+#else
+ /* This keeps MSVC happy by providing the supposed size of the destination buffer. However, these buffers are */
+ /* dynamically allocated so there's no quick way to get the actual size. The best solution is to use strlen() */
+ /* but this makes the function O(2n) vs. the alternative's O(n). */
+ strcpy_s(destination, strlen(source) + 1, source); /* + 1 for the terminator */
+#endif
+}
+
+void StringCopyN(char* destination, const char* source, size_t number) {
+#if (!defined _MSC_VER || defined _CRT_SECURE_NO_WARNINGS)
+ strncpy(destination, source, number);
+#else
+ strncpy_s(destination, number + 1, source, number);
+#endif
+}
+
+void StringConcatenate(char* destination, const char* source) {
+#if (!defined _MSC_VER || defined _CRT_SECURE_NO_WARNINGS)
+ strcat(destination, source);
+#else
+ strcat_s(destination, strlen(destination) + strlen(source) + 1, source);
+#endif
+}
+
+#endif /* RAYTMX_IMPLEMENTATION */
+
+#endif /* RAYTMX_H */
diff --git a/include/rlgl.h b/include/rlgl.h
new file mode 100644
index 0000000..756656e
--- /dev/null
+++ b/include/rlgl.h
@@ -0,0 +1,5262 @@
+/**********************************************************************************************
+*
+* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API
+*
+* DESCRIPTION:
+* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0)
+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
+*
+* ADDITIONAL NOTES:
+* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
+* initialized on rlglInit() to accumulate vertex data
+*
+* When an internal state change is required all the stored vertex data is renderer in batch,
+* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
+*
+* Some resources are also loaded for convenience, here the complete list:
+* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
+* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
+* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
+*
+* Internal buffer (and resources) must be manually unloaded calling rlglClose()
+*
+* CONFIGURATION:
+* #define GRAPHICS_API_OPENGL_11
+* #define GRAPHICS_API_OPENGL_21
+* #define GRAPHICS_API_OPENGL_33
+* #define GRAPHICS_API_OPENGL_43
+* #define GRAPHICS_API_OPENGL_ES2
+* #define GRAPHICS_API_OPENGL_ES3
+* Use selected OpenGL graphics backend, should be supported by platform
+* Those preprocessor defines are only used on rlgl module, if OpenGL version is
+* required by any other module, use rlGetVersion() to check it
+*
+* #define RLGL_IMPLEMENTATION
+* Generates the implementation of the library into the included file
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation
+*
+* #define RLGL_RENDER_TEXTURES_HINT
+* Enable framebuffer objects (fbo) support (enabled by default)
+* Some GPUs could not support them despite the OpenGL version
+*
+* #define RLGL_SHOW_GL_DETAILS_INFO
+* Show OpenGL extensions and capabilities detailed logs on init
+*
+* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT
+* Enable debug context (only available on OpenGL 4.3)
+*
+* rlgl capabilities could be customized just defining some internal
+* values before library inclusion (default values listed):
+*
+* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
+* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
+* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
+* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
+*
+* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
+* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
+* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
+* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
+*
+* When loading a shader, the following vertex attributes and uniform
+* location names are tried to be set automatically:
+*
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
+* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
+* #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_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
+* #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) 2014-2024 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 "5.0"
+
+// Function specifiers in case library is build/used as a shared library
+// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
+// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
+#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
+#elif defined(BUILD_LIBTYPE_SHARED)
+ #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib)
+#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
+ #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
+#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
+
+#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
+#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
+
+// Default shader vertex attribute locations
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
+#endif
+ #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
+#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
+#endif
+#ifdef RL_SUPPORT_MESH_GPU_SKINNING
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
+ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
+#endif
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800)
+ #include <stdbool.h>
+#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)
+ float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
+ 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[5]; // OpenGL Vertex Buffer Objects id (5 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_UINT, // Shader uniform type: unsigned int
+ RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
+ RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
+ RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned 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
+RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances
+RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
+RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
+
+//------------------------------------------------------------------------------------
+// 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 unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for 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
+RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO)
+
+// 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 rlColorMask(bool r, bool g, bool b, bool a); // Color mask control
+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 (and point) mode
+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 object
+RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
+RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
+RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
+RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
+RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
+RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration
+RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
+RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
+RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
+RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
+RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
+RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
+
+// Textures management
+RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
+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, int mipmapCount); // Load texture cubemap data
+RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
+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(void); // 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 rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
+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)
+
+// Expose OpenGL functions from glad in raylib
+#if defined(BUILD_LIBTYPE_SHARED)
+ #define GLAD_API_CALL_EXPORT
+ #define GLAD_API_CALL_EXPORT_BUILD
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(__APPLE__)
+ #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
+ #include <OpenGL/glext.h> // 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 <GL/gl.h> // 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 <GLES3/gl3.h> // OpenGL ES 3.0 library
+ #define GL_GLEXT_PROTOTYPES
+ #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
+ // in that case, functions are loaded from a custom glad for OpenGL ES 2.0
+ #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
+ #define GLAD_GLES2_IMPLEMENTATION
+ #include "external/glad_gles2.h"
+ #else
+ #define GL_GLEXT_PROTOTYPES
+ //#include <EGL/egl.h> // EGL library -> not required, platform layer
+ #include <GLES2/gl2.h> // OpenGL ES 2.0 library
+ #include <GLES2/gl2ext.h> // 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 <stdlib.h> // Required for: malloc(), free()
+#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
+#include <math.h> // 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
+
+#ifndef GL_PROGRAM_POINT_SIZE
+ #define GL_PROGRAM_POINT_SIZE 0x8642
+#endif
+
+#ifndef GL_LINE_WIDTH
+ #define GL_LINE_WIDTH 0x0B21
+#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: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
+#endif
+#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
+ #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
+#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_UNIFORM_NAME_BONE_MATRICES
+ #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
+#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
+//----------------------------------------------------------------------------------
+static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR;
+static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR;
+
+#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
+typedef struct rl_float16 {
+ float v[16];
+} rl_float16;
+static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data
+#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix
+static Matrix rlMatrixIdentity(void); // Get identity matrix
+static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices
+static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix
+static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix
+
+//----------------------------------------------------------------------------------
+// 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(mat, *RLGL.State.currentMatrix);
+}
+
+// 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);
+}
+
+// Set clip planes distances
+void rlSetClipPlanes(double nearPlane, double farPlane)
+{
+ rlCullDistanceNear = nearPlane;
+ rlCullDistanceFar = farPlane;
+}
+
+// Get cull plane distance near
+double rlGetCullDistanceNear(void)
+{
+ return rlCullDistanceNear;
+}
+
+// Get cull plane distance far
+double rlGetCullDistanceFar(void)
+{
+ return rlCullDistanceFar;
+}
+
+//----------------------------------------------------------------------------------
+// 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(void) { 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;
+
+ // Add current normal
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly;
+ RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz;
+
+ // 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)
+{
+ float normalx = x;
+ float normaly = y;
+ float normalz = z;
+ if (RLGL.State.transformRequired)
+ {
+ normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z;
+ normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z;
+ normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z;
+ }
+ float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz);
+ if (length != 0.0f)
+ {
+ float ilength = 1.0f/length;
+ normalx *= ilength;
+ normaly *= ilength;
+ normalz *= ilength;
+ }
+ RLGL.State.normalx = normalx;
+ RLGL.State.normaly = normaly;
+ RLGL.State.normalz = normalz;
+}
+
+// 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
+}
+
+// return the active render texture (fbo)
+unsigned int rlGetActiveFramebuffer(void)
+{
+ GLint fboId = 0;
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId);
+#endif
+ return fboId;
+}
+
+// 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
+}
+
+// Bind framebuffer object (fbo)
+void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
+{
+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT)
+ glBindFramebuffer(target, framebuffer);
+#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 color mask active for screen read/draw
+void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); }
+
+// 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
+}
+
+// Enable point mode
+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(void)
+{
+#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
+ // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch
+ RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL;
+ RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS);
+ RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1;
+ 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_GLFW) || 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 (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays
+ {
+ // Specific check
+ if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE");
+ }
+ else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
+ }
+ else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
+ glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
+ }
+
+ // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
+ if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
+ }
+ else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
+ {
+ // GL_ANGLE_draw_instanced doesn't exist
+ if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0)
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
+ }
+ else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
+ {
+ glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
+ glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
+ }
+
+ // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
+ 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].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex 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 < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[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 normal buffer (shader-location = 2)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]);
+ glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+
+ // Vertex color buffer (shader-location = 3)
+ glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]);
+ glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]);
+ 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[4]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]);
+#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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+ glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
+ 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]);
+ glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]);
+
+ // 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].normals);
+ 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
+
+ // Normals buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals);
+ //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer
+
+ // Colors buffer
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ 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);
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP));
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection));
+ }
+
+ // WARNING: For the following setup of the view, model, and normal matrices, it is expected that
+ // transformations and rendering occur between rlPushMatrix() and rlPopMatrix()
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview));
+ }
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform));
+ }
+
+ if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1)
+ {
+ glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform))));
+ }
+
+ 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: normal (shader-location = 2)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
+ glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]);
+ 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[4]);
+ }
+
+ // 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, int mipmapCount)
+{
+ unsigned int id = 0;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int mipSize = size;
+
+ // NOTE: Added pointer math separately from function to avoid UBSAN complaining
+ unsigned char *dataPtr = NULL;
+ if (data != NULL) dataPtr = (unsigned char *)data;
+
+ 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/mipmaps
+ for (int i = 0; i < 6*mipmapCount; i++)
+ {
+ int mipmapLevel = i/6;
+ int face = i%6;
+
+ 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 + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 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 + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize);
+ else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*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
+ if (face == 5)
+ {
+ mipSize /= 2;
+ if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap
+
+ // Security check for NPOT textures
+ if (mipSize < 1) mipSize = 1;
+
+ dataSize = rlGetPixelDataSize(mipSize, mipSize, format);
+ }
+ }
+ }
+
+ // Set cubemap texture sampling parameters
+ if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ else 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();
+
+ 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(void)
+{
+ 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, int offset)
+{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT
+ // Additional types (depends on OpenGL version or extensions):
+ // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED,
+ // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV
+
+ size_t offsetNative = offset;
+ glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative);
+#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)
+ // NOTE: If not vertex shader is provided, use default one
+ if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
+ else vertexShaderId = RLGL.State.defaultVShaderId;
+
+ // Compile fragment shader (if provided)
+ // NOTE: If not vertex shader is provided, use default one
+ if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
+ 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
+ if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
+ else if ((vertexShaderId > 0) && (fragmentShaderId > 0))
+ {
+ // 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;
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", 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);
+ }
+
+ shader = 0;
+ }
+ 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;
+ #elif defined(GRAPHICS_API_OPENGL_33)
+ case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", 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, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+
+#ifdef RL_SUPPORT_MESH_GPU_SKINNING
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
+ glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
+#endif
+
+ // 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;
+ #if !defined(GRAPHICS_API_OPENGL_ES2)
+ case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
+ case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
+ case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
+ case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
+ #endif
+ 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");
+
+ // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
+ }
+#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 matrix
+void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ // WARNING: WebGL does not support Matrix transpose ("true" parameter)
+ // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
+ glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
+#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)
+ {
+ glUniform1i(locIndex, 1 + i);
+ 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);
+ }
+#else
+ TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
+#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);
+#else
+ TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
+#endif
+
+ return ssbo;
+}
+
+// Unload shader storage buffer object (SSBO)
+void rlUnloadShaderBuffer(unsigned int ssboId)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ glDeleteBuffers(1, &ssboId);
+#else
+ TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43");
+#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)
+{
+#if defined(GRAPHICS_API_OPENGL_43)
+ GLint64 size = 0;
+ glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
+ glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
+ return (size > 0)? (unsigned int)size : 0;
+#else
+ return 0;
+#endif
+}
+
+// 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);
+#else
+ TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43");
+#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)
+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)
+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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals
+ glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
+ glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 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_ES3)
+ "#version 300 es \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
+ "in vec3 vertexPosition; \n"
+ "in vec2 vertexTexCoord; \n"
+ "in vec4 vertexColor; \n"
+ "out vec2 fragTexCoord; \n"
+ "out vec4 fragColor; \n"
+#elif 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_ES3)
+ "#version 300 es \n"
+ "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2)
+ "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";
+#elif 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, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Set default shader locations: uniform locations
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
+ RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_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;
+ }
+
+ double bytesPerPixel = (double)bpp/8.0;
+ dataSize = (int)(bytesPerPixel*width*height); // 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 float array of matrix data
+static rl_float16 rlMatrixToFloatV(Matrix mat)
+{
+ rl_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;
+}
+
+// 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;
+}
+
+// Transposes provided matrix
+static Matrix rlMatrixTranspose(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
+static Matrix rlMatrixInvert(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;
+}
+
+#endif // RLGL_IMPLEMENTATION
diff --git a/lib/libraylib.a b/lib/libraylib.a
new file mode 100644
index 0000000..6e2d85c
--- /dev/null
+++ b/lib/libraylib.a
Binary files differ
diff --git a/lib/libraylib.so b/lib/libraylib.so
new file mode 120000
index 0000000..6686f51
--- /dev/null
+++ b/lib/libraylib.so
@@ -0,0 +1 @@
+libraylib.so.550 \ No newline at end of file
diff --git a/lib/libraylib.so.5.5.0 b/lib/libraylib.so.5.5.0
new file mode 100755
index 0000000..0771502
--- /dev/null
+++ b/lib/libraylib.so.5.5.0
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diff --git a/lib/libraylib.so.550 b/lib/libraylib.so.550
new file mode 120000
index 0000000..1366041
--- /dev/null
+++ b/lib/libraylib.so.550
@@ -0,0 +1 @@
+libraylib.so.5.5.0 \ No newline at end of file