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Maicon Santana 2026-06-27 15:27:33 -04:00 committed by GitHub
commit 258636490f
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3 changed files with 25 additions and 52 deletions

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@ -264,6 +264,7 @@
#define RL_TEXTURE 0x1702 // GL_TEXTURE #define RL_TEXTURE 0x1702 // GL_TEXTURE
// Primitive assembly draw modes // Primitive assembly draw modes
#define RL_POINTS 0x0000 // GL_POINTS
#define RL_LINES 0x0001 // GL_LINES #define RL_LINES 0x0001 // GL_LINES
#define RL_TRIANGLES 0x0004 // GL_TRIANGLES #define RL_TRIANGLES 0x0004 // GL_TRIANGLES
#define RL_QUADS 0x0007 // GL_QUADS #define RL_QUADS 0x0007 // GL_QUADS
@ -1461,6 +1462,7 @@ void rlBegin(int mode)
{ {
switch (mode) switch (mode)
{ {
case RL_POINTS: glBegin(GL_POINTS); break;
case RL_LINES: glBegin(GL_LINES); break; case RL_LINES: glBegin(GL_LINES); break;
case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; case RL_TRIANGLES: glBegin(GL_TRIANGLES); break;
case RL_QUADS: glBegin(GL_QUADS); break; case RL_QUADS: glBegin(GL_QUADS); break;
@ -1493,7 +1495,8 @@ void rlBegin(int mode)
// It implies adding some extra alignment vertex at the end of the draw, // 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 // those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn // 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); if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_POINTS) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount & 3)) & 3;
else 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 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; else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
@ -1542,7 +1545,15 @@ void rlVertex3f(float x, float y, float z)
// Checking current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 // Checking current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4
if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
{ {
if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_POINTS) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount != 0))
{
// Reached the maximum number of vertices for RL_POINTS drawing
// Launch a draw call but keep current state for next vertices comming
// NOTE: Adding +1 vertex to the check for some safety
rlCheckRenderBatchLimit(1 + 1);
}
else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) &&
(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0)) (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0))
{ {
// Reached the maximum number of vertices for RL_LINES drawing // Reached the maximum number of vertices for RL_LINES drawing
@ -1697,7 +1708,8 @@ void rlSetTexture(unsigned int id)
// It implies adding some extra alignment vertex at the end of the draw, // 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 // those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn // 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); if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_POINTS) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount & 3)) & 3;
else 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 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; else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0;
@ -2044,7 +2056,7 @@ float rlGetLineWidth(void)
// Set the point drawing size // Set the point drawing size
void rlSetPointSize(float size) void rlSetPointSize(float size)
{ {
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glPointSize(size); glPointSize(size);
#endif #endif
} }
@ -2053,7 +2065,7 @@ void rlSetPointSize(float size)
float rlGetPointSize(void) float rlGetPointSize(void)
{ {
float size = 1; float size = 1;
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
glGetFloatv(GL_POINT_SIZE, &size); glGetFloatv(GL_POINT_SIZE, &size);
#endif #endif
return size; return size;
@ -3143,7 +3155,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default // Bind current draw call texture, activated as GL_TEXTURE0 and bound to sampler2D texture0 by default
glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); 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); if ((batch->draws[i].mode == RL_POINTS) || (batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount);
else else
{ {
#if defined(GRAPHICS_API_OPENGL_33) #if defined(GRAPHICS_API_OPENGL_33)
@ -5062,6 +5074,7 @@ static void rlLoadShaderDefault(void)
" fragTexCoord = vertexTexCoord; \n" " fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n" " fragColor = vertexColor; \n"
" gl_Position = mvp*vec4(vertexPosition, 1.0); \n" " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
" gl_PointSize = 1.0; \n" // Some systems set PointSize as 0.0 by default
"} \n"; "} \n";
// Fragment shader directly defined, no external file required // Fragment shader directly defined, no external file required

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@ -195,18 +195,13 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
rlEnd(); rlEnd();
} }
// Draw a point in 3D space, actually a small line // Draw a point in 3D space
// WARNING: OpenGL ES 2.0 does not support point mode drawing
void DrawPoint3D(Vector3 position, Color color) void DrawPoint3D(Vector3 position, Color color)
{ {
rlPushMatrix(); rlBegin(RL_POINTS);
rlTranslatef(position.x, position.y, position.z); rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_LINES); rlVertex3f(position.x, position.y, position.z);
rlColor4ub(color.r, color.g, color.b, color.a); rlEnd();
rlVertex3f(0.0f, 0.0f, 0.0f);
rlVertex3f(0.0f, 0.0f, 0.1f);
rlEnd();
rlPopMatrix();
} }
// Draw a circle in 3D world space // Draw a circle in 3D world space

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@ -128,45 +128,10 @@ void DrawPixel(int posX, int posY, Color color)
// Draw a pixel (Vector version) // Draw a pixel (Vector version)
void DrawPixelV(Vector2 position, Color color) void DrawPixelV(Vector2 position, Color color)
{ {
#if SUPPORT_QUADS_DRAW_MODE rlBegin(RL_POINTS);
rlSetTexture(GetShapesTexture().id);
Rectangle shapeRect = GetShapesTextureRectangle();
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
rlVertex2f(position.x, position.y); rlVertex2f(position.x, position.y);
rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
rlVertex2f(position.x, position.y + 1);
rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
rlVertex2f(position.x + 1, position.y + 1);
rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
rlVertex2f(position.x + 1, position.y);
rlEnd(); rlEnd();
rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(position.x, position.y);
rlVertex2f(position.x, position.y + 1);
rlVertex2f(position.x + 1, position.y);
rlVertex2f(position.x + 1, position.y);
rlVertex2f(position.x, position.y + 1);
rlVertex2f(position.x + 1, position.y + 1);
rlEnd();
#endif
} }
// Draw a line (using gl lines) // Draw a line (using gl lines)