Merge branch 'develop' of https://github.com/raysan5/raylib into develop
This commit is contained in:
commit
1950085893
@ -11,16 +11,6 @@
|
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|
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MAX_CIRCLES = 64
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--[[
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typedef struct { -- TODO: Find a Lua alternative: TABLES?
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Vector2 position
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||||
float radius
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||||
float alpha
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float speed
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Color color
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} CircleWave
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--]]
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-- Initialization
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-------------------------------------------------------------------------------------------
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local screenWidth = 800
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@ -78,7 +68,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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circles[i].radius = GetRandomValue(10, 40)
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
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circles[i].color = colors[GetRandomValue(0, 13)]
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circles[i].color = colors[GetRandomValue(1, 14)]
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circles[i].speed = GetRandomValue(1, 100)/20000.0
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end
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end
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@ -112,7 +102,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Draw time bar
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
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DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON)
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DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
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EndDrawing()
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@ -91,7 +91,7 @@ while not WindowShouldClose() do -- Detect window close button or
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ClearBackground(RAYWHITE)
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Begin2dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?)
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Begin2dMode(camera)
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
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|
@ -41,7 +41,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
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-- NOTE: This function is NOT WORKING properly!
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@ -49,8 +49,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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-- Check collision between ray and box
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collision = CheckCollisionRayBox(ray,
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(BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
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(Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
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BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
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Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
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--print("collision check:", collision)
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end
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---------------------------------------------------------------------------------------
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@ -56,7 +56,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
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End3dMode()
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y, 20, BLACK)
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK)
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
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EndDrawing()
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|
@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
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while not WindowShouldClose() do -- Detect window close button or ESC key
|
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-- Update
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
|
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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||||
---------------------------------------------------------------------------------------
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|
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-- Draw
|
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|
@ -60,7 +60,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
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enemyBoxPos.z - enemyBoxSize.z/2),
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Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
|
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enemyBoxPos.y + enemyBoxSize.y/2,
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enemyBoxPos.z + enemyBoxSize.z/2))) then collision = true
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enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true
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end
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-- Check collisions player vs enemy-sphere
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|
@ -32,17 +32,17 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
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UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
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|
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SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
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SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
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-------------------------------------------------------------------------------------------
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-- Main game loop
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while not WindowShouldClose() do -- Detect window close button or ESC key
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-- Update
|
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---------------------------------------------------------------------------------------
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UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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---------------------------------------------------------------------------------------
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-- Draw
|
||||
|
@ -37,7 +37,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
UpdateCamera(camera) -- Update internal camera and our camera
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camera = UpdateCamera(camera) -- Update internal camera and our camera
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||||
---------------------------------------------------------------------------------------
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||||
|
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-- Draw
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||||
|
@ -29,8 +29,8 @@ int main()
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//--------------------------------------------------------------------------------------
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// ExecuteLuaFile("core_basic_window.lua"); // OK!
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// ExecuteLuaFile("core_input_keys.lua"); // OK!
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// ExecuteLuaFile("core_input_mouse.lua"); // OK!
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// ExecuteLuaFile("core_input_keys.lua"); // OK!
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// ExecuteLuaFile("core_input_mouse.lua"); // OK!
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// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
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// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
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// ExecuteLuaFile("core_random_values.lua"); // OK!
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@ -38,13 +38,13 @@ int main()
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// ExecuteLuaFile("core_drop_files.lua"); // ERROR: GetDroppedFiles()
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// ExecuteLuaFile("core_storage_values.lua"); // OK!
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// ExecuteLuaFile("core_gestures_detection.lua"); // OK!
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||||
// ExecuteLuaFile("core_3d_mode.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode()
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// ExecuteLuaFile("core_3d_picking.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_3d_camera_free.lua"); // ERROR: Lua Error: attempt to index a number value
|
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// ExecuteLuaFile("core_3d_camera_first_person.lua"); // ERROR: Lua Error: attempt to index a number value
|
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// ExecuteLuaFile("core_2d_camera.lua"); // ERROR: Lua Error: attempt to index a number value - Begin2dMode()
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// ExecuteLuaFile("core_world_screen.lua"); // ERROR: Lua Error: attempt to index a number value
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// ExecuteLuaFile("core_oculus_rift.lua"); // ERROR: Lua Error: attempt to index a number value
|
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// ExecuteLuaFile("core_3d_mode.lua"); // OK!
|
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// ExecuteLuaFile("core_3d_picking.lua"); // ISSUE: CheckCollisionRayBox() returns false despite touching box
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// ExecuteLuaFile("core_3d_camera_free.lua"); // OK!
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||||
// ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK!
|
||||
// ExecuteLuaFile("core_2d_camera.lua"); // OK!
|
||||
// ExecuteLuaFile("core_world_screen.lua"); // OK!
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// ExecuteLuaFile("core_oculus_rift.lua"); // OK!
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// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
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||||
// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
|
||||
// ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
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||||
@ -54,31 +54,31 @@ int main()
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||||
// ExecuteLuaFile("textures_rectangle.lua"); // OK!
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// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_to_image.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: Lua Error: attempt to index a number value
|
||||
// ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked
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// ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct
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// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
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// ExecuteLuaFile("textures_image_drawing.lua"); // OK!
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// ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
|
||||
// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
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// ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value
|
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// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
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// ExecuteLuaFile("text_font_select.lua"); // OK!
|
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// ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText()
|
||||
// ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera)
|
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// ExecuteLuaFile("models_box_collisions.lua"); //
|
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// ExecuteLuaFile("models_billboard.lua"); //
|
||||
// ExecuteLuaFile("models_obj_loading.lua"); //
|
||||
// ExecuteLuaFile("models_heightmap.lua"); //
|
||||
// ExecuteLuaFile("models_cubicmap.lua"); //
|
||||
// ExecuteLuaFile("shaders_model_shader.lua"); //
|
||||
// ExecuteLuaFile("shaders_shapes_textures.lua"); //
|
||||
// ExecuteLuaFile("shaders_custom_uniform.lua"); //
|
||||
// ExecuteLuaFile("shaders_postprocessing.lua"); //
|
||||
// ExecuteLuaFile("shaders_standard_lighting.lua"); //
|
||||
// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: bad argument #2 to 'LoadImageEx' (number expected, got no value)
|
||||
// ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked (not really an issue...)
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// ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
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// ExecuteLuaFile("textures_image_drawing.lua"); // OK!
|
||||
// ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
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||||
// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
|
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// ExecuteLuaFile("text_rbmf_fonts.lua"); // OK!
|
||||
// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
|
||||
// ExecuteLuaFile("text_font_select.lua"); // OK!
|
||||
// ExecuteLuaFile("text_writing_anim.lua"); // OK!
|
||||
// ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
|
||||
// ExecuteLuaFile("models_box_collisions.lua"); // OK!
|
||||
// ExecuteLuaFile("models_billboard.lua"); // OK!
|
||||
// ExecuteLuaFile("models_obj_loading.lua"); // OK!
|
||||
// ExecuteLuaFile("models_heightmap.lua"); // OK!
|
||||
// ExecuteLuaFile("models_cubicmap.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_model_shader.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_shapes_textures.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_custom_uniform.lua"); // ISSUE: SetShaderValue()
|
||||
// ExecuteLuaFile("shaders_postprocessing.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_standard_lighting.lua"); // ERROR: CreateLight() returns an opaque pointer (fields can not be accessed)
|
||||
// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_music_stream.lua"); // OK!
|
||||
ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
|
||||
// ExecuteLuaFile("audio_module_playing.lua"); // OK!
|
||||
ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
|
||||
|
||||
// De-Initialization
|
||||
@ -86,5 +86,5 @@ int main()
|
||||
CloseLuaDevice(); // Close Lua device and free resources
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
@ -66,7 +66,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Send new value to the shader to be used on drawing
|
||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
|
||||
|
||||
UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -50,7 +50,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -52,7 +52,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -27,9 +27,9 @@ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
local material = LoadStandardMaterial()
|
||||
|
||||
@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load
|
||||
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
|
||||
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
|
||||
material.colDiffuse = WHITE
|
||||
material.colAmbient = (Color)(0, 0, 10, 255)
|
||||
material.colAmbient = Color(0, 0, 10, 255)
|
||||
material.colSpecular = WHITE
|
||||
material.glossiness = 50.0
|
||||
|
||||
dwarf.material = material -- Apply material to model
|
||||
|
||||
local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255))
|
||||
spotLight.target = (Vector3)(0.0, 0.0, 0.0)
|
||||
local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
|
||||
spotLight.target = Vector3(0.0, 0.0, 0.0)
|
||||
spotLight.intensity = 2.0
|
||||
spotLight.diffuse = (Color)(255, 100, 100, 255)
|
||||
spotLight.diffuse = Color(255, 100, 100, 255)
|
||||
spotLight.coneAngle = 60.0
|
||||
|
||||
local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255))
|
||||
dirLight.target = (Vector3)(1.0, -2.0, -2.0)
|
||||
local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
|
||||
dirLight.target = Vector3(1.0, -2.0, -2.0)
|
||||
dirLight.intensity = 2.0
|
||||
dirLight.diffuse = (Color)(100, 255, 100, 255)
|
||||
dirLight.diffuse = Color(100, 255, 100, 255)
|
||||
|
||||
local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255))
|
||||
local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
|
||||
pointLight.intensity = 2.0
|
||||
pointLight.diffuse = (Color)(100, 100, 255, 255)
|
||||
pointLight.diffuse = Color(100, 100, 255, 255)
|
||||
pointLight.radius = 3.0
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
|
||||
@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
UpdateCamera(camera) -- Update internal camera and our camera
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
|
@ -47,7 +47,7 @@ local positions = {}
|
||||
for i = 1, 8 do
|
||||
positions[i] = Vector2(0, 0)
|
||||
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
|
||||
positions[i].y = 60 + fonts[i].size + 50*i
|
||||
positions[i].y = 60 + fonts[i].size + 45*(i - 1)
|
||||
end
|
||||
|
||||
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
|
||||
|
@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON)
|
||||
DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON)
|
||||
|
||||
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
|
||||
|
||||
|
@ -11,7 +11,6 @@
|
||||
|
||||
MAX_PARTICLES = 200
|
||||
|
||||
-- Particle structure with basic data
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
@ -56,7 +55,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
||||
mouseTail[i].active = true
|
||||
mouseTail[i].alpha = 1.0
|
||||
mouseTail[i].position = GetMousePosition()
|
||||
i = MAX_PARTICLES
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
@ -90,7 +89,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
|
||||
if (mouseTail[i].active) then
|
||||
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
|
||||
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
|
||||
smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size),
|
||||
smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1),
|
||||
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
|
||||
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
|
||||
end
|
||||
|
@ -36,7 +36,7 @@ local pixels = {}
|
||||
|
||||
for y = 1, height do
|
||||
for x = 1, width do
|
||||
if (((x/32+y/32)/1)%2 == 0) then pixels[y*height + x] = DARKBLUE
|
||||
if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[y*height + x] = DARKBLUE
|
||||
else pixels[y*height + x] = SKYBLUE end
|
||||
end
|
||||
end
|
||||
|
@ -183,6 +183,8 @@ void CloseAudioDevice(void)
|
||||
alcMakeContextCurrent(NULL);
|
||||
alcDestroyContext(context);
|
||||
alcCloseDevice(device);
|
||||
|
||||
TraceLog(INFO, "Audio device closed successfully");
|
||||
}
|
||||
|
||||
// Check if device has been initialized successfully
|
||||
|
@ -909,10 +909,8 @@ void DestroyLight(Light light); // Destroy a
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitVrDevice(int vdDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
||||
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
|
@ -332,6 +332,10 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
|
||||
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
||||
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
|
||||
|
||||
// VR functions exposed to core module but not to raylib users
|
||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
||||
|
||||
// NOTE: There is a set of shader related functions that are available to end user,
|
||||
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
|
||||
|
||||
@ -368,10 +372,8 @@ float *MatrixToFloat(Matrix mat);
|
||||
|
||||
void InitVrDevice(int vrDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
||||
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
// Oculus Rift API for direct access the device (no simulator)
|
||||
|
4573
src/rlua.h
4573
src/rlua.h
File diff suppressed because it is too large
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Block a user