mirror of https://github.com/raysan5/raylib
Added raylib 1.1 library binaries
OpenGL 3.3+ compiled binaries
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/*********************************************************************************************
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/*********************************************************************************************
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*
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*
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* raylib 1.0.6 (www.raylib.com)
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* raylib 1.1 (www.raylib.com)
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*
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*
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* A simple and easy-to-use library to learn videogames programming
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* A simple and easy-to-use library to learn videogames programming
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*
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*
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* Features:
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* Features:
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* Library written in plain C code (C99)
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* Library written in plain C code (C99)
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* Uses C# PascalCase/camelCase notation
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* Uses C# PascalCase/camelCase notation
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* Hardware accelerated with OpenGL 1.1
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* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
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* Unique OpenGL abstraction layer [rlgl]
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* Powerful fonts module with SpriteFonts support
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* Powerful fonts module with SpriteFonts support
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* Basic 3d support for Shapes and Models
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* Multiple textures support, including DDS and mipmaps generation
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* Audio loading and playing
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards
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* Powerful math module for Vector and Matrix operations [raymath]
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* Audio loading and playing with streaming support
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*
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*
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* Used external libs:
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* Used external libs:
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* GLFW3 (www.glfw.org) for window/context management and input
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* GLFW3 (www.glfw.org) for window/context management and input
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* GLEW for OpenGL extensions loading (3.3+ and ES2)
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* stb_image_write (Sean Barret) for image writting (PNG)
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* stb_vorbis (Sean Barret) for ogg audio loading
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* OpenAL Soft for audio device/context management
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* OpenAL Soft for audio device/context management
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* tinfl for data decompression (DEFLATE algorithm)
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* tinfl for data decompression (DEFLATE algorithm)
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*
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*
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@ -23,8 +29,9 @@
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* 32bit Textures - All loaded images are converted automatically to RGBA textures
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* 32bit Textures - All loaded images are converted automatically to RGBA textures
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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* One custom default font is loaded automatically when InitWindow()
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* One custom default font is loaded automatically when InitWindow()
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* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
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*
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*
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* -- LICENSE (raylib v1.0, November 2013) --
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* -- LICENSE (raylib v1.1, April 2014) --
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*
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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* BSD-like license that allows static linking with closed source software:
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@ -49,7 +56,7 @@
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**********************************************************************************************/
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**********************************************************************************************/
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#ifndef RAYLIB_H
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#ifndef RAYLIB_H
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#define RAYLIB_H
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#define RAYLIB_H
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Some basic Defines
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// Some basic Defines
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// Boolean type
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// Boolean type
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typedef enum { false, true } bool;
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typedef enum { false, true } bool;
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Color type, RGBA (32bit)
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// Color type, RGBA (32bit)
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typedef struct Color {
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typedef struct Color {
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unsigned char r;
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unsigned char r;
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@ -177,12 +197,13 @@ typedef struct Image {
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// Texture2D type, bpp always RGBA (32bit)
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// Texture2D type, bpp always RGBA (32bit)
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// NOTE: Data stored in GPU memory
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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typedef struct Texture2D {
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unsigned int glId;
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unsigned int id; // OpenGL id
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int width;
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int width;
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int height;
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int height;
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} Texture2D;
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} Texture2D;
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// SpriteFont one Character (Glyph) data, defined in text module
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// Character type (one font glyph)
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// NOTE: Defined in module: text
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typedef struct Character Character;
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typedef struct Character Character;
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// SpriteFont type, includes texture and charSet array data
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// SpriteFont type, includes texture and charSet array data
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Character *charSet;
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Character *charSet;
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} SpriteFont;
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} SpriteFont;
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Camera type, defines a camera position/orientation in 3d space
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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typedef struct Camera {
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Vector3 position;
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Vector3 position;
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Vector3 up;
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Vector3 up;
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} Camera;
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} Camera;
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// Basic 3d Model type
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// Vertex data definning a mesh
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typedef struct {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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float *colors; // 4 components per vertex
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} VertexData;
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// 3d Model type
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// NOTE: If using OpenGL 1.1 loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
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typedef struct Model {
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typedef struct Model {
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int numVertices;
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VertexData mesh;
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Vector3 *vertices;
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unsigned int vaoId;
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Vector2 *texcoords;
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unsigned int textureId;
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Vector3 *normals;
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//Matrix transform;
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} Model;
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} Model;
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// Basic Sound source and buffer
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// Sound source type
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typedef struct Sound {
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typedef struct Sound {
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unsigned int source;
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unsigned int source;
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unsigned int buffer;
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unsigned int buffer;
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
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Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps)
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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SpriteFont GetDefaultFont(); // Get the default SpriteFont
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SpriteFont GetDefaultFont(); // Get the default SpriteFont
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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int fontSize, int spacing, Color tint);
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int fontSize, int spacing, Color tint);
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits)
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void DrawGizmo(Vector3 position); // Draw simple gizmo
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void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
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//DrawTorus(), DrawTeapot() are useless...
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//DrawTorus(), DrawTeapot() are useless...
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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void UnloadModel(Model model); // Unload 3d model from memory
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void UnloadModel(Model model); // Unload 3d model from memory
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void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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// Audio Loading and Playing Functions (Module: audio)
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void InitAudioDevice(); // Initialize audio device and context
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void InitAudioDevice(); // Initialize audio device and context
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void CloseAudioDevice(); // Close the audio device and context
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void CloseAudioDevice(); // Close the audio device and context (and music stream)
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UnloadSound(Sound sound); // Unload sound
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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void PlaySound(Sound sound); // Play a sound
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void PauseSound(Sound sound); // Pause a sound
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void PauseSound(Sound sound); // Pause a sound
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void StopSound(Sound sound); // Stop playing a sound
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void StopSound(Sound sound); // Stop playing a sound
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bool IsPlaying(Sound sound); // Check if a sound is currently playing
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bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
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void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level)
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void PlayMusicStream(char *fileName); // Start music playing (open stream)
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void StopMusicStream(); // Stop music playing (close stream)
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void PauseMusicStream(); // Pause music playing
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bool MusicIsPlaying(); // Check if music is playing
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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float GetMusicTimeLength(); // Get current music time length (in seconds)
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float GetMusicTimePlayed(); // Get current music time played (in seconds)
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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