commit
4a63e5dfb3
1
.gitignore
vendored
1
.gitignore
vendored
@ -143,6 +143,7 @@ install_manifest.txt
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compile_commands.json
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CTestTestfile.cmake
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build
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!templates/android_project/Makefile
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# Unignore These makefiles...
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!examples/CMakeLists.txt
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|
87
CHANGELOG
87
CHANGELOG
@ -1,7 +1,88 @@
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changelog
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---------
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||||
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Current Release: raylib 1.7.0 (20 May 2017)
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Current Release: raylib 1.8.0 (Oct 2017)
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||||
-----------------------------------------------
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Release: raylib 1.8.0 (Oct 2017)
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-----------------------------------------------
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NOTE:
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In this release, multiple parts of the library have been reviewed again for consistency and simplification.
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It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience.
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BIG CHANGES:
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- Image generation functions: Gradient, Checked, Noise, Cellular...
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- Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
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- New Shaders and Materials systems to support PBR materials
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- Custom Android toolchain for APK building with simple Makefile
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- Complete review of raymath functionality (Matrix, Quaternion)
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- Complete review of rlgl layer functionality
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detailed changes:
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[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
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[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
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[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
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[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
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[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
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[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
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[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
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[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
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[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
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[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
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[rlgl] RENAMED: rlglUnproject() to rlUnproject()
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[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
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[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
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[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
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[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
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[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
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// Texture maps generation (PBR)
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[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
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[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
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[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
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[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
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[core] ADDED: SetWindowTitle()
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[core] ADDED: GetExtension()
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[textures] ADDED: SaveImageAs()
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? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
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? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
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// Image generation functions
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[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
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[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
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[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
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[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
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[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
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[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
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[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
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// Texture maps generation (PBR)
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[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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[models] REMOVED: LoadMeshEx()
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[models] REMOVED: UpdateMesh()
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[models] REMOVED: LoadHeightmap()
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[models] REMOVED: LoadCubicmap()
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[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
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// Mesh generation functions
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[models] ADDED: GenMeshPlane()
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[models] ADDED: GenMeshCube()
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[models] ADDED: GenMeshSphere()
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[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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[raymath] Reviewed full Matrix functionality
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[raymath] Renamed Vector3 functions for consistency
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[build] Integrate Android APK building into examples Makefile
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[example] ADDED:
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[example] ADDED:
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||||
[example] ADDED:
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||||
[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
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[games] Reviewed game: Koala Seasons
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[*] Updated STB libraries to latest version
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-----------------------------------------------
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Release: raylib 1.7.0 (20 May 2017)
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@ -36,14 +117,14 @@ other changes:
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[rlgl] Removed function: CreateLight(), removed internal lighting system
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[rlgl] Removed function: DestroyLight(), removed internal lighting system
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[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
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[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
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||||
[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
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[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
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[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
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||||
[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
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[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
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[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
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[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
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[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
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[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
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[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
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[rlgl] Removed internal lighting system and standard shader, moved to example
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[rlgl] Removed Oculus Rift support, moved to oculus_rift example
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|
34
CONTRIBUTORS.md
Normal file
34
CONTRIBUTORS.md
Normal file
@ -0,0 +1,34 @@
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I believe that time is the most valuable resource and the following people have invested part of their time
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contributing (in some way or another) to make raylib project better. Huge thanks!
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||||
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||||
- [Zopokx](https://github.com/Zopokx) for testing the web.
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- [Elendow](http://www.elendow.com) for testing and helping on web development.
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- Victor Dual for implementing and testing 3D shapes functions.
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- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
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- Kevin Gato for improving texture internal formats support and helping on raygui development.
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||||
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
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||||
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
|
||||
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
|
||||
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing materials and lighting systems... among multiple other improvements and multiple tools and games.
|
||||
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
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||||
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
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||||
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
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||||
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
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||||
- [Marcelo Paez](https://github.com/paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
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||||
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
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||||
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his improvements on OBJ object loading.
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||||
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements
|
||||
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system
|
||||
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building
|
||||
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
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||||
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support
|
||||
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain
|
||||
|
||||
** TODO **
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||||
|
||||
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!
|
@ -8,12 +8,12 @@ The following help is highly appreciated:
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||||
|
||||
- C programming - Can you write / review / test / improve the code?
|
||||
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
|
||||
- Web Development - Can you help with the web? Can you setup a forum?
|
||||
- Web Development - Can you help with the web? SEO, style, code writting: https://github.com/raysan5/raylib.com
|
||||
- Porting to Linux, OSX, RaspberryPi, consoles... - Can you compile and test raylib on another systems?
|
||||
- Testers of current features and multiple systems - Can you find some bug on raylib?
|
||||
|
||||
If you can not help on any of the above points but you still want to contribute in some way... please, consider helping
|
||||
with a small [donation](http://www.raylib.com/helpme.html) or contributing with [raylib patreon](https://www.patreon.com/raysan5). It will really motivate to continue improving this project (and pay some bills… or some coffee).
|
||||
with a small [donation](http://www.raylib.com/helpme.html) or contributing with [raylib patreon](https://www.patreon.com/raysan5). It will really motivate to continue improving this project...
|
||||
|
||||
raylib philosophy
|
||||
------------------
|
||||
|
@ -7,12 +7,14 @@ Here it is a wish-list with features and ideas to improve the library.
|
||||
Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/src) has some *TODO* marks around code with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
|
||||
|
||||
**raylib 1.x**
|
||||
- [ ] Improved Materials system with PBR support
|
||||
- [ ] Basic GPU stats sytem (memory, draws, time...)
|
||||
- [ ] Improved custom file-format (.rres) and packaging tool
|
||||
- [ ] Procedural image generation functions (spot, gradient, noise...)
|
||||
- [ ] Procedural mesh generation functions (cube, cone, sphere...)
|
||||
- [ ] Touch-based camera controls for Android
|
||||
|
||||
**raylib 1.8**
|
||||
- [x] Improved Materials system with PBR support
|
||||
- [x] Procedural image generation functions (spot, gradient, noise...)
|
||||
- [x] Procedural mesh generation functions (cube, sphere...)
|
||||
|
||||
**raylib 1.7**
|
||||
- [x] Support configuration flags
|
||||
|
@ -1,4 +1,4 @@
|
||||
project('raylib', 'c', version: '1.7.0',
|
||||
project('raylib', 'c', version: '1.8.0',
|
||||
license: 'zlib',
|
||||
meson_version: '>= 0.39.1',
|
||||
default_options : 'c_std=gnu99')
|
||||
|
Binary file not shown.
15
src/Makefile
15
src/Makefile
@ -97,14 +97,9 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
# Android NDK path
|
||||
# NOTE: Required for standalone toolchain generation
|
||||
ANDROID_NDK = $(ANDROID_NDK_HOME)
|
||||
|
||||
# Android standalone toolchain path
|
||||
# NOTE: This path is also used if toolchain generation
|
||||
#ANDROID_TOOLCHAIN = $(CURDIR)/toolchain
|
||||
ANDROID_TOOLCHAIN = $(RAYLIB_PATH)/android-toolchain
|
||||
# Android required path variables
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
|
||||
# Android architecture: ARM or ARM64
|
||||
ANDROID_ARCH ?= ARM
|
||||
@ -217,6 +212,10 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# if shared library required, make sure code is compiled as position independent
|
||||
|
@ -69,6 +69,7 @@
|
||||
#define SUPPORT_FILEFORMAT_WAV
|
||||
#define SUPPORT_FILEFORMAT_OGG
|
||||
#define SUPPORT_FILEFORMAT_XM
|
||||
#define SUPPORT_FILEFORMAT_MOD
|
||||
//-------------------------------------------------
|
||||
|
||||
#if defined(AUDIO_STANDALONE)
|
||||
|
18
src/core.c
18
src/core.c
@ -659,6 +659,14 @@ void SetWindowIcon(Image image)
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set title for window (only PLATFORM_DESKTOP)
|
||||
void SetWindowTitle(const char *title)
|
||||
{
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
glfwSetWindowTitle(window, title);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set window position on screen (windowed mode)
|
||||
void SetWindowPosition(int x, int y)
|
||||
{
|
||||
@ -1152,6 +1160,16 @@ bool IsFileExtension(const char *fileName, const char *ext)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get the extension for a filename
|
||||
const char *GetExtension(const char *fileName)
|
||||
{
|
||||
const char *dot = strrchr(fileName, '.');
|
||||
|
||||
if (!dot || dot == fileName) return "";
|
||||
|
||||
return (dot + 1);
|
||||
}
|
||||
|
||||
// Get directory for a given fileName (with path)
|
||||
const char *GetDirectoryPath(const char *fileName)
|
||||
{
|
||||
|
2050
src/external/par_shapes.h
vendored
Normal file
2050
src/external/par_shapes.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
@ -18,5 +18,5 @@ raylib = library('raylib',
|
||||
source_c,
|
||||
dependencies : [ glfw_dep, gl_dep, openal_dep, m_dep, x11_dep],
|
||||
install : true,
|
||||
version : '1.7.0')
|
||||
version : '1.8.0')
|
||||
|
||||
|
399
src/models.c
399
src/models.c
@ -10,6 +10,10 @@
|
||||
* #define SUPPORT_FILEFORMAT_MTL
|
||||
* Selected desired fileformats to be supported for loading.
|
||||
*
|
||||
* #define SUPPORT_MESH_GENERATION
|
||||
* Support procedural mesh generation functions, uses external par_shapes.h library
|
||||
* NOTE: Some generated meshes DO NOT include generated texture coordinates
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
@ -36,6 +40,7 @@
|
||||
//-------------------------------------------------
|
||||
#define SUPPORT_FILEFORMAT_OBJ
|
||||
#define SUPPORT_FILEFORMAT_MTL
|
||||
#define SUPPORT_MESH_GENERATION
|
||||
//-------------------------------------------------
|
||||
|
||||
#include "raylib.h"
|
||||
@ -51,6 +56,9 @@
|
||||
|
||||
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
|
||||
|
||||
#define PAR_SHAPES_IMPLEMENTATION
|
||||
#include "external/par_shapes.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -644,12 +652,142 @@ void UnloadMesh(Mesh *mesh)
|
||||
rlUnloadMesh(mesh);
|
||||
}
|
||||
|
||||
#if defined(SUPPORT_MESH_GENERATION)
|
||||
// Generate plane mesh (with subdivisions)
|
||||
Mesh GenMeshPlane(float width, float length, int resX, int resZ)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
#define CUSTOM_MESH_GEN_PLANE
|
||||
#if defined(CUSTOM_MESH_GEN_PLANE)
|
||||
resX++;
|
||||
resZ++;
|
||||
|
||||
// Vertices definition
|
||||
int vertexCount = resX*resZ*6; // 6 vertex by quad
|
||||
|
||||
Vector3 vertices[vertexCount];
|
||||
for (int z = 0; z < resZ; z++)
|
||||
{
|
||||
// [-length/2, length/2]
|
||||
float zPos = ((float)z/(resZ - 1) - 0.5f)*length;
|
||||
for (int x = 0; x < resX; x++)
|
||||
{
|
||||
// [-width/2, width/2]
|
||||
float xPos = ((float)x/(resX - 1) - 0.5f)*width;
|
||||
vertices[x + z*resX] = (Vector3){ xPos, 0.0f, zPos };
|
||||
}
|
||||
}
|
||||
|
||||
// Normals definition
|
||||
Vector3 normals[vertexCount];
|
||||
for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f }; // Vector3.up;
|
||||
|
||||
// TexCoords definition
|
||||
Vector2 texcoords[vertexCount];
|
||||
for (int v = 0; v < resZ; v++)
|
||||
{
|
||||
for (int u = 0; u < resX; u++)
|
||||
{
|
||||
texcoords[u + v*resX] = (Vector2){ (float)u/(resX - 1), (float)v/(resZ - 1) };
|
||||
}
|
||||
}
|
||||
|
||||
// Triangles definition (indices)
|
||||
int nbFaces = (resX - 1)*(resZ - 1);
|
||||
int triangles[nbFaces*6];
|
||||
int t = 0;
|
||||
for (int face = 0; face < nbFaces; face++)
|
||||
{
|
||||
// Retrieve lower left corner from face ind
|
||||
int i = face % (resX - 1) + (face/(resZ - 1)*resX);
|
||||
|
||||
triangles[t++] = i + resX;
|
||||
triangles[t++] = i + 1;
|
||||
triangles[t++] = i;
|
||||
|
||||
triangles[t++] = i + resX;
|
||||
triangles[t++] = i + resX + 1;
|
||||
triangles[t++] = i + 1;
|
||||
}
|
||||
|
||||
mesh.vertexCount = vertexCount;
|
||||
mesh.triangleCount = nbFaces*2;
|
||||
mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
|
||||
mesh.indices = (unsigned short *)malloc(mesh.triangleCount*3*sizeof(unsigned short));
|
||||
|
||||
// Mesh vertices position array
|
||||
for (int i = 0; i < mesh.vertexCount; i++)
|
||||
{
|
||||
mesh.vertices[3*i] = vertices[i].x;
|
||||
mesh.vertices[3*i + 1] = vertices[i].y;
|
||||
mesh.vertices[3*i + 2] = vertices[i].z;
|
||||
}
|
||||
|
||||
// Mesh texcoords array
|
||||
for (int i = 0; i < mesh.vertexCount; i++)
|
||||
{
|
||||
mesh.texcoords[2*i] = texcoords[i].x;
|
||||
mesh.texcoords[2*i + 1] = texcoords[i].y;
|
||||
}
|
||||
|
||||
// Mesh normals array
|
||||
for (int i = 0; i < mesh.vertexCount; i++)
|
||||
{
|
||||
mesh.normals[3*i] = normals[i].x;
|
||||
mesh.normals[3*i + 1] = normals[i].y;
|
||||
mesh.normals[3*i + 2] = normals[i].z;
|
||||
}
|
||||
|
||||
// Mesh indices array initialization
|
||||
for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
|
||||
|
||||
#else // Use par_shapes library to generate plane mesh
|
||||
|
||||
par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ); // No normals/texcoords generated!!!
|
||||
par_shapes_scale(plane, width, length, 1.0f);
|
||||
par_shapes_rotate(plane, -PI/2.0f, (float[]){ 1, 0, 0 });
|
||||
par_shapes_translate(plane, -width/2, 0.0f, length/2);
|
||||
|
||||
mesh.vertices = (float *)malloc(plane->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(plane->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(plane->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = plane->ntriangles*3;
|
||||
mesh.triangleCount = plane->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = plane->points[plane->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = plane->points[plane->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = plane->points[plane->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = plane->normals[plane->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = plane->normals[plane->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = plane->normals[plane->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = plane->tcoords[plane->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = plane->tcoords[plane->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(plane);
|
||||
#endif
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generated cuboid mesh
|
||||
// NOTE: Vertex data is uploaded to GPU
|
||||
Mesh GenMeshCube(float width, float height, float length)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
#define CUSTOM_MESH_GEN_CUBE
|
||||
#if defined(CUSTOM_MESH_GEN_CUBE)
|
||||
float vertices[] = {
|
||||
-width/2, -height/2, length/2,
|
||||
width/2, -height/2, length/2,
|
||||
@ -760,6 +898,264 @@ Mesh GenMeshCube(float width, float height, float length)
|
||||
mesh.vertexCount = 24;
|
||||
mesh.triangleCount = 12;
|
||||
|
||||
#else // Use par_shapes library to generate cube mesh
|
||||
/*
|
||||
// Platonic solids:
|
||||
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
|
||||
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
|
||||
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (dyamond)
|
||||
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
|
||||
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
|
||||
*/
|
||||
// Platonic solid generation: cube (6 sides)
|
||||
// NOTE: No normals/texcoords generated by default
|
||||
par_shapes_mesh *cube = par_shapes_create_cube();
|
||||
cube->tcoords = PAR_MALLOC(float, 2*cube->npoints);
|
||||
for (int i = 0; i < 2*cube->npoints; i++) cube->tcoords[i] = 0.0f;
|
||||
par_shapes_scale(cube, width, height, length);
|
||||
par_shapes_translate(cube, -width/2, 0.0f, -length/2);
|
||||
par_shapes_compute_normals(cube);
|
||||
|
||||
mesh.vertices = (float *)malloc(cube->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(cube->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(cube->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = cube->ntriangles*3;
|
||||
mesh.triangleCount = cube->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = cube->points[cube->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = cube->points[cube->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = cube->points[cube->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = cube->normals[cube->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = cube->normals[cube->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = cube->normals[cube->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = cube->tcoords[cube->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = cube->tcoords[cube->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(cube);
|
||||
#endif
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate sphere mesh (standard sphere)
|
||||
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings);
|
||||
par_shapes_scale(sphere, radius, radius, radius);
|
||||
// NOTE: Soft normals are computed internally
|
||||
|
||||
mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = sphere->ntriangles*3;
|
||||
mesh.triangleCount = sphere->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(sphere);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate hemi-sphere mesh (half sphere, no bottom cap)
|
||||
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
par_shapes_mesh *sphere = par_shapes_create_hemisphere(slices, rings);
|
||||
par_shapes_scale(sphere, radius, radius, radius);
|
||||
// NOTE: Soft normals are computed internally
|
||||
|
||||
mesh.vertices = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(sphere->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(sphere->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = sphere->ntriangles*3;
|
||||
mesh.triangleCount = sphere->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = sphere->points[sphere->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = sphere->points[sphere->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = sphere->points[sphere->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = sphere->normals[sphere->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = sphere->normals[sphere->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = sphere->normals[sphere->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = sphere->tcoords[sphere->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = sphere->tcoords[sphere->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(sphere);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate cylinder mesh
|
||||
Mesh GenMeshCylinder(float radius, float height, int slices)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
// Instance a cylinder that sits on the Z=0 plane using the given tessellation
|
||||
// levels across the UV domain. Think of "slices" like a number of pizza
|
||||
// slices, and "stacks" like a number of stacked rings.
|
||||
// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
|
||||
par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
|
||||
par_shapes_scale(cylinder, radius, radius, height);
|
||||
par_shapes_rotate(cylinder, -PI/2.0f, (float[]){ 1, 0, 0 });
|
||||
|
||||
// Generate an orientable disk shape (top cap)
|
||||
par_shapes_mesh *capTop = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, 1 });
|
||||
capTop->tcoords = PAR_MALLOC(float, 2*capTop->npoints);
|
||||
for (int i = 0; i < 2*capTop->npoints; i++) capTop->tcoords[i] = 0.0f;
|
||||
par_shapes_rotate(capTop, -PI/2.0f, (float[]){ 1, 0, 0 });
|
||||
par_shapes_translate(capTop, 0, height, 0);
|
||||
|
||||
// Generate an orientable disk shape (bottom cap)
|
||||
par_shapes_mesh *capBottom = par_shapes_create_disk(radius, slices, (float[]){ 0, 0, 0 }, (float[]){ 0, 0, -1 });
|
||||
capBottom->tcoords = PAR_MALLOC(float, 2*capBottom->npoints);
|
||||
for (int i = 0; i < 2*capBottom->npoints; i++) capBottom->tcoords[i] = 0.95f;
|
||||
par_shapes_rotate(capBottom, PI/2.0f, (float[]){ 1, 0, 0 });
|
||||
|
||||
par_shapes_merge_and_free(cylinder, capTop);
|
||||
par_shapes_merge_and_free(cylinder, capBottom);
|
||||
|
||||
mesh.vertices = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(cylinder->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(cylinder->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = cylinder->ntriangles*3;
|
||||
mesh.triangleCount = cylinder->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = cylinder->points[cylinder->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = cylinder->points[cylinder->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = cylinder->points[cylinder->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = cylinder->normals[cylinder->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = cylinder->normals[cylinder->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = cylinder->normals[cylinder->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = cylinder->tcoords[cylinder->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = cylinder->tcoords[cylinder->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(cylinder);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate torus mesh
|
||||
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
if (radius > 1.0f) radius = 1.0f;
|
||||
else if (radius < 0.1f) radius = 0.1f;
|
||||
|
||||
// Create a donut that sits on the Z=0 plane with the specified inner radius
|
||||
// The outer radius can be controlled with par_shapes_scale
|
||||
par_shapes_mesh *torus = par_shapes_create_torus(radSeg, sides, radius);
|
||||
par_shapes_scale(torus, size/2, size/2, size/2);
|
||||
|
||||
mesh.vertices = (float *)malloc(torus->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(torus->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(torus->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = torus->ntriangles*3;
|
||||
mesh.triangleCount = torus->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = torus->points[torus->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = torus->points[torus->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = torus->points[torus->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = torus->normals[torus->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = torus->normals[torus->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = torus->normals[torus->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = torus->tcoords[torus->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = torus->tcoords[torus->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(torus);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// Generate trefoil knot mesh
|
||||
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides)
|
||||
{
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
if (radius > 3.0f) radius = 3.0f;
|
||||
else if (radius < 0.5f) radius = 0.5f;
|
||||
|
||||
par_shapes_mesh *knot = par_shapes_create_trefoil_knot(radSeg, sides, radius);
|
||||
par_shapes_scale(knot, size, size, size);
|
||||
|
||||
mesh.vertices = (float *)malloc(knot->ntriangles*3*3*sizeof(float));
|
||||
mesh.texcoords = (float *)malloc(knot->ntriangles*3*2*sizeof(float));
|
||||
mesh.normals = (float *)malloc(knot->ntriangles*3*3*sizeof(float));
|
||||
|
||||
mesh.vertexCount = knot->ntriangles*3;
|
||||
mesh.triangleCount = knot->ntriangles;
|
||||
|
||||
for (int k = 0; k < mesh.vertexCount; k++)
|
||||
{
|
||||
mesh.vertices[k*3] = knot->points[knot->triangles[k]*3];
|
||||
mesh.vertices[k*3 + 1] = knot->points[knot->triangles[k]*3 + 1];
|
||||
mesh.vertices[k*3 + 2] = knot->points[knot->triangles[k]*3 + 2];
|
||||
|
||||
mesh.normals[k*3] = knot->normals[knot->triangles[k]*3];
|
||||
mesh.normals[k*3 + 1] = knot->normals[knot->triangles[k]*3 + 1];
|
||||
mesh.normals[k*3 + 2] = knot->normals[knot->triangles[k]*3 + 2];
|
||||
|
||||
mesh.texcoords[k*2] = knot->tcoords[knot->triangles[k]*2];
|
||||
mesh.texcoords[k*2 + 1] = knot->tcoords[knot->triangles[k]*2 + 1];
|
||||
}
|
||||
|
||||
par_shapes_free_mesh(knot);
|
||||
|
||||
// Upload vertex data to GPU (static mesh)
|
||||
rlLoadMesh(&mesh, false);
|
||||
|
||||
@ -1234,6 +1630,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
|
||||
|
||||
return mesh;
|
||||
}
|
||||
#endif // SUPPORT_MESH_GENERATION
|
||||
|
||||
// Load material data (from file)
|
||||
Material LoadMaterial(const char *fileName)
|
||||
|
17
src/raylib.h
17
src/raylib.h
@ -701,6 +701,7 @@ RLAPI bool WindowShouldClose(void); // Check if KE
|
||||
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
||||
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
||||
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
||||
@ -759,6 +760,7 @@ RLAPI int GetRandomValue(int min, int max); // Returns a r
|
||||
|
||||
// Files management functions
|
||||
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
|
||||
RLAPI const char *GetExtension(const char *fileName); // Get file extension
|
||||
RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
|
||||
RLAPI const char *GetWorkingDirectory(void); // Get current working directory
|
||||
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
||||
@ -855,8 +857,10 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
|
||||
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 DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
||||
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
||||
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||
RLAPI void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
|
||||
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
||||
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
||||
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||
@ -952,7 +956,6 @@ RLAPI void DrawFPS(int posX, int posY);
|
||||
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
float fontSize, int spacing, Color tint);
|
||||
RLAPI void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
|
||||
|
||||
// Text misc. functions
|
||||
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
@ -995,12 +998,14 @@ RLAPI void UnloadModel(Model model);
|
||||
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
|
||||
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
|
||||
|
||||
//RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with desired subdivisions)
|
||||
// Mesh generation functions
|
||||
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 GenMeshCylinder(float radiusTop, float radiusBottom, float height, int slices); // Generate cylinder mesh
|
||||
//RLAPI Mesh GenMeshTorus(float radius1, float radius2, int radSeg, int sides); // Generate torus mesh
|
||||
//RLAPI Mesh GenMeshTube(float radius1, float radius2, float height, int sides); // Generate tube 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 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
|
||||
|
||||
|
12
src/rlgl.c
12
src/rlgl.c
@ -418,7 +418,6 @@ void rlPushMatrix(void)
|
||||
}
|
||||
|
||||
stack[stackCounter] = *currentMatrix;
|
||||
rlLoadIdentity();
|
||||
stackCounter++;
|
||||
|
||||
if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true;
|
||||
@ -814,6 +813,12 @@ void rlEnableTexture(unsigned int id)
|
||||
if (draws[drawsCounter - 1].textureId != id)
|
||||
{
|
||||
if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++;
|
||||
|
||||
if (drawsCounter >= MAX_DRAWS_BY_TEXTURE)
|
||||
{
|
||||
rlglDraw();
|
||||
drawsCounter = 1;
|
||||
}
|
||||
|
||||
draws[drawsCounter - 1].textureId = id;
|
||||
draws[drawsCounter - 1].vertexCount = 0;
|
||||
@ -2207,7 +2212,6 @@ void *rlReadTexturePixels(Texture2D texture)
|
||||
// 2 - Create an fbo, activate it, render quad with texture, glReadPixels()
|
||||
|
||||
#define GET_TEXTURE_FBO_OPTION_1 // It works
|
||||
|
||||
#if defined(GET_TEXTURE_FBO_OPTION_1)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
@ -2941,7 +2945,7 @@ void ToggleVrMode(void)
|
||||
|
||||
// Reset viewport and default projection-modelview matrices
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
|
||||
projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
||||
modelview = MatrixIdentity();
|
||||
}
|
||||
else vrStereoRender = true;
|
||||
@ -3043,7 +3047,7 @@ void EndVrDrawing(void)
|
||||
|
||||
// Reset viewport and default projection-modelview matrices
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
|
||||
projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
||||
modelview = MatrixIdentity();
|
||||
|
||||
rlDisableDepthTest();
|
||||
|
115
src/rres.h
115
src/rres.h
@ -34,6 +34,14 @@
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
/*
|
||||
References:
|
||||
RIFF file-format: http://www.johnloomis.org/cpe102/asgn/asgn1/riff.html
|
||||
ZIP file-format: https://en.wikipedia.org/wiki/Zip_(file_format)
|
||||
http://www.onicos.com/staff/iz/formats/zip.html
|
||||
XNB file-format: http://xbox.create.msdn.com/en-US/sample/xnb_format
|
||||
*/
|
||||
|
||||
#ifndef RRES_H
|
||||
#define RRES_H
|
||||
|
||||
@ -75,6 +83,9 @@
|
||||
void *data; // Resource data pointer (4 byte)
|
||||
} RRESData;
|
||||
|
||||
// RRES type (pointer to RRESData array)
|
||||
typedef struct RRESData *RRES; // Resource pointer
|
||||
|
||||
// RRESData type
|
||||
typedef enum {
|
||||
RRES_TYPE_RAW = 0,
|
||||
@ -83,12 +94,25 @@
|
||||
RRES_TYPE_VERTEX,
|
||||
RRES_TYPE_TEXT,
|
||||
RRES_TYPE_FONT_IMAGE,
|
||||
RRES_TYPE_FONT_CHARDATA, // Character { int value, recX, recY, recWidth, recHeight, offsetX, offsetY, xAdvance }
|
||||
RRES_TYPE_FONT_CHARDATA, // CharInfo { int value, recX, recY, recWidth, recHeight, offsetX, offsetY, xAdvance }
|
||||
RRES_TYPE_DIRECTORY
|
||||
} RRESDataType;
|
||||
|
||||
// RRES type (pointer to RRESData array)
|
||||
typedef struct RRESData *RRES;
|
||||
// Parameters information depending on resource type
|
||||
|
||||
// RRES_TYPE_RAW params: <custom>
|
||||
// RRES_TYPE_IMAGE params: width, height, mipmaps, format
|
||||
// RRES_TYPE_WAVE params: sampleCount, sampleRate, sampleSize, channels
|
||||
// RRES_TYPE_VERTEX params: vertexCount, vertexType, vertexFormat // Use masks instead?
|
||||
// RRES_TYPE_TEXT params: charsCount, cultureCode
|
||||
// RRES_TYPE_FONT_IMAGE params: width, height, format, mipmaps;
|
||||
// RRES_TYPE_FONT_CHARDATA params: charsCount, baseSize
|
||||
// RRES_TYPE_DIRECTORY params: fileCount, directoryCount
|
||||
|
||||
// SpriteFont = RRES_TYPE_FONT_IMAGE chunk + RRES_TYPE_FONT_DATA chunk
|
||||
// Mesh = multiple RRES_TYPE_VERTEX chunks
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -103,6 +127,54 @@
|
||||
RRESDEF RRES LoadResource(const char *fileName, int rresId);
|
||||
RRESDEF void UnloadResource(RRES rres);
|
||||
|
||||
/*
|
||||
QUESTION: How to load each type of data from RRES ?
|
||||
|
||||
rres->type == RRES_TYPE_RAW
|
||||
unsigned char data = (unsigned char *)rres[0]->data;
|
||||
|
||||
rres->type == RRES_TYPE_IMAGE
|
||||
Image image;
|
||||
image.data = rres[0]->data; // Be careful, duplicate pointer
|
||||
image.width = rres[0]->param1;
|
||||
image.height = rres[0]->param2;
|
||||
image.mipmaps = rres[0]->param3;
|
||||
image.format = rres[0]->format;
|
||||
|
||||
rres->type == RRES_TYPE_WAVE
|
||||
Wave wave;
|
||||
wave.data = rres[0]->data;
|
||||
wave.sampleCount = rres[0]->param1;
|
||||
wave.sampleRate = rres[0]->param2;
|
||||
wave.sampleSize = rres[0]->param3;
|
||||
wave.channels = rres[0]->param4;
|
||||
|
||||
rres->type == RRES_TYPE_VERTEX (multiple parts)
|
||||
Mesh mesh;
|
||||
mesh.vertexCount = rres[0]->param1;
|
||||
mesh.vertices = (float *)rres[0]->data;
|
||||
mesh.texcoords = (float *)rres[1]->data;
|
||||
mesh.normals = (float *)rres[2]->data;
|
||||
mesh.tangents = (float *)rres[3]->data;
|
||||
mesh.tangents = (unsigned char *)rres[4]->data;
|
||||
|
||||
rres->type == RRES_TYPE_TEXT
|
||||
unsigned char *text = (unsigned char *)rres->data;
|
||||
Shader shader = LoadShaderText(text, rres->param1); Shader LoadShaderText(const char *shdrText, int length);
|
||||
|
||||
rres->type == RRES_TYPE_FONT_IMAGE (multiple parts)
|
||||
rres->type == RRES_TYPE_FONT_CHARDATA
|
||||
SpriteFont font;
|
||||
font.texture = LoadTextureFromImage(image); // rres[0]
|
||||
font.chars = (CharInfo *)rres[1]->data;
|
||||
font.charsCount = rres[1]->param1;
|
||||
font.baseSize = rres[1]->param2;
|
||||
|
||||
rres->type == RRES_TYPE_DIRECTORY
|
||||
unsigned char *fileNames = (unsigned char *)rres[0]->data; // fileNames separed by \n
|
||||
int filesCount = rres[0]->param1;
|
||||
*/
|
||||
|
||||
#endif // RRES_H
|
||||
|
||||
|
||||
@ -169,6 +241,7 @@ typedef enum {
|
||||
// gzip, zopfli, lzo, zstd // Other compression algorythms...
|
||||
} RRESCompressionType;
|
||||
|
||||
// Encryption types
|
||||
typedef enum {
|
||||
RRES_CRYPTO_NONE = 0, // No data encryption
|
||||
RRES_CRYPTO_XOR, // XOR (128 bit) encryption
|
||||
@ -179,6 +252,7 @@ typedef enum {
|
||||
// twofish, RC5, RC6 // Other encryption algorythm...
|
||||
} RRESEncryptionType;
|
||||
|
||||
// Image/Texture data type
|
||||
typedef enum {
|
||||
RRES_IM_UNCOMP_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
||||
RRES_IM_UNCOMP_GRAY_ALPHA, // 16 bpp (2 channels)
|
||||
@ -201,6 +275,7 @@ typedef enum {
|
||||
//...
|
||||
} RRESImageFormat;
|
||||
|
||||
// Vertex data type
|
||||
typedef enum {
|
||||
RRES_VERT_POSITION,
|
||||
RRES_VERT_TEXCOORD1,
|
||||
@ -214,6 +289,7 @@ typedef enum {
|
||||
//...
|
||||
} RRESVertexType;
|
||||
|
||||
// Vertex data format type
|
||||
typedef enum {
|
||||
RRES_VERT_BYTE,
|
||||
RRES_VERT_SHORT,
|
||||
@ -275,10 +351,10 @@ RRESDEF RRES LoadResource(const char *fileName, int rresId)
|
||||
// Read resource info and parameters
|
||||
fread(&infoHeader, sizeof(RRESInfoHeader), 1, rresFile);
|
||||
|
||||
rres = (RRES)malloc(sizeof(RRESData)*infoHeader.partsCount);
|
||||
|
||||
if (infoHeader.id == rresId)
|
||||
{
|
||||
rres = (RRES)malloc(sizeof(RRESData)*infoHeader.partsCount);
|
||||
|
||||
// Load all required resources parts
|
||||
for (int k = 0; k < infoHeader.partsCount; k++)
|
||||
{
|
||||
@ -327,8 +403,11 @@ RRESDEF RRES LoadResource(const char *fileName, int rresId)
|
||||
return rres;
|
||||
}
|
||||
|
||||
// Unload resource data
|
||||
RRESDEF void UnloadResource(RRES rres)
|
||||
{
|
||||
// TODO: When you load resource... how many parts conform it? depends on type? --> Not clear...
|
||||
|
||||
if (rres[0].data != NULL) free(rres[0].data);
|
||||
}
|
||||
|
||||
@ -401,28 +480,4 @@ void TraceLog(int logType, const char *text, ...)
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // RAYGUI_IMPLEMENTATION
|
||||
|
||||
/*
|
||||
Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData);
|
||||
Mesh LoadMeshEx(rres.param1, rres.data, rres.data + offset, rres.data + offset*2, rres.data + offset*3);
|
||||
|
||||
Shader LoadShader(const char *vsText, int vsLength);
|
||||
Shader LoadShaderV(rres.data, rres.param1);
|
||||
|
||||
// Parameters information depending on resource type
|
||||
|
||||
// RRES_TYPE_IMAGE params: imgWidth, imgHeight, format, mipmaps;
|
||||
// RRES_TYPE_WAVE params: sampleCount, sampleRate, sampleSize, channels;
|
||||
// RRES_TYPE_FONT_IMAGE params: imgWidth, imgHeight, format, mipmaps;
|
||||
// RRES_TYPE_FONT_DATA params: charsCount, baseSize
|
||||
// RRES_TYPE_VERTEX params: vertexCount, vertexType, vertexFormat // Use masks instead?
|
||||
// RRES_TYPE_TEXT params: charsCount, cultureCode
|
||||
// RRES_TYPE_DIRECTORY params: fileCount, directoryCount
|
||||
|
||||
// SpriteFont = RRES_TYPE_FONT_IMAGE chunk + RRES_TYPE_FONT_DATA chunk
|
||||
// Mesh = multiple RRES_TYPE_VERTEX chunks
|
||||
|
||||
Ref: RIFF file-format: http://www.johnloomis.org/cpe102/asgn/asgn1/riff.html
|
||||
|
||||
*/
|
||||
#endif // RRES_IMPLEMENTATION
|
||||
|
55
src/shapes.c
55
src/shapes.c
@ -289,6 +289,53 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
// Draw a gradient-filled rectangle
|
||||
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
|
||||
{
|
||||
rlEnableTexture(GetTextureDefault().id); // Default white texture
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f);
|
||||
|
||||
rlColor4ub(col1.r, col1.g, col1.b, col1.a);
|
||||
rlTexCoord2f(0.0f, 0.0f);
|
||||
rlVertex2f(rec.x, rec.y);
|
||||
|
||||
rlColor4ub(col2.r, col2.g, col2.b, col2.a);
|
||||
rlTexCoord2f(0.0f, 1.0f);
|
||||
rlVertex2f(rec.x, rec.y + rec.height);
|
||||
|
||||
rlColor4ub(col3.r, col3.g, col3.b, col3.a);
|
||||
rlTexCoord2f(1.0f, 1.0f);
|
||||
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
|
||||
|
||||
rlColor4ub(col4.r, col4.g, col4.b, col4.a);
|
||||
rlTexCoord2f(1.0f, 0.0f);
|
||||
rlVertex2f(rec.x + rec.width, rec.y);
|
||||
rlEnd();
|
||||
|
||||
// Draw rectangle using font texture white character
|
||||
/*
|
||||
rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
|
||||
(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
|
||||
rlVertex2f(rec.x, rec.y);
|
||||
|
||||
rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
|
||||
(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
|
||||
rlVertex2f(rec.x, rec.y + rec.height);
|
||||
|
||||
rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
|
||||
(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
|
||||
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
|
||||
|
||||
rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
|
||||
(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
|
||||
rlVertex2f(rec.x + rec.width, rec.y);
|
||||
*/
|
||||
|
||||
rlDisableTexture();
|
||||
}
|
||||
|
||||
// Draw a color-filled rectangle (Vector version)
|
||||
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
|
||||
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
@ -362,6 +409,14 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw rectangle using text character (char: 127)
|
||||
// NOTE: Useful to avoid changing to default white texture
|
||||
void DrawRectangleT(int posX, int posY, int width, int height, Color color)
|
||||
{
|
||||
DrawTexturePro(GetDefaultFont().texture, GetDefaultFont().chars[95].rec,
|
||||
(Rectangle){ posX, posY, width, height }, (Vector2){ 0, 0 }, 0.0f, color);
|
||||
}
|
||||
|
||||
// Draw a triangle
|
||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
||||
{
|
||||
|
@ -457,14 +457,6 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, float
|
||||
}
|
||||
}
|
||||
|
||||
// Draw rectangle using text character (char: 127)
|
||||
// NOTE: Useful to avoid changing to default white texture
|
||||
void DrawRectangleT(int posX, int posY, int width, int height, Color color)
|
||||
{
|
||||
DrawTexturePro(GetDefaultFont().texture, GetDefaultFont().chars[95].rec,
|
||||
(Rectangle){ posX, posY, width, height }, (Vector2){ 0, 0 }, 0.0f, color);
|
||||
}
|
||||
|
||||
// Formatting of text with variables to 'embed'
|
||||
const char *FormatText(const char *text, ...)
|
||||
{
|
||||
|
@ -23,6 +23,9 @@
|
||||
* Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop...
|
||||
* If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()
|
||||
*
|
||||
* #define SUPPORT_IMAGE_GENERATION
|
||||
* Support proedural image generation functionality (gradient, spot, perlin-noise, cellular)
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* stb_image - Multiple image formats loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC)
|
||||
* NOTE: stb_image has been slightly modified to support Android platform.
|
||||
@ -56,6 +59,7 @@
|
||||
#define SUPPORT_FILEFORMAT_DDS
|
||||
#define SUPPORT_FILEFORMAT_HDR
|
||||
#define SUPPORT_IMAGE_MANIPULATION
|
||||
#define SUPPORT_IMAGE_GENERATION
|
||||
//-------------------------------------------------
|
||||
|
||||
#include "raylib.h"
|
||||
@ -1064,7 +1068,7 @@ Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing
|
||||
|
||||
Vector2 imSize = MeasureTextEx(font, text, font.baseSize, spacing);
|
||||
|
||||
// NOTE: GetTextureData() not available in OpenGL ES
|
||||
// NOTE: glGetTexImage() not available in OpenGL ES
|
||||
Image imFont = GetTextureData(font.texture);
|
||||
|
||||
ImageFormat(&imFont, UNCOMPRESSED_R8G8B8A8); // Convert to 32 bit for color tint
|
||||
@ -1447,6 +1451,7 @@ void ImageColorBrightness(Image *image, int brightness)
|
||||
}
|
||||
#endif // SUPPORT_IMAGE_MANIPULATION
|
||||
|
||||
#if defined(SUPPORT_IMAGE_GENERATION)
|
||||
// Generate image: vertical gradient
|
||||
Image GenImageGradientV(int width, int height, Color top, Color bottom)
|
||||
{
|
||||
@ -1647,6 +1652,7 @@ Image GenImageCellular(int width, int height, int tileSize)
|
||||
|
||||
return image;
|
||||
}
|
||||
#endif // SUPPORT_IMAGE_GENERATION
|
||||
|
||||
// Generate GPU mipmaps for a texture
|
||||
void GenTextureMipmaps(Texture2D *texture)
|
||||
|
@ -14,7 +14,7 @@
|
||||
android:versionCode="1"
|
||||
android:versionName="1.0" >
|
||||
|
||||
<uses-sdk android:minSdkVersion="14" android:targetSdkVersion="17" />
|
||||
<uses-sdk android:minSdkVersion="16" android:targetSdkVersion="16" />
|
||||
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
|
||||
<!--<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" android:required="true"/>-->
|
||||
<!-- We do not have Java code. Therefore android:hasCode is set to false. -->
|
||||
|
144
templates/android_project/Makefile
Normal file
144
templates/android_project/Makefile
Normal file
@ -0,0 +1,144 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 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.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define raylib platform to compile for
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
|
||||
# Android project name (.apk)
|
||||
PROJECT_NAME = NativeActivity
|
||||
PROJECT_DIR = ./
|
||||
|
||||
# Generated shared library name
|
||||
# NOTE: It should match the name defined in the AndroidManifest.xml
|
||||
LIBRARY_NAME = raylib_game
|
||||
|
||||
# Generated key pass
|
||||
KEYSTORE_PASS = raylib
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
ANDROID_BUILD_TOOLS = C:/android-sdk/build-tools/26.0.1
|
||||
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_25
|
||||
|
||||
# Compilers
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
|
||||
# Define compiler flags
|
||||
CFLAGS = -O2 -s -Wall -std=c99 -DPLATFORM_ANDROID -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
|
||||
# Define any directories containing required header files
|
||||
INCLUDES = -I. -Ijni/include -I$(ANDROID_NDK)/sources/android/native_app_glue
|
||||
|
||||
# Define library paths containing required libs
|
||||
LFLAGS = -L. -Ljni/libs -Ljni -Ltemp/lib
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LIBS = -lraylib -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES
|
||||
|
||||
# Building APK
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: project_dirs \
|
||||
native_app_glue \
|
||||
project_code \
|
||||
gen_keystore \
|
||||
project_package \
|
||||
project_class \
|
||||
project_class_dex \
|
||||
project_apk \
|
||||
apk_signing \
|
||||
apk_zip_align
|
||||
|
||||
# Create required temp directories for APK building
|
||||
project_dirs:
|
||||
if not exist temp mkdir temp
|
||||
if not exist temp\obj mkdir temp\obj
|
||||
if not exist temp\src mkdir temp\src
|
||||
if not exist temp\lib mkdir temp\lib
|
||||
if not exist temp\bin mkdir temp\bin
|
||||
|
||||
# Compile native_app_glue as static library
|
||||
# OUTPUT: $(PROJECT_DIR)/temp/obj/libnative_app_glue.a
|
||||
native_app_glue:
|
||||
$(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o temp/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_DIR)/temp/lib/libnative_app_glue.a temp/obj/native_app_glue.o
|
||||
|
||||
# Compile project code as shared libraries
|
||||
# OUTPUT: $(PROJECT_DIR)/temp/lib/lib$(LIBRARY_NAME).so
|
||||
project_code:
|
||||
$(CC) -c jni/basic_game.c -o temp/obj/basic_game.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC
|
||||
$(CC) -o temp/lib/lib$(LIBRARY_NAME).so temp/obj/basic_game.o -shared $(INCLUDES) $(LFLAGS) $(LIBS) -lnative_app_glue
|
||||
|
||||
# Generate key for APK signing
|
||||
# OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore
|
||||
gen_keystore:
|
||||
$(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=raylib,O=Android,C=JPN" -keystore temp/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Create temp/src/com/raylib/$(LIBRARY_NAME)/R.java
|
||||
# OUTPUT: $(PROJECT_DIR)/temp/src/com/raylib/$(LIBRARY_NAME)/R.java
|
||||
# NOTE: DEPENDS on res/values/strings.xml
|
||||
project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S res -J temp/src -M AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
|
||||
|
||||
# Create temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
|
||||
# OUTPUT: $(PROJECT_DIR)/temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
|
||||
project_class:
|
||||
$(JAVA_HOME)/bin/javac -source 1.7 -target 1.7 -d temp/obj -classpath $(ANDROID_HOME)/platforms/android-16/android.jar -sourcepath temp/src temp/src/com/raylib/game_sample/R.java
|
||||
|
||||
# Create temp/bin/classes.dex
|
||||
# OUTPUT: $(PROJECT_DIR)/bin/classes.dex
|
||||
# NOTE: DEPENDS on temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
|
||||
project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --dex --output=temp/bin/classes.dex temp/obj
|
||||
|
||||
# Create temp/bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: DEPENDS on temp/bin/classes.dex and temp/lib/lib$(LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
project_apk:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -M AndroidManifest.xml -S res -A assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F temp/bin/$(PROJECT_NAME).unsigned.apk -J temp/bin
|
||||
$(ANDROID_BUILD_TOOLS)/aapt add $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).unsigned.apk temp/lib/lib$(LIBRARY_NAME).so
|
||||
|
||||
# Create temp/bin/$(PROJECT_NAME).signed.apk
|
||||
apk_signing:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore temp/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -signedjar $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).signed.apk temp/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create temp/bin/$(PROJECT_NAME).apk
|
||||
apk_zip_align:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 temp/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Deploy $(PROJECT_NAME).apk to device
|
||||
deploy:
|
||||
$(ANDROID_HOME)/platform-tools/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_HOME)/platform-tools/adb logcat -c
|
||||
$(ANDROID_HOME)/platform-tools/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del temp\bin\* temp\lib\* temp\obj\* temp\src\* /f/s/q
|
||||
del temp\*.keystore
|
||||
rmdir temp /s /q
|
||||
@echo Cleaning done
|
@ -1,92 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project name="nativeGame" default="help">
|
||||
|
||||
<!-- The local.properties file is created and updated by the 'android' tool.
|
||||
It contains the path to the SDK. It should *NOT* be checked into
|
||||
Version Control Systems. -->
|
||||
<property file="local.properties" />
|
||||
|
||||
<!-- The ant.properties file can be created by you. It is only edited by the
|
||||
'android' tool to add properties to it.
|
||||
This is the place to change some Ant specific build properties.
|
||||
Here are some properties you may want to change/update:
|
||||
|
||||
source.dir
|
||||
The name of the source directory. Default is 'src'.
|
||||
out.dir
|
||||
The name of the output directory. Default is 'bin'.
|
||||
|
||||
For other overridable properties, look at the beginning of the rules
|
||||
files in the SDK, at tools/ant/build.xml
|
||||
|
||||
Properties related to the SDK location or the project target should
|
||||
be updated using the 'android' tool with the 'update' action.
|
||||
|
||||
This file is an integral part of the build system for your
|
||||
application and should be checked into Version Control Systems.
|
||||
|
||||
-->
|
||||
<property file="ant.properties" />
|
||||
|
||||
<!-- if sdk.dir was not set from one of the property file, then
|
||||
get it from the ANDROID_HOME env var.
|
||||
This must be done before we load project.properties since
|
||||
the proguard config can use sdk.dir -->
|
||||
<property environment="env" />
|
||||
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
|
||||
<isset property="env.ANDROID_HOME" />
|
||||
</condition>
|
||||
|
||||
<!-- The project.properties file is created and updated by the 'android'
|
||||
tool, as well as ADT.
|
||||
|
||||
This contains project specific properties such as project target, and library
|
||||
dependencies. Lower level build properties are stored in ant.properties
|
||||
(or in .classpath for Eclipse projects).
|
||||
|
||||
This file is an integral part of the build system for your
|
||||
application and should be checked into Version Control Systems. -->
|
||||
<loadproperties srcFile="project.properties" />
|
||||
|
||||
<!-- quick check on sdk.dir -->
|
||||
<fail
|
||||
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
|
||||
unless="sdk.dir"
|
||||
/>
|
||||
|
||||
<!--
|
||||
Import per project custom build rules if present at the root of the project.
|
||||
This is the place to put custom intermediary targets such as:
|
||||
-pre-build
|
||||
-pre-compile
|
||||
-post-compile (This is typically used for code obfuscation.
|
||||
Compiled code location: ${out.classes.absolute.dir}
|
||||
If this is not done in place, override ${out.dex.input.absolute.dir})
|
||||
-post-package
|
||||
-post-build
|
||||
-pre-clean
|
||||
-->
|
||||
<import file="custom_rules.xml" optional="true" />
|
||||
|
||||
<!-- Import the actual build file.
|
||||
|
||||
To customize existing targets, there are two options:
|
||||
- Customize only one target:
|
||||
- copy/paste the target into this file, *before* the
|
||||
<import> task.
|
||||
- customize it to your needs.
|
||||
- Customize the whole content of build.xml
|
||||
- copy/paste the content of the rules files (minus the top node)
|
||||
into this file, replacing the <import> task.
|
||||
- customize to your needs.
|
||||
|
||||
***********************
|
||||
****** IMPORTANT ******
|
||||
***********************
|
||||
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
|
||||
in order to avoid having your file be overridden by tools such as "android update project"
|
||||
-->
|
||||
<!-- version-tag: 1 -->
|
||||
<import file="${sdk.dir}/tools/ant/build.xml" />
|
||||
|
||||
</project>
|
@ -14,6 +14,8 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "android_native_app_glue.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -1,6 +1,6 @@
|
||||
/**********************************************************************************************
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib v1.7.0
|
||||
* raylib v1.8.0
|
||||
*
|
||||
* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
|
||||
*
|
||||
@ -291,14 +291,17 @@
|
||||
#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
|
||||
#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
|
||||
|
||||
// Shader and material limits
|
||||
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
|
||||
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifndef __cplusplus
|
||||
// Boolean type
|
||||
#if !defined(_STDBOOL_H)
|
||||
#if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form
|
||||
typedef enum { false, true } bool;
|
||||
#define _STDBOOL_H
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -401,63 +404,46 @@ typedef struct Camera2D {
|
||||
|
||||
// Bounding box type
|
||||
typedef struct BoundingBox {
|
||||
Vector3 min; // minimum vertex box-corner
|
||||
Vector3 max; // maximum vertex box-corner
|
||||
Vector3 min; // Minimum vertex box-corner
|
||||
Vector3 max; // Maximum vertex box-corner
|
||||
} BoundingBox;
|
||||
|
||||
// Vertex data definning a mesh
|
||||
// NOTE: Data stored in CPU memory (and GPU)
|
||||
typedef struct Mesh {
|
||||
int vertexCount; // number of vertices stored in arrays
|
||||
int triangleCount; // number of triangles stored (indexed or not)
|
||||
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 second texture coordinates (useful for lightmaps) (shader-location = 5)
|
||||
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
||||
float *tangents; // vertex tangents (XYZ - 3 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)
|
||||
int vertexCount; // Number of vertices stored in arrays
|
||||
int triangleCount; // Number of triangles stored (indexed or not)
|
||||
|
||||
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 second texture coordinates (useful for lightmaps) (shader-location = 5)
|
||||
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
||||
float *tangents; // Vertex tangents (XYZ - 3 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)
|
||||
|
||||
unsigned int vaoId; // OpenGL Vertex Array Object id
|
||||
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
||||
} Mesh;
|
||||
|
||||
// Shader type (generic shader)
|
||||
// Shader type (generic)
|
||||
typedef struct Shader {
|
||||
unsigned int id; // Shader program id
|
||||
|
||||
// Vertex attributes locations (default locations)
|
||||
int vertexLoc; // Vertex attribute location point (default-location = 0)
|
||||
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
|
||||
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
|
||||
int normalLoc; // Normal attribute location point (default-location = 2)
|
||||
int tangentLoc; // Tangent attribute location point (default-location = 4)
|
||||
int colorLoc; // Color attibute location point (default-location = 3)
|
||||
|
||||
// Uniform locations
|
||||
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
|
||||
int colDiffuseLoc; // Diffuse color uniform location point (fragment shader)
|
||||
int colAmbientLoc; // Ambient color uniform location point (fragment shader)
|
||||
int colSpecularLoc; // Specular color uniform location point (fragment shader)
|
||||
|
||||
// Texture map locations (generic for any kind of map)
|
||||
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
|
||||
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
|
||||
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
|
||||
unsigned int id; // Shader program id
|
||||
int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
|
||||
} Shader;
|
||||
|
||||
// Material type
|
||||
// Material texture map
|
||||
typedef struct MaterialMap {
|
||||
Texture2D texture; // Material map texture
|
||||
Color color; // Material map color
|
||||
float value; // Material map value
|
||||
} MaterialMap;
|
||||
|
||||
// Material type (generic)
|
||||
typedef struct Material {
|
||||
Shader shader; // Standard shader (supports 3 map textures)
|
||||
|
||||
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
|
||||
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
|
||||
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
|
||||
|
||||
Color colDiffuse; // Diffuse color
|
||||
Color colAmbient; // Ambient color
|
||||
Color colSpecular; // Specular color
|
||||
|
||||
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||
Shader shader; // Material shader
|
||||
MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
|
||||
float *params; // Material generic parameters (if required)
|
||||
} Material;
|
||||
|
||||
// Model type
|
||||
@ -473,7 +459,7 @@ typedef struct Ray {
|
||||
Vector3 direction; // Ray direction
|
||||
} Ray;
|
||||
|
||||
// Information returned from a raycast
|
||||
// Raycast hit information
|
||||
typedef struct RayHitInfo {
|
||||
bool hit; // Did the ray hit something?
|
||||
float distance; // Distance to nearest hit
|
||||
@ -534,13 +520,63 @@ typedef struct RRESData *RRES;
|
||||
//----------------------------------------------------------------------------------
|
||||
// Trace log type
|
||||
typedef enum {
|
||||
INFO = 0,
|
||||
WARNING,
|
||||
ERROR,
|
||||
DEBUG,
|
||||
OTHER
|
||||
LOG_INFO = 0,
|
||||
LOG_WARNING,
|
||||
LOG_ERROR,
|
||||
LOG_DEBUG,
|
||||
LOG_OTHER
|
||||
} LogType;
|
||||
|
||||
// Shader location point type
|
||||
typedef enum {
|
||||
LOC_VERTEX_POSITION = 0,
|
||||
LOC_VERTEX_TEXCOORD01,
|
||||
LOC_VERTEX_TEXCOORD02,
|
||||
LOC_VERTEX_NORMAL,
|
||||
LOC_VERTEX_TANGENT,
|
||||
LOC_VERTEX_COLOR,
|
||||
LOC_MATRIX_MVP,
|
||||
LOC_MATRIX_MODEL,
|
||||
LOC_MATRIX_VIEW,
|
||||
LOC_MATRIX_PROJECTION,
|
||||
LOC_VECTOR_VIEW,
|
||||
LOC_COLOR_DIFFUSE,
|
||||
LOC_COLOR_SPECULAR,
|
||||
LOC_COLOR_AMBIENT,
|
||||
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
|
||||
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
|
||||
LOC_MAP_NORMAL,
|
||||
LOC_MAP_ROUGHNESS,
|
||||
LOC_MAP_OCCUSION,
|
||||
LOC_MAP_EMISSION,
|
||||
LOC_MAP_HEIGHT,
|
||||
LOC_MAP_CUBEMAP,
|
||||
LOC_MAP_IRRADIANCE,
|
||||
LOC_MAP_PREFILTER,
|
||||
LOC_MAP_BRDF
|
||||
} ShaderLocationIndex;
|
||||
|
||||
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
|
||||
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
|
||||
|
||||
// Material map type
|
||||
typedef enum {
|
||||
MAP_ALBEDO = 0, // MAP_DIFFUSE
|
||||
MAP_METALNESS = 1, // MAP_SPECULAR
|
||||
MAP_NORMAL = 2,
|
||||
MAP_ROUGHNESS = 3,
|
||||
MAP_OCCLUSION,
|
||||
MAP_EMISSION,
|
||||
MAP_HEIGHT,
|
||||
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
MAP_BRDF
|
||||
} TexmapIndex;
|
||||
|
||||
#define MAP_DIFFUSE MAP_ALBEDO
|
||||
#define MAP_SPECULAR MAP_METALNESS
|
||||
|
||||
// Texture formats
|
||||
// NOTE: Support depends on OpenGL version and platform
|
||||
typedef enum {
|
||||
@ -653,17 +689,19 @@ extern "C" { // Prevents name mangling of functions
|
||||
//------------------------------------------------------------------------------------
|
||||
// Window and Graphics Device Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Window-related functions
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity
|
||||
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
|
||||
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
||||
#endif
|
||||
|
||||
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
||||
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
||||
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
||||
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
||||
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
||||
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
||||
@ -671,6 +709,7 @@ RLAPI int GetScreenWidth(void); // Get current
|
||||
RLAPI int GetScreenHeight(void); // Get current screen height
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
// 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
|
||||
@ -678,10 +717,10 @@ RLAPI void EnableCursor(void); // Enables cur
|
||||
RLAPI void DisableCursor(void); // Disables cursor (lock cursor)
|
||||
#endif
|
||||
|
||||
// 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
||||
RLAPI void End2dMode(void); // Ends 2D mode with custom camera
|
||||
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
|
||||
@ -689,29 +728,39 @@ RLAPI void End3dMode(void); // Ends 3D mod
|
||||
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
||||
|
||||
// Screen-space-related functions
|
||||
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
||||
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
|
||||
// Timming-related functions
|
||||
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
RLAPI int GetFPS(void); // Returns current FPS
|
||||
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
|
||||
|
||||
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
// Color-related functions
|
||||
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
||||
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
|
||||
RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
||||
|
||||
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
||||
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
||||
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
||||
|
||||
// Math useful functions (available from raymath.h)
|
||||
RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
|
||||
RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
|
||||
RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
|
||||
RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
|
||||
RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
|
||||
|
||||
// Misc. functions
|
||||
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
|
||||
RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
|
||||
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
|
||||
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
||||
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
|
||||
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
||||
|
||||
// Files management functions
|
||||
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
|
||||
RLAPI const char *GetExtension(const char *fileName); // Get file extension
|
||||
RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
|
||||
RLAPI const char *GetWorkingDirectory(void); // Get current working directory
|
||||
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
||||
@ -719,12 +768,15 @@ RLAPI bool IsFileDropped(void); // Check if a
|
||||
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
|
||||
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
||||
|
||||
// Persistent storage management
|
||||
RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
|
||||
RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Input-related functions: keyboard
|
||||
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
||||
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
||||
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
@ -732,6 +784,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key
|
||||
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
// Input-related functions: gamepads
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
||||
@ -743,6 +796,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
|
||||
// Input-related functions: mouse
|
||||
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
||||
@ -753,6 +807,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p
|
||||
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
|
||||
// Input-related functions: touch
|
||||
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
@ -786,6 +841,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey,
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Basic shapes drawing functions
|
||||
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
|
||||
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
|
||||
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
|
||||
@ -800,14 +857,17 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
|
||||
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 DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
|
||||
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
|
||||
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
|
||||
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
|
||||
RLAPI void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
|
||||
RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
|
||||
RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
|
||||
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
|
||||
RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
|
||||
RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
|
||||
|
||||
// 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
|
||||
@ -819,6 +879,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve
|
||||
//------------------------------------------------------------------------------------
|
||||
// Texture Loading and Drawing Functions (Module: textures)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Image/Texture2D data loading/unloading/saving functions
|
||||
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
||||
RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
|
||||
RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
|
||||
@ -832,6 +894,9 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target);
|
||||
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
|
||||
RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file
|
||||
|
||||
// Image manipulation functions
|
||||
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
||||
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
|
||||
@ -853,10 +918,22 @@ RLAPI void ImageColorInvert(Image *image);
|
||||
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)
|
||||
|
||||
// Image generation functions
|
||||
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
|
||||
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
|
||||
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial 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, float scale); // Generate image: perlin noise
|
||||
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
|
||||
|
||||
// Texture2D configuration functions
|
||||
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
|
||||
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
|
||||
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
|
||||
|
||||
// Texture2D 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
|
||||
@ -867,24 +944,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
|
||||
//------------------------------------------------------------------------------------
|
||||
// Font Loading and Text Drawing Functions (Module: text)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// SpriteFont loading/unloading functions
|
||||
RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
|
||||
RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
|
||||
RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM)
|
||||
|
||||
// Text drawing functions
|
||||
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
|
||||
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
||||
RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
|
||||
float fontSize, int spacing, Color tint);
|
||||
|
||||
// Text misc. functions
|
||||
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
||||
RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
|
||||
|
||||
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
|
||||
RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
|
||||
RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// 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 DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
|
||||
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
|
||||
@ -905,19 +988,33 @@ RLAPI void DrawGizmo(Vector3 position);
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
|
||||
RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
|
||||
RLAPI Model LoadModel(const char *fileName); // Load model from file
|
||||
RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
|
||||
RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
|
||||
RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
|
||||
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
|
||||
|
||||
// Model loading/unloading functions
|
||||
RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
|
||||
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
|
||||
RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
|
||||
|
||||
// Mesh loading/unloading functions
|
||||
RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
|
||||
RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
|
||||
|
||||
// Mesh generation functions
|
||||
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 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 LoadMaterial(const char *fileName); // Load material from file
|
||||
RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
||||
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
||||
|
||||
// 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
|
||||
@ -925,11 +1022,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
|
||||
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 DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
|
||||
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
|
||||
Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
|
||||
// Collision detection functions
|
||||
RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
@ -946,46 +1043,56 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
|
||||
// Shaders System Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Shader loading/unloading functions
|
||||
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
|
||||
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
|
||||
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
||||
|
||||
RLAPI Shader GetDefaultShader(void); // Get default shader
|
||||
RLAPI Texture2D GetDefaultTexture(void); // Get default texture
|
||||
RLAPI Shader GetShaderDefault(void); // Get default shader
|
||||
RLAPI Texture2D GetTextureDefault(void); // Get default texture
|
||||
|
||||
// Shader configuration functions
|
||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
|
||||
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
|
||||
// Texture maps generation (PBR)
|
||||
// NOTE: Required shaders should be provided
|
||||
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
||||
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
||||
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
||||
RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
|
||||
|
||||
// Shading begin/end functions
|
||||
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)
|
||||
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// VR experience Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
// VR control functions
|
||||
RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
||||
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
|
||||
RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
|
||||
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
|
||||
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
|
||||
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// 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)
|
||||
|
||||
// Wave/Sound loading/unloading functions
|
||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
||||
RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
|
||||
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
||||
@ -993,6 +1100,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave); // Load so
|
||||
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
|
||||
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||
|
||||
// Wave/Sound management functions
|
||||
RLAPI void PlaySound(Sound sound); // Play a sound
|
||||
RLAPI void PauseSound(Sound sound); // Pause a sound
|
||||
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
|
||||
@ -1004,6 +1113,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);
|
||||
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
||||
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
|
||||
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
|
||||
|
||||
// Music management functions
|
||||
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||
RLAPI void PlayMusicStream(Music music); // Start music playing
|
||||
@ -1018,8 +1129,8 @@ RLAPI void SetMusicLoopCount(Music music, float count); // Set mus
|
||||
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
// AudioStream management functions
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
|
||||
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
|
Binary file not shown.
@ -1,14 +0,0 @@
|
||||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must be checked in Version Control Systems.
|
||||
#
|
||||
# To customize properties used by the Ant build system edit
|
||||
# "ant.properties", and override values to adapt the script to your
|
||||
# project structure.
|
||||
#
|
||||
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
|
||||
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
|
||||
|
||||
# Project target.
|
||||
target=android-19
|
Loading…
Reference in New Issue
Block a user