Merge branch 'develop' of https://github.com/raysan5/raylib into develop

This commit is contained in:
Ray 2017-10-02 00:12:55 +02:00
commit 515a7c3526
2 changed files with 57 additions and 49 deletions

104
CHANGELOG
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@ -7,16 +7,16 @@ Current Release: raylib 1.8.0 (Oct 2017)
Release: raylib 1.8.0 (Oct 2017)
-----------------------------------------------
NOTE:
In this release, multiple parts of the library have been reviewed again for consistency and simplification.
It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience.
In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
BIG CHANGES:
- Image generation functions: Gradient, Checked, Noise, Cellular...
- Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- New Image generation functions: Gradient, Checked, Noise, Cellular...
- New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- New Shaders and Materials systems to support PBR materials
- Custom Android toolchain for APK building with simple Makefile
- Complete review of raymath functionality (Matrix, Quaternion)
- Custom Android APK build pipeline with simple Makefile
- Complete review of rlgl layer functionality
- Complete review of raymath functionality
detailed changes:
[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
@ -35,54 +35,60 @@ detailed changes:
[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
// Texture maps generation (PBR)
[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
[core] ADDED: SetWindowTitle()
[core] ADDED: GetExtension()
[textures] ADDED: SaveImageAs()
? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
// Image generation functions
[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Texture maps generation (PBR)
[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
[models] REMOVED: LoadMeshEx()
[models] REMOVED: UpdateMesh()
[models] REMOVED: LoadHeightmap()
[models] REMOVED: LoadCubicmap()
[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
[core] ADDED: GetExtension(), Get file extension
[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
[textures] ADDED: SaveImageAs(), Save image as PNG file
[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
[textures] ADDED: GenImageChecked(), Generate image: checked
[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
[models] REMOVED: UpdateMesh(), very ineficient
[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
// Mesh generation functions
[models] ADDED: GenMeshPlane()
[models] ADDED: GenMeshCube()
[models] ADDED: GenMeshSphere()
[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
[raymath] Reviewed full Matrix functionality
[raymath] Renamed Vector3 functions for consistency
[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
[models] ADDED: GenMeshCube(), Generate cuboid mesh
[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
[models] ADDED: GenMeshTorus(), Generate torus mesh
[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
[raymath] REVIEW: full Matrix functionality to align with GLM in usage
[raymath] RENAME: Vector3 functions for consistency: Vector*() renamed to Vector3*()
[build] Integrate Android APK building into examples Makefile
[example] ADDED:
[example] ADDED:
[example] ADDED:
[build] Integrate Android APK building into templates Makefiles
[build] Improved Visual Studio 2015 project, folders, references...
[examples] Reviewed full collection to adapt to raylib changes
[examples] [textures] ADDED: textures_image_generation
[examples] [models] ADDED: models_mesh_generation
[examples] [models] ADDED: models_material_pbr
[examples] [models] ADDED: models_skybox
[examples] [models] ADDED: models_yaw_pitch_roll
[examples] [others] REVIEW: rlgl_standalone
[examples] [others] REVIEW: audio_standalone
[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
[games] Reviewed game: Koala Seasons
[*] Updated STB libraries to latest version
[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 1.7.0 (20 May 2017)

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@ -10,11 +10,13 @@ Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/sr
- [ ] Basic GPU stats sytem (memory, draws, time...)
- [ ] Improved custom file-format (.rres) and packaging tool
- [ ] Touch-based camera controls for Android
- [ ] Quaternions-based camera system
**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...)
- [x] Custom Android APK build pipeline (default Makefile)
**raylib 1.7**
- [x] Support configuration flags