From 852f3d4fd0eec8fcebcf39dfc19b2ccc5b008ba3 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 25 Dec 2016 02:01:13 +0100 Subject: [PATCH] Review comments and formatting --- src/core.c | 2 +- src/raylib.h | 102 +++++++++++++++++++++++++++------------------------ src/rlgl.c | 6 +-- src/rlgl.h | 2 +- src/text.c | 12 +++--- 5 files changed, 66 insertions(+), 58 deletions(-) diff --git a/src/core.c b/src/core.c index 1e03b757..4793e26a 100644 --- a/src/core.c +++ b/src/core.c @@ -1194,7 +1194,7 @@ const char *GetGamepadName(int gamepad) if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad); else return NULL; #elif defined(PLATFORM_RPI) - if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); return gamepadName; #else diff --git a/src/raylib.h b/src/raylib.h index fff0c928..6fd960dc 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -351,7 +351,7 @@ typedef struct Image { int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) + int format; // Data format (TextureFormat type) } Image; // Texture2D type, bpp always RGBA (32bit) @@ -361,12 +361,12 @@ typedef struct Texture2D { int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) + int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id + unsigned int id; // OpenGL Framebuffer Object (FBO) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture } RenderTexture2D; @@ -767,19 +767,19 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +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 +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) 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, void *pixels); // Update GPU texture with new data +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data 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 @@ -792,7 +792,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) -RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, + float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint @@ -815,9 +816,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) +RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) 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 @@ -853,40 +854,48 @@ RLAPI void DrawLight(Light light); //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -RLAPI void UnloadModel(Model model); // Unload 3d model from memory +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) +RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) -RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM +RLAPI Material LoadMaterial(const char *fileName); // Load material from file +RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -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 +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 RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -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 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 +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 -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 -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +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 +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, + Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory +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 Shader GetStandardShader(void); // Get standard shader @@ -926,12 +935,11 @@ RLAPI void InitAudioDevice(void); // Initial RLAPI void CloseAudioDevice(void); // Close the audio device and context RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM -RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) -RLAPI Sound LoadSound(const char *fileName); // Load sound to memory -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data +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 +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI void UpdateSound(Sound sound, const void *data, int numSamples);// Update sound buffer with new data -RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI void PlaySound(Sound sound); // Play a sound @@ -961,7 +969,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur 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, void *data, int numSamples); // Update audio stream buffers with data +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int numSamples); // Update audio stream buffers with data RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream diff --git a/src/rlgl.c b/src/rlgl.c index c694dcdc..ae28d9b6 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1690,7 +1690,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) } // Update already loaded texture in GPU with new data -void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data) +void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data) { glBindTexture(GL_TEXTURE_2D, id); @@ -2423,7 +2423,7 @@ Texture2D GetDefaultTexture(void) return texture; } -// Load a custom shader and bind default locations +// Load shader from files and bind default locations Shader LoadShader(char *vsFileName, char *fsFileName) { Shader shader = { 0 }; @@ -2455,7 +2455,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName) return shader; } -// Unload a custom shader from memory +// Unload shader from GPU memory (VRAM) void UnloadShader(Shader shader) { if (shader.id != 0) diff --git a/src/rlgl.h b/src/rlgl.h index bc12db0f..b7c9df00 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -370,7 +370,7 @@ void rlglLoadExtensions(void *loader); // Load OpenGL extensions unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) -void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data +void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids diff --git a/src/text.c b/src/text.c index 27b0a9ce..f97b581d 100644 --- a/src/text.c +++ b/src/text.c @@ -249,7 +249,7 @@ SpriteFont GetDefaultFont() return defaultFont; } -// Load a SpriteFont image into GPU memory +// Load SpriteFont from file into GPU memory (VRAM) SpriteFont LoadSpriteFont(const char *fileName) { // Default hardcoded values for ttf file loading @@ -280,7 +280,7 @@ SpriteFont LoadSpriteFont(const char *fileName) return spriteFont; } -// Load SpriteFont from TTF file with custom parameters +// Load SpriteFont from TTF font file with generation parameters // NOTE: You can pass an array with desired characters, those characters should be available in the font // if array is NULL, default char set is selected 32..126 SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars) @@ -311,7 +311,7 @@ SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, i return spriteFont; } -// Unload SpriteFont from GPU memory +// Unload SpriteFont from GPU memory (VRAM) void UnloadSpriteFont(SpriteFont spriteFont) { // NOTE: Make sure spriteFont is not default font (fallback) @@ -460,13 +460,13 @@ int MeasureText(const char *text, int fontSize) Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing) { int len = strlen(text); - int tempLen = 0; // Used to count longer text line num chars + int tempLen = 0; // Used to count longer text line num chars int lenCounter = 0; float textWidth = 0; - float tempTextWidth = 0; // Used to count longer text line width + float tempTextWidth = 0; // Used to count longer text line width - float textHeight = (float)spriteFont.size; + float textHeight = (float)spriteFont.size; float scaleFactor = fontSize/(float)spriteFont.size; for (int i = 0; i < len; i++)