Update to version 1.0.6

Check CHANGELOG for the list of changes in this release!
This commit is contained in:
raysan5 2014-03-16 20:59:02 +01:00
parent 0a71a92eeb
commit a68818e320
17 changed files with 652 additions and 175 deletions

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@ -1,16 +1,32 @@
changelog
---------
Current Release: raylib 1.0.4 (January 2014)
Current Release: raylib 1.0.6 (March 2014)
NOTE: Only versions marked as 'Release' are available on release folder, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 1.0.6 (16 March 2014)
-----------------------------------------------
[core] Removed unused lighting-system code
[core] Removed SetPerspective() function, calculated directly
[core] Unload and reload default font on fullscreen toggle
[core] Corrected bug gamepad buttons checking if no gamepad available
[texture] DrawTextureV() - Added, to draw using Vector2 for position
[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
[text] FormatText() - Corrected memory leak bug
[models] Added Matrix struct and related functions
[models] DrawBillboard() - Reviewed, now it works!
[models] DrawBillboardRec() - Reviewed, now it works!
[tests] Added folder with multiple tests for new functions
-----------------------------------------------
Update: raylib 1.0.5 (28 January 2014)
-----------------------------------------------
[audio] LoadSound() - Corrected a bug, WAV file was not closed!
[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
[texture] CreateTexture2D() renamed to CreateTexture()
[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
[tool] rREM updated, now supports (partially) drag and drop of files

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@ -1,6 +1,6 @@
/*********************************************************************************************
*
* raylib 1.0.4 (www.raylib.com)
* raylib 1.0.6 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@ -65,6 +65,7 @@
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
@ -278,6 +279,7 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
int GetMouseX(); // Returns mouse position X
int GetMouseY(); // Returns mouse position Y
Vector2 GetMousePosition(); // Returns mouse position XY
int GetMouseWheelMove(); // Returns mouse wheel movement Y
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
@ -323,11 +325,12 @@ Image LoadImage(const char *fileName);
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
@ -370,17 +373,13 @@ void DrawGizmo(Vector3 position, bool orbits);
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
void UnloadModel(Model model); // Unload 3d model from memory
void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
// NOTE: The following functions work but are incomplete or require some revision
// DrawHeightmap is extremely inefficient and can impact performance up to 60%
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x)
void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)

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@ -33,7 +33,7 @@
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <time.h> // Useful to initialize random seed
#include <math.h> // Math related functions, tan() on SetPerspective
#include <math.h> // Math related functions, tan() used to set perspective
#include "vector3.h" // Basic Vector3 functions
#include "utils.h" // WritePNG() function
@ -96,7 +96,6 @@ static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up); // Setup camera view (updates MODELVIEW matrix)
static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar); // Setup view projection (updates PROJECTION matrix)
static void TakeScreenshot(); // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
//----------------------------------------------------------------------------------
@ -147,14 +146,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
LoadDefaultFont();
if (cursorImage != NULL)
{
// Load image as texture
cursor = LoadTexture(cursorImage);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
customCursor = true;
}
if (cursorImage != NULL) SetCustomCursor(cursorImage);
srand(time(NULL)); // Initialize random seed
}
@ -199,6 +191,8 @@ void ToggleFullscreen()
{
fullscreen = !fullscreen; // Toggle fullscreen flag
UnloadDefaultFont();
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
// TODO: WARNING! All loaded resources are lost, we loose Context!
@ -217,6 +211,8 @@ void ToggleFullscreen()
glfwSetKeyCallback(window, KeyCallback);
InitGraphicsDevice();
LoadDefaultFont();
}
}
@ -275,15 +271,18 @@ void EndDrawing()
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
//glEnable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x)
glMatrixMode(GL_PROJECTION); // Switch to projection matrix
glPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
glLoadIdentity(); // Reset current matrix (PROJECTION)
SetPerspective(45.0f, (GLfloat)windowWidth/(GLfloat)windowHeight, 0.1f, 100.0f); // Setup perspective projection
// Setup perspective projection
float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
double top = 0.1f*tan(45.0f*PI / 360.0);
double right = top*aspect;
glFrustum(-right, right, -top, top, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Switch back to modelview matrix
glLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -300,8 +299,6 @@ void End3dMode()
glLoadIdentity(); // Reset current matrix (MODELVIEW)
glTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
//glDisable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x)
}
// Set target FPS for the game
@ -570,7 +567,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if (buttons[button] == GLFW_PRESS)
if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
{
return true;
}
@ -601,7 +598,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if (buttons[button] == GLFW_RELEASE)
if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
{
return true;
}
@ -685,19 +682,6 @@ static void InitGraphicsDevice()
glMatrixMode(GL_MODELVIEW); // Switch back to MODELVIEW matrix
glLoadIdentity(); // Reset current matrix (MODELVIEW)
// TODO: Create an efficient Lighting System with proper functions (raylib 1.x)
/*
glEnable(GL_COLOR_MATERIAL); // Enable materials, causes some glMaterial atributes to track the current color (glColor)...
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // Material types and where to apply them
// NOTE: ONLY works with lighting; defines how light interacts with material
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); // Define ambient light color property
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); // Define diffuse light color property
glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); // Define light position
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1); // Enable light one (8 lights available at the same time)
*/
// TODO: Review all shapes/models are drawn CCW and enable backface culling
//glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
@ -746,19 +730,6 @@ static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up)
glTranslatef(-position.x, -position.y, -position.z); // Translate eye to position
}
// Setup view projection (updates PROJECTION matrix)
static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
double xmin, xmax, ymin, ymax;
ymax = zNear * tan(fovy * PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
static void TakeScreenshot()
{

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@ -39,7 +39,14 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
// Matrix type (OpenGL style 4x4 - right handed)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
//----------------------------------------------------------------------------------
// Global Variables Definition
@ -50,13 +57,15 @@
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
static void MatrixTranspose(Matrix *mat);
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw cube
// NOTE: Cube position is de center position
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
glPushMatrix();
@ -664,7 +673,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
Model model;
int mapX = heightmap.width;
int mapZ = heightmap.height;
int mapZ = heightmap.height;
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
@ -681,11 +690,11 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
for(int z = 0; z < mapZ-1; z++)
{
for(int x = 0; x < mapX-1; x++)
{
// Fill vertices array with data
for(int z = 0; z < mapZ-1; z++)
{
for(int x = 0; x < mapX-1; x++)
{
// Fill vertices array with data
//----------------------------------------------------------
// one triangle - 3 vertex
@ -738,8 +747,8 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
vCounter += 6;
trisCounter += 2;
}
}
}
}
return model;
}
@ -805,47 +814,165 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will represent the width, height maintains aspect ratio
Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
Vector3 rotation = { 90, 0, 0 };
// TODO: Calculate Y rotation to face always camera (use matrix)
// OPTION: Lock Y-axis
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
d-------c
| |
| * |
| |
a-------b
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.glId);
DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
glEnd();
glDisable(GL_TEXTURE_2D);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will represent the width, height maintains aspect ratio
//Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
//Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
//Vector3 rotation = { 90, 0, 0 };
// TODO: Calculate Y rotation to face always camera (use matrix)
// OPTION: Lock Y-axis
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
glEnable(GL_TEXTURE_2D);
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
d-------c
| |
| * |
| |
a-------b
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
// TODO: DrawPlane with correct textcoords for source rec.
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
glVertex3f(a.x, a.y, a.z);
// Bottom-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
glVertex3f(b.x, b.y, b.z);
// Top-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex3f(c.x, c.y, c.z);
// Top-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex3f(d.x, d.y, d.z);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue(Color pixel)
{
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
}
// Returns camera look-at matrix (view matrix)
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Matrix result;
Vector3 z = VectorSubtract(eye, target);
VectorNormalize(&z);
Vector3 x = VectorCrossProduct(up, z);
VectorNormalize(&x);
Vector3 y = VectorCrossProduct(z, x);
VectorNormalize(&y);
result.m0 = x.x;
result.m1 = x.y;
result.m2 = x.z;
result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
result.m4 = y.x;
result.m5 = y.y;
result.m6 = y.z;
result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
result.m8 = z.x;
result.m9 = z.y;
result.m10 = z.z;
result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
result.m12 = 0;
result.m13 = 0;
result.m14 = 0;
result.m15 = 1;
return result;
}
// Transposes provided matrix
static void MatrixTranspose(Matrix *mat)
{
Matrix temp;
temp.m0 = mat->m0;
temp.m1 = mat->m4;
temp.m2 = mat->m8;
temp.m3 = mat->m12;
temp.m4 = mat->m1;
temp.m5 = mat->m5;
temp.m6 = mat->m9;
temp.m7 = mat->m13;
temp.m8 = mat->m2;
temp.m9 = mat->m6;
temp.m10 = mat->m10;
temp.m11 = mat->m14;
temp.m12 = mat->m3;
temp.m13 = mat->m7;
temp.m14 = mat->m11;
temp.m15 = mat->m15;
*mat = temp;
}

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@ -1,6 +1,6 @@
/*********************************************************************************************
*
* raylib 1.0.4 (www.raylib.com)
* raylib 1.0.6 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@ -325,11 +325,12 @@ Image LoadImage(const char *fileName);
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
@ -377,10 +378,8 @@ void UnloadModel(Model model);
void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
// NOTE: The following functions work but are incomplete or require some revision
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)

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@ -61,8 +61,16 @@ void DrawPixel(int posX, int posY, Color color)
glColor4ub(color.r, color.g, color.b, color.a);
glVertex2i(posX, posY);
glEnd();
// NOTE: Alternative method to draw a pixel (point)
// NOTE1: Alternative method to draw a pixel (GL_LINES)
/*
glBegin(GL_LINES);
glColor4ub(color.r, color.g, color.b, color.a);
glVertex2i(posX, posY);
glVertex2i(posX+1, posY+1);
glEnd();
*/
// NOTE2: Alternative method to draw a pixel (glPoint())
/*
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
@ -426,7 +434,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
if (rec1.x <= rec2.x)
{
if (rec1.y <= rec2.y)
{
{
retRec.x = rec2.x;
retRec.y = rec2.y;
retRec.width = rec1.width - dxx;
@ -443,7 +451,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
else
{
if (rec1.y <= rec2.y)
{
{
retRec.x = rec1.x;
retRec.y = rec2.y;
retRec.width = rec2.width - dxx;

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@ -8,7 +8,7 @@
* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
*
* 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.
*
@ -37,8 +37,9 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define FIRST_CHAR 32
#define MAX_FONTCHARS 128
#define FONT_FIRST_CHAR 32
#define MAX_FONTCHARS 128
#define MAX_FORMATTEXT_LENGTH 50
#define BIT_CHECK(a,b) ((a) & (1<<(b)))
@ -125,7 +126,7 @@ extern void LoadDefaultFont()
for (int i = 0; i < defaultFont.numChars; i++)
{
defaultFont.charSet[i].value = FIRST_CHAR + i;
defaultFont.charSet[i].value = FONT_FIRST_CHAR + i; // First char is 32
defaultFont.charSet[i].x = currentPosX;
defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
defaultFont.charSet[i].w = charsWidth[i];
@ -329,31 +330,26 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
glDisable(GL_LIGHTING); // When drawing text, disable LIGHTING
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, spriteFont.texture.glId);
glPushMatrix();
// Optimized to use one draw call per string
glBegin(GL_QUADS);
for(int i = 0; i < length; i++)
{
c = spriteFont.charSet[(int)text[i] - FIRST_CHAR];
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
positionX += ((spriteFont.charSet[(int)text[i] - FIRST_CHAR].w) * scaleFactor + spacing);
}
glEnd();
glPopMatrix();
// Optimized to use one draw call per string
glBegin(GL_QUADS);
for(int i = 0; i < length; i++)
{
c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR];
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing);
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
@ -361,16 +357,13 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
// Formatting of text with variables to 'embed'
const char *FormatText(const char *text, ...)
{
int length = strlen(text);
char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
static char buffer[MAX_FORMATTEXT_LENGTH];
va_list args;
va_start(args, text);
vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
va_end(args);
//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
return buffer;
}
@ -393,7 +386,7 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int
for (int i = 0; i < len; i++)
{
textWidth += spriteFont.charSet[(int)text[i] - FIRST_CHAR].w;
textWidth += spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w;
}
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
@ -491,7 +484,7 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
while((xPosToRead < imgWidth) &&
!PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead])))
{
tempCharSet[index].value = FIRST_CHAR + index;
tempCharSet[index].value = FONT_FIRST_CHAR + index;
tempCharSet[index].x = xPosToRead;
tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing);
tempCharSet[index].h = charHeight;

View File

@ -218,37 +218,11 @@ Image LoadImageFromRES(const char *rresName, int resId)
Texture2D LoadTexture(const char *fileName)
{
Texture2D texture;
int imgWidth;
int imgHeight;
int imgBpp;
Image image;
// NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...)
// Force loading to 4 components (RGBA)
byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);
// Convert loaded data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate Pointer to the Texture
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, imgWidth, imgHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
stbi_image_free(imgData); // Now we can free loaded data from RAM memory
texture.glId = id;
texture.width = imgWidth;
texture.height = imgHeight;
image = LoadImage(fileName);
texture = CreateTexture(image);
UnloadImage(image);
return texture;
}
@ -264,23 +238,6 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId)
return texture;
}
// Load an image as texture (and convert to POT with mipmaps)
Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps)
{
Texture2D texture;
// TODO: Load and image and convert to Power-Of-Two
// NOTE: Conversion could be done just adding extra space to image or by scaling image
// NOTE: If scaling image, be careful with scaling algorithm (aproximation, bilinear, bicubic...)
// TODO: Generate all required mipmap levels from image and convert to testure (not that easy)
// NOTE: If using OpenGL 1.1, the only option is doing mipmap generation on CPU side (i.e. gluBuild2DMipmaps)
// NOTE: raylib tries to minimize external dependencies so, we are not using GLU
// NOTE: Re-implement some function similar to gluBuild2DMipmaps (not that easy...)
return texture;
}
// Create a Texture2D from Image data
// NOTE: Image is not unloaded, it should be done manually...
Texture2D CreateTexture(Image image)
@ -294,11 +251,18 @@ Texture2D CreateTexture(Image image)
glBindTexture(GL_TEXTURE_2D, id);
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
// Trilinear filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
// Upload texture to GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels);
// NOTE: Not using mipmappings (texture for 2D drawing)
@ -329,6 +293,12 @@ void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY}, 0, 1.0f, tint);
}
// Draw a Texture2D with position defined as Vector2
void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
{
DrawTextureEx(texture, position, 0, 1.0f, tint);
}
// Draw a Texture2D with extended parameters
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
{

View File

@ -25,7 +25,7 @@
#include "vector3.h"
#include <math.h>
#include <math.h> // Used for fabs(), sqrt()
// Add two vectors
Vector3 VectorAdd(Vector3 v1, Vector3 v2)

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77
tests/test_billboard.c Normal file
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@ -0,0 +1,77 @@
/*******************************************************************************************
*
* raylib test - Testing DrawBillboard() and DrawBillboardRec()
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 };
// Define the camera to look into our 3d world
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib test - Billboards");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Texture2D texture = LoadTexture("resources/raylib_logo.png");
Texture2D lena = LoadTexture("resources/lena.png");
Rectangle eyesRec = { 225, 240, 155, 50 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_LEFT)) camera.position.x -= 0.2;
if (IsKeyDown(KEY_RIGHT)) camera.position.x += 0.2;
if (IsKeyDown(KEY_UP)) camera.position.y -= 0.2;
if (IsKeyDown(KEY_DOWN)) camera.position.y += 0.2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
//DrawBillboard(camera, texture, position, 2.0, WHITE);
DrawBillboardRec(camera, lena, eyesRec, position, 4.0, WHITE);
DrawGrid(10.0, 1.0); // Draw a grid
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadTexture(lena); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

62
tests/test_formattext.c Normal file
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@ -0,0 +1,62 @@
/*******************************************************************************************
*
* raylib test - Testing FormatText() function
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
int score = 100020;
int hiscore = 200450;
int lives = 5;
InitWindow(screenWidth, screenHeight, "raylib test - FormatText()");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("Score: %08i", score), 80, 80, 20, RED);
DrawText(FormatText("HiScore: %08i", hiscore), 80, 120, 20, GREEN);
DrawText(FormatText("Lives: %02i", lives), 80, 160, 40, BLUE);
DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 80, 220, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

76
tests/test_heightmap.c Normal file
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@ -0,0 +1,76 @@
/*******************************************************************************************
*
* raylib test - Testing Heightmap Loading and Drawing
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
Vector3 position = { 0.0, 0.0, 0.0 };
// Define the camera to look into our 3d world
Camera camera = {{ 12.0, 10.0, 12.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
InitWindow(screenWidth, screenHeight, "raylib test - Heightmap loading and drawing");
Image img = LoadImage("heightmap.png");
Model map = LoadHeightmap(img, 4);
Texture2D tex = CreateTexture(img);
UnloadImage(img);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
//DrawModel(map, position, 0.5f, MAROON);
DrawModelEx(map, tex, position, 0.5f, WHITE); // Draw 3d model with texture
DrawGrid(10.0, 1.0); // Draw a grid
DrawGizmo(position, false);
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(tex); // Unload texture
UnloadModel(map); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@ -0,0 +1,60 @@
/*******************************************************************************************
*
* raylib test - Testing LoadImage() and CreateTexture()
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - Image loading");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image img = LoadImage("resources/raylib_logo.png");
Texture2D texture = CreateTexture(img);
UnloadImage(img);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

57
tests/test_mouse_wheel.c Normal file
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@ -0,0 +1,57 @@
/*******************************************************************************************
*
* raylib test - Testing GetMouseWheelMove()
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib test - Mouse wheel");
int positionY = 0;
int scrollSpeed = 4; // Scrolling speed in pixels
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
positionY -= (GetMouseWheelMove()*scrollSpeed);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(200, positionY, 80, 80, MAROON);
DrawText(FormatText("%i", positionY), 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

62
tests/test_random.c Normal file
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@ -0,0 +1,62 @@
/*******************************************************************************************
*
* raylib test - Testing GetRandomValue()
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
int framesCounter = 0;
InitWindow(screenWidth, screenHeight, "raylib test - Random numbers");
int randValue = GetRandomValue(-8,5);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
if ((framesCounter/60)%2)
{
randValue = GetRandomValue(-8,5);
framesCounter = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(FormatText("%i", randValue), 120, 120, 60, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}