Update to version 1.0.6
Check CHANGELOG for the list of changes in this release!
This commit is contained in:
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0a71a92eeb
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18
CHANGELOG
18
CHANGELOG
@ -1,16 +1,32 @@
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changelog
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---------
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Current Release: raylib 1.0.4 (January 2014)
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Current Release: raylib 1.0.6 (March 2014)
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NOTE: Only versions marked as 'Release' are available on release folder, updates are only available as source.
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NOTE: Current Release includes all previous updates.
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-----------------------------------------------
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Release: raylib 1.0.6 (16 March 2014)
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-----------------------------------------------
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[core] Removed unused lighting-system code
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[core] Removed SetPerspective() function, calculated directly
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[core] Unload and reload default font on fullscreen toggle
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[core] Corrected bug gamepad buttons checking if no gamepad available
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[texture] DrawTextureV() - Added, to draw using Vector2 for position
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[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
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[text] FormatText() - Corrected memory leak bug
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[models] Added Matrix struct and related functions
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[models] DrawBillboard() - Reviewed, now it works!
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[models] DrawBillboardRec() - Reviewed, now it works!
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[tests] Added folder with multiple tests for new functions
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-----------------------------------------------
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Update: raylib 1.0.5 (28 January 2014)
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-----------------------------------------------
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[audio] LoadSound() - Corrected a bug, WAV file was not closed!
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[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
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[texture] CreateTexture2D() renamed to CreateTexture()
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[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
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[tool] rREM updated, now supports (partially) drag and drop of files
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@ -1,6 +1,6 @@
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/*********************************************************************************************
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*
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* raylib 1.0.4 (www.raylib.com)
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* raylib 1.0.6 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn videogames programming
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*
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@ -65,6 +65,7 @@
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#define KEY_SPACE 32
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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#define KEY_BACKSPACE 259
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#define KEY_RIGHT 262
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#define KEY_LEFT 263
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#define KEY_DOWN 264
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@ -278,6 +279,7 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
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int GetMouseX(); // Returns mouse position X
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int GetMouseY(); // Returns mouse position Y
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Vector2 GetMousePosition(); // Returns mouse position XY
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int GetMouseWheelMove(); // Returns mouse wheel movement Y
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
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@ -323,11 +325,12 @@ Image LoadImage(const char *fileName);
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
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Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
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@ -370,17 +373,13 @@ void DrawGizmo(Vector3 position, bool orbits);
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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void UnloadModel(Model model); // Unload 3d model from memory
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void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
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void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
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// NOTE: The following functions work but are incomplete or require some revision
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// DrawHeightmap is extremely inefficient and can impact performance up to 60%
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
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void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x)
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void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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Binary file not shown.
57
src/core.c
57
src/core.c
@ -33,7 +33,7 @@
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#include <stdio.h> // Standard input / output lib
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
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#include <time.h> // Useful to initialize random seed
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#include <math.h> // Math related functions, tan() on SetPerspective
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#include <math.h> // Math related functions, tan() used to set perspective
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#include "vector3.h" // Basic Vector3 functions
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#include "utils.h" // WritePNG() function
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@ -96,7 +96,6 @@ static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up); // Setup camera view (updates MODELVIEW matrix)
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static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar); // Setup view projection (updates PROJECTION matrix)
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static void TakeScreenshot(); // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
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//----------------------------------------------------------------------------------
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@ -147,14 +146,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
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LoadDefaultFont();
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if (cursorImage != NULL)
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{
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// Load image as texture
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cursor = LoadTexture(cursorImage);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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customCursor = true;
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}
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if (cursorImage != NULL) SetCustomCursor(cursorImage);
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srand(time(NULL)); // Initialize random seed
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}
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@ -199,6 +191,8 @@ void ToggleFullscreen()
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{
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fullscreen = !fullscreen; // Toggle fullscreen flag
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UnloadDefaultFont();
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glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
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// TODO: WARNING! All loaded resources are lost, we loose Context!
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@ -217,6 +211,8 @@ void ToggleFullscreen()
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glfwSetKeyCallback(window, KeyCallback);
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InitGraphicsDevice();
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LoadDefaultFont();
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}
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}
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@ -275,15 +271,18 @@ void EndDrawing()
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// Initializes 3D mode for drawing (Camera setup)
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void Begin3dMode(Camera camera)
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{
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//glEnable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x)
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glMatrixMode(GL_PROJECTION); // Switch to projection matrix
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glPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
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glLoadIdentity(); // Reset current matrix (PROJECTION)
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SetPerspective(45.0f, (GLfloat)windowWidth/(GLfloat)windowHeight, 0.1f, 100.0f); // Setup perspective projection
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// Setup perspective projection
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float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
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double top = 0.1f*tan(45.0f*PI / 360.0);
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double right = top*aspect;
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glFrustum(-right, right, -top, top, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW); // Switch back to modelview matrix
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glLoadIdentity(); // Reset current matrix (MODELVIEW)
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@ -300,8 +299,6 @@ void End3dMode()
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glLoadIdentity(); // Reset current matrix (MODELVIEW)
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glTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
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//glDisable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x)
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}
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// Set target FPS for the game
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@ -570,7 +567,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
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if (buttons[button] == GLFW_PRESS)
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if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
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{
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return true;
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}
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@ -601,7 +598,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
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buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
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if (buttons[button] == GLFW_RELEASE)
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if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
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{
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return true;
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}
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@ -685,19 +682,6 @@ static void InitGraphicsDevice()
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glMatrixMode(GL_MODELVIEW); // Switch back to MODELVIEW matrix
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glLoadIdentity(); // Reset current matrix (MODELVIEW)
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// TODO: Create an efficient Lighting System with proper functions (raylib 1.x)
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/*
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glEnable(GL_COLOR_MATERIAL); // Enable materials, causes some glMaterial atributes to track the current color (glColor)...
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // Material types and where to apply them
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// NOTE: ONLY works with lighting; defines how light interacts with material
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glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); // Define ambient light color property
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glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); // Define diffuse light color property
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glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); // Define light position
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT1); // Enable light one (8 lights available at the same time)
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*/
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// TODO: Review all shapes/models are drawn CCW and enable backface culling
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//glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
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@ -746,19 +730,6 @@ static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up)
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glTranslatef(-position.x, -position.y, -position.z); // Translate eye to position
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}
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// Setup view projection (updates PROJECTION matrix)
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static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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double xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
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static void TakeScreenshot()
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{
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185
src/models.c
185
src/models.c
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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// Matrix type (OpenGL style 4x4 - right handed)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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@ -50,13 +57,15 @@
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float GetHeightValue(Color pixel);
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static void MatrixTranspose(Matrix *mat);
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static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw cube
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// NOTE: Cube position is de center position
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// NOTE: Cube position is the center position
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
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{
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glPushMatrix();
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@ -664,7 +673,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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Model model;
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int mapX = heightmap.width;
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int mapZ = heightmap.height;
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int mapZ = heightmap.height;
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// NOTE: One vertex per pixel
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// TODO: Consider resolution when generating model data?
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@ -681,11 +690,11 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
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for(int z = 0; z < mapZ-1; z++)
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{
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for(int x = 0; x < mapX-1; x++)
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{
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// Fill vertices array with data
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for(int z = 0; z < mapZ-1; z++)
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{
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for(int x = 0; x < mapX-1; x++)
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{
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// Fill vertices array with data
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//----------------------------------------------------------
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// one triangle - 3 vertex
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@ -738,8 +747,8 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
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vCounter += 6;
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trisCounter += 2;
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}
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}
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}
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}
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return model;
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}
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@ -805,47 +814,165 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
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}
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// Draw a billboard
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
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{
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// NOTE: Billboard size will represent the width, height maintains aspect ratio
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Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
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// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
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Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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Vector3 rotation = { 90, 0, 0 };
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// TODO: Calculate Y rotation to face always camera (use matrix)
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// OPTION: Lock Y-axis
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Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
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MatrixTranspose(&viewMatrix);
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Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
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Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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/*
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d-------c
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| * |
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a-------b
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*/
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VectorScale(&right, sizeRatio.x/2);
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VectorScale(&up, sizeRatio.y/2);
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Vector3 p1 = VectorAdd(right, up);
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Vector3 p2 = VectorSubtract(right, up);
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Vector3 a = VectorSubtract(center, p2);
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Vector3 b = VectorAdd(center, p1);
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Vector3 c = VectorAdd(center, p2);
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Vector3 d = VectorSubtract(center, p1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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// Draw a billboard (part of a texture defined by a rectangle)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
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{
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// NOTE: Billboard size will represent the width, height maintains aspect ratio
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//Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
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//Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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//Vector3 rotation = { 90, 0, 0 };
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// TODO: Calculate Y rotation to face always camera (use matrix)
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// OPTION: Lock Y-axis
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// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
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Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
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glEnable(GL_TEXTURE_2D);
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Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
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MatrixTranspose(&viewMatrix);
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Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
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Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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/*
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d-------c
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| |
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| * |
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| |
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a-------b
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*/
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VectorScale(&right, sizeRatio.x/2);
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VectorScale(&up, sizeRatio.y/2);
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Vector3 p1 = VectorAdd(right, up);
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Vector3 p2 = VectorSubtract(right, up);
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Vector3 a = VectorSubtract(center, p2);
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Vector3 b = VectorAdd(center, p1);
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Vector3 c = VectorAdd(center, p2);
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Vector3 d = VectorSubtract(center, p1);
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glEnable(GL_TEXTURE_2D); // Enable textures usage
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glBindTexture(GL_TEXTURE_2D, texture.glId);
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// TODO: DrawPlane with correct textcoords for source rec.
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glBegin(GL_QUADS);
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glColor4ub(tint.r, tint.g, tint.b, tint.a);
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// 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;
|
||||
}
|
11
src/raylib.h
11
src/raylib.h
@ -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)
|
||||
|
16
src/shapes.c
16
src/shapes.c
@ -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;
|
||||
|
59
src/text.c
59
src/text.c
@ -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;
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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)
|
||||
|
BIN
tests/heightmap.png
Normal file
BIN
tests/heightmap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.3 KiB |
77
tests/test_billboard.c
Normal file
77
tests/test_billboard.c
Normal file
@ -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
62
tests/test_formattext.c
Normal file
@ -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
76
tests/test_heightmap.c
Normal file
@ -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;
|
||||
}
|
60
tests/test_image_loading.c
Normal file
60
tests/test_image_loading.c
Normal 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
57
tests/test_mouse_wheel.c
Normal file
@ -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
62
tests/test_random.c
Normal file
@ -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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user