Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
victorfisac 2017-03-24 15:37:58 +01:00
commit b2f0c7ca8b
130 changed files with 1086 additions and 4364 deletions

13
.gitignore vendored
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@ -3,6 +3,8 @@
# Ignore VIM's backup generated files
*.swp
*.swo
*~
# Ignore Android generated files and folders
src_android/obj/
@ -62,6 +64,17 @@ examples/*
# Unignore examples Makefile
!examples/Makefile
# Ignore all games files
games/*
# Unignore all games dirs
!games/*/
# Unignore all games files with extension
!games/*.c
!games/*.lua
!games/*.png
# Unignore games makefile
!games/makefile
# Ignore files build by xcode
*.mode*v*
*.pbxuser

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@ -34,4 +34,4 @@ contact
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

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@ -278,4 +278,4 @@ contributing (in some way or another) to make raylib project better. Huge thanks
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

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@ -44,5 +44,5 @@ raylib 1.4
Any feature missing? Do you have a request? [Let me know!][raysan5]
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"
[isssues]: https://github.com/raysan5/raylib/issues

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -53,7 +53,7 @@
<div class="content">
<p>Im working hard on raylib but my resources are quite limited.
If you enjoy raylib and want to help / contribute, please, <a class="simplelink" href="mailto:raysan@raysanweb.com?subject=Hey! I want to help/contribute!"><strong>let me know</strong></a>.</p>
If you enjoy raylib and want to help / contribute, please, <a class="simplelink" href="mailto:ray@raylib.com?subject=Hey! I want to help/contribute!"><strong>let me know</strong></a>.</p>
<br>
<p>The following help is highly appreciated:</p>
<br>

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@ -108,7 +108,7 @@
- Multiplatform support: Android, Raspberry Pi, HTML5, Oculus Rift CV1<br>
- Custom color palette for fancy visuals on raywhite background<br>
- Minimal external dependencies (GLFW3, OpenGL, OpenAL)<br>
- Complete binding to Lua: [<a class="simplelink" href="https://github.com/raysan5/raylib/blob/master/src/rlua.h" target="_blank">rlua</a>]<br>
- Complete binding to <a class="simplelink" href="https://github.com/raysan5/raylib-lua" target="_blank">Lua</a>, <a class="simplelink" href="https://github.com/gen2brain/raylib-go" target="_blank">Go</a> and Pascal.<br>
</div>
<br>
<a href="images/raylib_architecture.png"><img src="images/raylib_architecture.png" alt="raylib architechture" width="800" height="450"/></a>
@ -120,16 +120,21 @@
<strong>raylib supporters on patreon</strong>
<p>The following people is supporting raylib project on <a class="simplelink" href="https://www.patreon.com/raysan5" target="_blank">patreon</a>. Many thanks to all of them for believing in the project and contributing to it.</p>
<br>
<p> - Jarrod - 2drealms (<a class="simplelink" href="https://twitter.com/2drealms" target="_blank">@2drealms</a>)</p>
<p> - Kovay Hatfield</p>
<p> - Pau Fernandez (<a class="simplelink" href="https://twitter.com/pauek" target="_blank">@pauek</a>)</p>
<p> - Marcelo Paez (<a class="simplelink" href="https://twitter.com/paezao" target="_blank">@paezao</a>)</p>
<p> - Chris Johnson</p>
<p> - Joel Davis (<a class="simplelink" href="https://twitter.com/joeld42" target="_blank">@joeld42</a>)</p>
<p> - Charles Nicosia</p>
<p> - Rajasekaran Senthil (<a class="simplelink" href="https://twitter.com/rskgames" target="_blank">@rskgames</a>)</p>
<p> - Adrian Guerrero</p>
<p> - Dani Gómez</p>
<p> - Marc Agüera</p>
<p> - Sergio Martínez</p>
<p> - Evan</p>
<p> - Justin Hamilton</p>
<p> - Antonio Radovcic</p>
<p> - James W. Bohnke</p>
<p> - Evan Sirchuk</p>
<br>
<p>And a very special thanks to <strong>Ilya Zarembsky</strong> for his generous contribution. Many thanks Ilya! Hope your students enjoy raylib! :D</p>
<p>And a very special thanks to <strong>Ilya Zarembsky</strong> (<a class="simplelink" href="https://twitter.com/wly_cdgr" target="_blank">@wly_cdgr</a>) for his generous contribution. Many thanks Ilya! Hope your students are enjoying raylib! :D</p>
</div>
<div class="footer">

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@ -5,15 +5,15 @@
# NOTE: By default examples are compiled using raylib static library and OpenAL Soft shared library
#
# Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
@ -66,21 +66,34 @@ endif
endif
# define compiler flags:
# -O2 defines optimization level
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -s -Wall -std=c99
# -O2 defines optimization level
# -Og enable debugging
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux to enable timespec and drflac
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
CFLAGS = -O2 -s -Wall -std=c99
endif
ifeq ($(PLATFORM_OS),LINUX)
CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
endif
ifeq ($(PLATFORM_OS),OSX)
CFLAGS = -O2 -s -Wall -std=c99
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define raylib release directory for compiled library
@ -110,9 +123,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES += -I/usr/local/include/raylib/
else ifeq ($(PLATFORM_OS),WINDOWS)
ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries headers
# GLFW3
INCLUDES += -I../src/external/glfw3/include
@ -207,7 +218,6 @@ EXAMPLES = \
core_3d_camera_first_person \
core_2d_camera \
core_world_screen \
core_oculus_rift \
shapes_logo_raylib \
shapes_basic_shapes \
shapes_colors_palette \
@ -327,19 +337,19 @@ core_3d_camera_free: core_3d_camera_free.c
# compile [core] example - 3d camera first person
core_3d_camera_first_person: core_3d_camera_first_person.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 2d camera
core_2d_camera: core_2d_camera.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - world screen
core_world_screen: core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - oculus rift
core_oculus_rift: core_oculus_rift.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
#core_oculus_rift: core_oculus_rift.c
# $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - raylib logo (with basic shapes)
shapes_logo_raylib: shapes_logo_raylib.c
@ -376,31 +386,31 @@ textures_srcrec_dstrec: textures_srcrec_dstrec.c
# compile [textures] example - texture to image
textures_to_image: textures_to_image.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture raw data
textures_raw_data: textures_raw_data.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture formats loading
textures_formats_loading: textures_formats_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture particles trail blending
textures_particles_trail_blending: textures_particles_trail_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image processing
textures_image_processing: textures_image_processing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image drawing
textures_image_drawing: textures_image_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - sprite fonts loading
text_sprite_fonts: text_sprite_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - bmfonts and ttf loading
text_bmfont_ttf: text_bmfont_ttf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@ -436,7 +446,7 @@ models_geometric_shapes: models_geometric_shapes.c
# compile [models] example - box collisions
models_box_collisions: models_box_collisions.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic window
models_planes: models_planes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@ -464,15 +474,15 @@ models_ray_picking: models_ray_picking.c
# compile [shaders] example - model shader
shaders_model_shader: shaders_model_shader.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - shapes texture shader
shaders_shapes_textures: shaders_shapes_textures.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - custom uniform in shader
shaders_custom_uniform: shaders_custom_uniform.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - postprocessing shader
shaders_postprocessing: shaders_postprocessing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@ -497,13 +507,6 @@ audio_module_playing: audio_module_playing.c
audio_raw_stream: audio_raw_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# Linux Fix to timespect from
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
CFLAGS += -D_POSIX_C_SOURCE=199309L
endif
endif
# compile [physac] example - physics demo
physics_demo: physics_demo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
@ -523,7 +526,7 @@ physics_restitution: physics_restitution.c
# compile [physac] example - physics shatter
physics_shatter: physics_shatter.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -lpthread -D$(PLATFORM) $(WINFLAGS)
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)

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@ -29,7 +29,7 @@
#endif
#include "audio.h"
#if defined(__linux)
#if defined(__linux__)
#include <stdio.h>
#include <termios.h>

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@ -3,7 +3,12 @@
* raylib [core] example - Oculus Rift CV1
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
* -Wl,-allow-multiple-definition
*
* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
* Enable Oculus Rift CV1 functionality
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -14,6 +19,95 @@
#include "raylib.h"
#include "glad.h" // Required for: OpenGL types and functions declarations
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
#include <string.h> // Required for: memset()
#include <stdlib.h> // Required for: exit()
#include <stdio.h> // required for: vfprintf()
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
#if defined(RLGL_OCULUS_SUPPORT)
#include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// TraceLog message types
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#if defined(RLGL_OCULUS_SUPPORT)
// Oculus buffer type
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
// Oculus mirror texture type
typedef struct OculusMirror {
ovrMirrorTexture texture;
GLuint fboId;
int width;
int height;
} OculusMirror;
// Oculus layer type
typedef struct OculusLayer {
ovrViewScaleDesc viewScaleDesc;
ovrLayerEyeFov eyeLayer; // layer 0
//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
Matrix eyeProjections[2];
int width;
int height;
} OculusLayer;
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(RLGL_OCULUS_SUPPORT)
// OVR device variables
static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(RLGL_OCULUS_SUPPORT)
static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
static void CloseOculusDevice(void); // Close Oculus device
static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
#endif
static void TraceLog(int msgType, const char *text, ...);
int main()
{
// Initialization
@ -25,8 +119,9 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
// NOTE: If device is not available, it fallbacks to default device (simulator)
InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1
if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
// Define the camera to look into our 3d world
Camera camera;
@ -47,10 +142,10 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode)
else UpdateOculusTracking(&camera); // Update camera with device tracking data
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
//----------------------------------------------------------------------------------
// Draw
@ -58,6 +153,9 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
if (vrDeviceReady) BeginOculusDrawing();
else BeginVrDrawing();
Begin3dMode(camera);
@ -67,6 +165,9 @@ int main()
DrawGrid(40, 1.0f);
End3dMode();
if (vrDeviceReady) EndOculusDrawing();
else EndVrDrawing();
DrawFPS(10, 10);
@ -76,10 +177,362 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseVrDevice(); // Close VR device
if (vrDeviceReady) CloseOculusDevice();
else CloseVrSimulator();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
#if defined(RLGL_OCULUS_SUPPORT)
// Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
{
Matrix eyeProjection = matProjection;
Matrix eyeModelView = matModelView;
glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
layer.eyeLayer.RenderPose[eye].Orientation.y,
layer.eyeLayer.RenderPose[eye].Orientation.z,
layer.eyeLayer.RenderPose[eye].Orientation.w };
QuaternionInvert(&eyeRenderPose);
Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
-layer.eyeLayer.RenderPose[eye].Position.y,
-layer.eyeLayer.RenderPose[eye].Position.z);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
eyeProjection = layer.eyeProjections[eye];
}
// Initialize Oculus device (returns true if success)
static bool InitOculusDevice(void)
{
bool oculusReady = false;
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
else
{
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
else
{
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
// Initialize Oculus Buffers
layer = InitOculusLayer(session);
buffer = LoadOculusBuffer(session, layer.width, layer.height);
mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
oculusReady = true;
}
}
return oculusReady;
}
// Close Oculus device (and unload buffers)
static void CloseOculusDevice(void)
{
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
ovr_Destroy(session); // Free Oculus session data
ovr_Shutdown(); // Close Oculus device connection
}
// Update Oculus head position-orientation tracking
static void UpdateOculusTracking(Camera *camera)
{
frameIndex++;
ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
layer.eyeLayer.RenderPose[0] = eyePoses[0];
layer.eyeLayer.RenderPose[1] = eyePoses[1];
// TODO: Update external camera with eyePoses data (position, orientation)
// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
// it will be useful for the user to draw, lets say, billboards oriented to camera
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
//if (sessionStatus.HmdPresent) // HMD is present.
//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
//if (sessionStatus.HmdMounted) // HMD is on the user's head.
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
}
// Setup Oculus buffers for drawing
static void BeginOculusDrawing(void)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
}
// Finish Oculus drawing and blit framebuffer to mirror
static void EndOculusDrawing(void)
{
// Unbind current framebuffer (Oculus buffer)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ovr_CommitTextureSwapChain(session, buffer.textureChain);
ovrLayerHeader *layers = &layer.eyeLayer.Header;
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
// Blit mirror texture to back buffer
BlitOculusMirror(session, mirror);
}
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
{
OculusBuffer buffer;
buffer.width = width;
buffer.height = height;
// Create OVR texture chain
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
/*
// Setup framebuffer object (using depth texture)
glGenFramebuffers(1, &buffer.fboId);
glGenTextures(1, &buffer.depthId);
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
*/
// Setup framebuffer object (using depth renderbuffer)
glGenFramebuffers(1, &buffer.fboId);
glGenRenderbuffers(1, &buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return buffer;
}
// Unload texture required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
{
if (buffer.textureChain)
{
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
buffer.textureChain = NULL;
}
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
}
// Load Oculus mirror buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
{
OculusMirror mirror;
mirror.width = width;
mirror.height = height;
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
return mirror;
}
// Unload Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
{
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
}
// Copy Oculus screen buffer to mirror texture
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
{
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#endif
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
// Init Oculus layer (similar to photoshop)
static OculusLayer InitOculusLayer(ovrSession session)
{
OculusLayer layer = { 0 };
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
ovrEyeRenderDesc eyeRenderDescs[2];
for (int eye = 0; eye < 2; eye++)
{
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
layer.eyeLayer.Viewport[eye].Size = eyeSize;
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
layer.eyeLayer.Viewport[eye].Pos.y = 0;
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
layer.width += eyeSize.w;
}
return layer;
}
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
{
Matrix rmat;
rmat.m0 = ovrmat.M[0][0];
rmat.m1 = ovrmat.M[1][0];
rmat.m2 = ovrmat.M[2][0];
rmat.m3 = ovrmat.M[3][0];
rmat.m4 = ovrmat.M[0][1];
rmat.m5 = ovrmat.M[1][1];
rmat.m6 = ovrmat.M[2][1];
rmat.m7 = ovrmat.M[3][1];
rmat.m8 = ovrmat.M[0][2];
rmat.m9 = ovrmat.M[1][2];
rmat.m10 = ovrmat.M[2][2];
rmat.m11 = ovrmat.M[3][2];
rmat.m12 = ovrmat.M[0][3];
rmat.m13 = ovrmat.M[1][3];
rmat.m14 = ovrmat.M[2][3];
rmat.m15 = ovrmat.M[3][3];
MatrixTranspose(&rmat);
return rmat;
}
#endif
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
switch (msgType)
{
case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break;
case WARNING: fprintf(stdout, "WARNING: "); break;
case DEBUG: fprintf(stdout, "DEBUG: "); break;
default: break;
}
vfprintf(stdout, text, args);
fprintf(stdout, "\n");
va_end(args);
if (msgType == ERROR) exit(1);
}

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -15,7 +15,7 @@
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -2,7 +2,7 @@
#
# raylib - makefile to compile Dr.Turtle game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.

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@ -9,7 +9,7 @@
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* raylib - Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -4,7 +4,7 @@
#
# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level00 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level01 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level02 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level03 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level04 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level05 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level06 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level07 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level08 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Level09 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Level10 Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -10,7 +10,7 @@
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -4,7 +4,7 @@
#
# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

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@ -4,7 +4,7 @@
#
# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.

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@ -5,7 +5,7 @@
* This show has been created using raylib v1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -4,7 +4,7 @@
#
# makefile to compile advance game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.

View File

@ -8,7 +8,7 @@
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
************************************************************************************/

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@ -4,7 +4,7 @@
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -8,7 +8,7 @@
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
************************************************************************************/

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@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -5,7 +5,7 @@
* This game has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

View File

@ -4,7 +4,7 @@
#
# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -77,12 +77,12 @@ void DrawEndingScreen(void)
if (endingStatus == 1) // Win
{
DrawTexture(texWin, GetScreenWidth()/2 - texWin.width/2, 90, WHITE);
DrawTextEx(font, "congrats, you got the wave!", (Vector2){ 200, 335 }, font.size, 0, WHITE);
DrawTextEx(font, "congrats, you got the wave!", (Vector2){ 200, 335 }, font.baseSize, 0, WHITE);
}
else if (endingStatus == 2) // Lose
{
DrawTexture(texLose, GetScreenWidth()/2 - texWin.width/2, 90, WHITE);
DrawTextEx(font, "it seems you lose the wave...", (Vector2){ 205, 335 }, font.size, 0, WHITE);
DrawTextEx(font, "it seems you lose the wave...", (Vector2){ 205, 335 }, font.baseSize, 0, WHITE);
}
DrawRectangle(0, GetScreenHeight() - 70, 560, 40, Fade(RAYWHITE, 0.8f));
@ -91,7 +91,7 @@ void DrawEndingScreen(void)
DrawText("powered by", GetScreenWidth() - 162, GetScreenHeight() - 190, 20, DARKGRAY);
DrawTexture(texLogo, GetScreenWidth() - 128 - 34, GetScreenHeight() - 128 - 36, WHITE);
if ((framesCounter > 80) && ((framesCounter/40)%2)) DrawTextEx(font, "mouse click to return", (Vector2){ 300, 464 }, font.size, 0, SKYBLUE);
if ((framesCounter > 80) && ((framesCounter/40)%2)) DrawTextEx(font, "mouse click to return", (Vector2){ 300, 464 }, font.baseSize, 0, SKYBLUE);
}
// Ending Screen Unload logic

View File

@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -399,15 +399,15 @@ void DrawGameplayScreen(void)
DrawTexture(texPlayer, player.position.x - 32, player.position.y - 24, WHITE);
// Draw pause message
if (pause) DrawTextEx(font, "WAVE PAUSED", (Vector2){ 235, 400 }, font.size*2, 0, WHITE);
if (pause) DrawTextEx(font, "WAVE PAUSED", (Vector2){ 235, 400 }, font.baseSize*2, 0, WHITE);
// Draw number of samples
//DrawText(FormatText("%05i", collectedSamples), 900, 200, 40, GRAY);
//DrawText(FormatText("%05i", totalSamples), 900, 250, 40, GRAY);
DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.size, -2, SKYBLUE);
DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.baseSize, -2, SKYBLUE);
// Draw combo
DrawTextEx(font, FormatText("Combo: %02i [max: %02i]", combo, maxCombo), (Vector2){200, 170}, font.size/2, -2, SKYBLUE);
DrawTextEx(font, FormatText("Combo: %02i [max: %02i]", combo, maxCombo), (Vector2){200, 170}, font.baseSize/2, -2, SKYBLUE);
// Draw synchonicity level
DrawRectangle(99, 622, 395, 32, Fade(RAYWHITE, 0.8f));
@ -419,15 +419,15 @@ void DrawGameplayScreen(void)
DrawRectangleLines(99, 622, 395, 32, MAROON);
if (synchro == 1.0f) DrawTextEx(font, FormatText("%02i%%", (int)(synchro*100)), (Vector2){99 + 390, 600}, font.size, -2, GREEN);
else DrawTextEx(font, FormatText("%02i%%", (int)(synchro*100)), (Vector2){99 + 390, 600}, font.size, -2, SKYBLUE);
if (synchro == 1.0f) DrawTextEx(font, FormatText("%02i%%", (int)(synchro*100)), (Vector2){99 + 390, 600}, font.baseSize, -2, GREEN);
else DrawTextEx(font, FormatText("%02i%%", (int)(synchro*100)), (Vector2){99 + 390, 600}, font.baseSize, -2, SKYBLUE);
// Draw time warp coool-down bar
DrawRectangle(754, 622, 395, 32, Fade(RAYWHITE, 0.8f));
DrawRectangle(754, 622, warpCounter, 32, Fade(SKYBLUE, 0.8f));
DrawRectangleLines(754, 622, 395, 32, DARKGRAY);
//DrawText(FormatText("%02i%%", (int)(synchro*100)), 754 + 410, 628, 20, DARKGRAY);
DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.size, -2, SKYBLUE);
DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE);
// Draw wave
// NOTE: Old drawing method, replaced by rendertarget

View File

@ -4,7 +4,7 @@
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -4,7 +4,7 @@
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -91,7 +91,7 @@ void DrawTitleScreen(void)
DrawText("powered by", GetScreenWidth() - 162, GetScreenHeight() - 190, 20, DARKGRAY);
DrawTexture(texLogo, GetScreenWidth() - 128 - 34, GetScreenHeight() - 128 - 36, WHITE);
if ((framesCounter > 160) && ((framesCounter/40)%2)) DrawTextEx(font, "mouse click to start", (Vector2){ 325, 500 }, font.size, 0, SKYBLUE);
if ((framesCounter > 160) && ((framesCounter/40)%2)) DrawTextEx(font, "mouse click to start", (Vector2){ 325, 500 }, font.baseSize, 0, SKYBLUE);
}
// Title Screen Unload logic

View File

@ -4,7 +4,7 @@
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -7,7 +7,7 @@
* The level is actually the wave and the wave is the level!
* Be fast! Be smart! Be the best wave collector!
*
* This game has been created using raylib (www.raylib.com)
* This game has been created using raylib v1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)

View File

@ -1,7 +1,7 @@
#******************************************************************************
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
#
# Many Thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline.
#
# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
@ -153,12 +153,34 @@ endif
# define compiler flags:
# -O1 defines optimization level
# -Og enable debugging
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
# -D_DEFAULT_SOURCE use with -std=c99 on Linux to enable timespec and drflac
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
endif
ifeq ($(PLATFORM_OS),LINUX)
CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE
endif
ifeq ($(PLATFORM_OS),OSX)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# if shared library required, make sure code is compiled as position independent
ifeq ($(SHARED),YES)
@ -243,7 +265,7 @@ OBJS += external/stb_vorbis.o
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is raylib
all: toolchain raylib
all: toolchain raylib
# make standalone Android toolchain
toolchain:
@ -266,7 +288,7 @@ else
ifeq ($(SHARED),YES)
ifeq ($(PLATFORM_OS),LINUX)
# compile raylib to shared library version for GNU/Linux.
# WARNING: you should type "make clean" before doing this target
# WARNING: you should type "make clean" before doing this target
$(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS)
@echo "raylib shared library (libraylib.so) generated!"
endif
@ -299,11 +321,11 @@ core.o : core.c raylib.h rlgl.h utils.h raymath.h gestures.h
# compile rlgl module
rlgl.o : rlgl.c rlgl.h raymath.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(GRAPHICS)
# compile shapes module
shapes.o : shapes.c raylib.h rlgl.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(SHAREDFLAG)
# compile textures module
textures.o : textures.c rlgl.h utils.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS) -D$(SHAREDFLAG)
@ -319,7 +341,7 @@ models.o : models.c raylib.h rlgl.h raymath.h
# compile audio module
audio.o : audio.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG) -D$(SHAREDOPENALFLAG)
# compile stb_vorbis library
external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
$(CC) -c -o $@ $< -O1 $(CFLAGS) $(INCLUDES) -D$(PLATFORM)

View File

@ -1,26 +1,22 @@
/**********************************************************************************************
*
* raylib.audio
* raylib.audio - Basic funtionality to work with audio
*
* This module provides basic functionality to work with audio:
* Manage audio device (init/close)
* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD)
* Play/Stop/Pause/Resume loaded audio
* Manage mixing channels
* Manage raw audio context
*
* NOTES:
*
* Only up to two channels supported: MONO and STEREO (for additional channels, use AL_EXT_MCFORMATS)
* Only the following sample sizes supported: 8bit PCM, 16bit PCM, 32-bit float PCM (using AL_EXT_FLOAT32)
* FEATURES:
* - Manage audio device (init/close)
* - Load and unload audio files
* - Format wave data (sample rate, size, channels)
* - Play/Stop/Pause/Resume loaded audio
* - Manage mixing channels
* - Manage raw audio context
*
* CONFIGURATION:
*
* #define AUDIO_STANDALONE
* If defined, the module can be used as standalone library (independently of raylib).
* Define to use the module as standalone library (independently of raylib).
* Required types and functions are defined in the same module.
*
* #define SUPPORT_FILEFORMAT_WAV / SUPPORT_LOAD_WAV / ENABLE_LOAD_WAV
* #define SUPPORT_FILEFORMAT_WAV / SUPPORT_LOAD_WAV
* #define SUPPORT_FILEFORMAT_OGG
* #define SUPPORT_FILEFORMAT_XM
* #define SUPPORT_FILEFORMAT_MOD
@ -29,6 +25,12 @@
* supported by default, to remove support, just comment unrequired #define in this module
*
* #define SUPPORT_RAW_AUDIO_BUFFERS
* Support creating raw audio buffers to send raw data. Buffers must be managed by the user,
* it means initialization, refilling and cleaning.
*
* LIMITATIONS:
* Only up to two channels supported: MONO and STEREO (for additional channels, use AL_EXT_MCFORMATS)
* Only the following sample sizes supported: 8bit PCM, 16bit PCM, 32-bit float PCM (using AL_EXT_FLOAT32)
*
* DEPENDENCIES:
* OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html)
@ -38,17 +40,16 @@
* dr_flac - FLAC audio file loading
*
* CONTRIBUTORS:
*
* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions:
* XM audio module support (jar_xm)
* MOD audio module support (jar_mod)
* Mixing channels support
* Raw audio context support
* Joshua Reisenauer (github: @kd7tck):
* - XM audio module support (jar_xm)
* - MOD audio module support (jar_mod)
* - Mixing channels support
* - Raw audio context support
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -1,13 +1,16 @@
/**********************************************************************************************
*
* raylib.audio
* raylib.audio - Basic funtionality to work with audio
*
* This module provides basic functionality to work with audio:
* Manage audio device (init/close)
* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD)
* Play/Stop/Pause/Resume loaded audio
* Manage mixing channels
* Manage raw audio context
* DESCRIPTION:
*
* This module provides basic functionality to:
* - Manage audio device (init/close)
* - Load and unload audio files
* - Format wave data (sample rate, size, channels)
* - Play/Stop/Pause/Resume loaded audio
* - Manage mixing channels
* - Manage raw audio context
*
* DEPENDENCIES:
* OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html)
@ -16,16 +19,17 @@
* jar_mod - MOD audio file loading
* dr_flac - FLAC audio file loading
*
* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions:
* XM audio module support (jar_xm)
* MOD audio module support (jar_mod)
* Mixing channels support
* Raw audio context support
* CONTRIBUTORS:
* Joshua Reisenauer (github: @kd7tck):
* - XM audio module support (jar_xm)
* - MOD audio module support (jar_mod)
* - Mixing channels support
* - Raw audio context support
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib Camera System - Camera Modes Setup and Control Functions
* raylib.camera - Camera system with multiple modes support
*
* NOTE: Memory footprint of this library is aproximately 52 bytes (global variables)
*
@ -22,7 +22,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -2,7 +2,14 @@
*
* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
*
* The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1
* PLATFORMS SUPPORTED:
* - Windows (win32/Win64)
* - Linux (tested on Ubuntu)
* - Mac (OSX)
* - Android (API Level 9 or greater)
* - Raspberry Pi (Raspbian)
* - HTML5 (Chrome, Firefox)
* - Oculus Rift CV1
*
* CONFIGURATION:
*
@ -22,13 +29,15 @@
* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
*
* #define LOAD_DEFAULT_FONT (defined by default)
* #define SUPPORT_DEFAULT_FONT (default)
* Default font is loaded on window initialization to be available for the user to render simple text.
* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
*
* #define INCLUDE_CAMERA_SYSTEM / SUPPORT_CAMERA_SYSTEM
* #define SUPPORT_CAMERA_SYSTEM
* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
*
* #define INCLUDE_GESTURES_SYSTEM / SUPPORT_GESTURES_SYSTEM
* #define SUPPORT_GESTURES_SYSTEM
* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
*
* #define SUPPORT_MOUSE_GESTURES
* Mouse gestures are directly mapped like touches and processed by gestures system.
@ -42,7 +51,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -61,6 +70,14 @@
*
**********************************************************************************************/
// Default supported features
//-------------------------------------
#define SUPPORT_DEFAULT_FONT
#define SUPPORT_MOUSE_GESTURES
#define SUPPORT_CAMERA_SYSTEM
#define SUPPORT_GESTURES_SYSTEM
//-------------------------------------
#include "raylib.h"
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
@ -70,10 +87,12 @@
#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
#include "raymath.h" // Required for: Vector3 and Matrix functions
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
#if defined(SUPPORT_GESTURES_SYSTEM)
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
#endif
#if !defined(PLATFORM_ANDROID)
#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID)
#define CAMERA_IMPLEMENTATION
#include "camera.h" // Camera system functionality
#endif
@ -86,7 +105,7 @@
#include <string.h> // Required for: strcmp()
//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined __linux || defined(PLATFORM_WEB)
#if defined __linux__ || defined(PLATFORM_WEB)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#elif defined __APPLE__
#include <unistd.h> // Required for: usleep()
@ -96,7 +115,7 @@
//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
#ifdef __linux
#ifdef __linux__
#define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
#define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
#include <GLFW/glfw3native.h> // which are required for hiding mouse
@ -140,8 +159,6 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define STORAGE_FILENAME "storage.data"
#if defined(PLATFORM_RPI)
// Old device inputs system
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
@ -161,7 +178,7 @@
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#define LOAD_DEFAULT_FONT // Load default font on window initialization (module: text)
#define STORAGE_FILENAME "storage.data"
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -259,7 +276,10 @@ static int lastGamepadButtonPressed = -1; // Register last gamepad button pres
static int gamepadAxisCount = 0; // Register number of available gamepad axis
static Vector2 mousePosition; // Mouse position on screen
#if defined(SUPPORT_GESTURES_SYSTEM)
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
#endif
#if defined(PLATFORM_DESKTOP)
static char **dropFilesPath; // Store dropped files paths as strings
@ -277,7 +297,7 @@ static bool showLogo = false; // Track if showing logo at init is
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
#if defined(LOAD_DEFAULT_FONT)
#if defined(SUPPORT_DEFAULT_FONT)
extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
#endif
@ -359,7 +379,7 @@ void InitWindow(int width, int height, const char *title)
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(width, height);
#if defined(LOAD_DEFAULT_FONT)
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadDefaultFont();
@ -471,7 +491,7 @@ void InitWindow(int width, int height, void *state)
// Close Window and Terminate Context
void CloseWindow(void)
{
#if defined(LOAD_DEFAULT_FONT)
#if defined(SUPPORT_DEFAULT_FONT)
UnloadDefaultFont();
#endif
@ -583,12 +603,15 @@ void SetWindowIcon(Image image)
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
#if defined(PLATFORM_DESKTOP)
glfwSetWindowPos(window, x, y);
#endif
}
// Set monitor for the current window (fullscreen mode)
void SetWindowMonitor(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
@ -598,6 +621,7 @@ void SetWindowMonitor(int monitor)
TraceLog(INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
}
else TraceLog(WARNING, "Selected monitor not found");
#endif
}
// Get current screen width
@ -617,7 +641,7 @@ int GetScreenHeight(void)
void ShowCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
#ifdef __linux__
XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
@ -630,7 +654,7 @@ void ShowCursor()
void HideCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
#ifdef __linux__
XColor col;
const char nil[] = {0};
@ -751,11 +775,8 @@ void End2dMode(void)
void Begin3dMode(Camera camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
@ -782,8 +803,6 @@ void End3dMode(void)
{
rlglDraw(); // Process internal buffers (update + draw)
if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
@ -1125,16 +1144,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
QuaternionTransform(&qNear, matProjView);
QuaternionTransform(&qFar, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
#endif
// Calculate normalized direction vector
@ -2007,7 +2026,7 @@ static double GetTime(void)
// Wait for some milliseconds (stop program execution)
static void Wait(float ms)
{
#define SUPPORT_BUSY_WAIT_LOOP
//#define SUPPORT_BUSY_WAIT_LOOP
#if defined(SUPPORT_BUSY_WAIT_LOOP)
double prevTime = GetTime();
double nextTime = 0.0;
@ -2017,7 +2036,7 @@ static void Wait(float ms)
#else
#if defined _WIN32
Sleep(ms);
#elif defined __linux || defined(PLATFORM_WEB)
#elif defined __linux__ || defined(PLATFORM_WEB)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000.0f);
ms -= (sec*1000);
@ -2065,9 +2084,11 @@ static bool GetMouseButtonStatus(int button)
// Poll (store) all input events
static void PollInputEvents(void)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#endif
// Reset last key pressed registered
lastKeyPressed = -1;
@ -2297,8 +2318,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
{
currentMouseState[button] = action;
#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
@ -2329,8 +2349,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
@ -2460,7 +2479,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(screenWidth, screenHeight);
#if defined(LOAD_DEFAULT_FONT)
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadDefaultFont();

View File

@ -122,7 +122,7 @@ EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t
EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (c/2*t*t*t + b);
return (c/2*((t-=2)*t*t + 2) + b);
return (c/2*((t-=2)*t*t + 2) + b);
}
// Quadratic Easing functions

View File

@ -1,256 +0,0 @@
/*
** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
#ifndef lauxlib_h
#define lauxlib_h
#include <stddef.h>
#include <stdio.h>
#include "lua.h"
/* extra error code for 'luaL_load' */
#define LUA_ERRFILE (LUA_ERRERR+1)
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
#define luaL_checkversion(L) \
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
size_t *l);
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
const char *def, size_t *l);
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
lua_Integer def);
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
const char *const lst[]);
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
/* predefined references */
#define LUA_NOREF (-2)
#define LUA_REFNIL (-1)
LUALIB_API int (luaL_ref) (lua_State *L, int t);
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
const char *mode);
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
const char *name, const char *mode);
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
LUALIB_API lua_State *(luaL_newstate) (void);
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p,
const char *r);
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
const char *msg, int level);
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
lua_CFunction openf, int glb);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define luaL_newlibtable(L,l) \
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
#define luaL_newlib(L,l) \
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
#define luaL_argcheck(L, cond,arg,extramsg) \
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
#define luaL_dofile(L, fn) \
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_dostring(L, s) \
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
/*
** {======================================================
** Generic Buffer manipulation
** =======================================================
*/
typedef struct luaL_Buffer {
char *b; /* buffer address */
size_t size; /* buffer size */
size_t n; /* number of characters in buffer */
lua_State *L;
char initb[LUAL_BUFFERSIZE]; /* initial buffer */
} luaL_Buffer;
#define luaL_addchar(B,c) \
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
((B)->b[(B)->n++] = (c)))
#define luaL_addsize(B,s) ((B)->n += (s))
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
/* }====================================================== */
/*
** {======================================================
** File handles for IO library
** =======================================================
*/
/*
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
** initial structure 'luaL_Stream' (it may contain other fields
** after that initial structure).
*/
#define LUA_FILEHANDLE "FILE*"
typedef struct luaL_Stream {
FILE *f; /* stream (NULL for incompletely created streams) */
lua_CFunction closef; /* to close stream (NULL for closed streams) */
} luaL_Stream;
/* }====================================================== */
/* compatibility with old module system */
#if defined(LUA_COMPAT_MODULE)
LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname,
int sizehint);
LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
const luaL_Reg *l, int nup);
#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0))
#endif
/*
** {==================================================================
** "Abstraction Layer" for basic report of messages and errors
** ===================================================================
*/
/* print a string */
#if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif
/* print a newline and flush the output */
#if !defined(lua_writeline)
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
#endif
/* print an error message */
#if !defined(lua_writestringerror)
#define lua_writestringerror(s,p) \
(fprintf(stderr, (s), (p)), fflush(stderr))
#endif
/* }================================================================== */
/*
** {============================================================
** Compatibility with deprecated conversions
** =============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
#define luaL_optunsigned(L,a,d) \
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
#endif
/* }============================================================ */
#endif

View File

@ -1,486 +0,0 @@
/*
** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include "luaconf.h"
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "3"
#define LUA_VERSION_NUM 503
#define LUA_VERSION_RELEASE "3"
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
/* mark for precompiled code ('<esc>Lua') */
#define LUA_SIGNATURE "\x1bLua"
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
#define LUA_MULTRET (-1)
/*
** Pseudo-indices
** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty
** space after that to help overflow detection)
*/
#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000)
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
/* thread status */
#define LUA_OK 0
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRGCMM 5
#define LUA_ERRERR 6
typedef struct lua_State lua_State;
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMTAGS 9
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/* predefined values in the registry */
#define LUA_RIDX_MAINTHREAD 1
#define LUA_RIDX_GLOBALS 2
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/* unsigned integer type */
typedef LUA_UNSIGNED lua_Unsigned;
/* type for continuation-function contexts */
typedef LUA_KCONTEXT lua_KContext;
/*
** Type for C functions registered with Lua
*/
typedef int (*lua_CFunction) (lua_State *L);
/*
** Type for continuation functions
*/
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
/*
** Type for functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
/*
** Type for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
LUA_API const lua_Number *(lua_version) (lua_State *L);
/*
** basic stack manipulation
*/
LUA_API int (lua_absindex) (lua_State *L, int idx);
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
LUA_API int (lua_checkstack) (lua_State *L, int n);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isinteger) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t (lua_rawlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** Comparison and arithmetic functions
*/
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
#define LUA_OPSUB 1
#define LUA_OPMUL 2
#define LUA_OPMOD 3
#define LUA_OPPOW 4
#define LUA_OPDIV 5
#define LUA_OPIDIV 6
#define LUA_OPBAND 7
#define LUA_OPBOR 8
#define LUA_OPBXOR 9
#define LUA_OPSHL 10
#define LUA_OPSHR 11
#define LUA_OPUNM 12
#define LUA_OPBNOT 13
LUA_API void (lua_arith) (lua_State *L, int op);
#define LUA_OPEQ 0
#define LUA_OPLT 1
#define LUA_OPLE 2
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
LUA_API int (lua_gettable) (lua_State *L, int idx);
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawget) (lua_State *L, int idx);
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API int (lua_getuservalue) (lua_State *L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API void (lua_setuservalue) (lua_State *L, int idx);
/*
** 'load' and 'call' functions (load and run Lua code)
*/
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
lua_KContext ctx, lua_KFunction k);
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
lua_KContext ctx, lua_KFunction k);
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
/*
** coroutine functions
*/
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
lua_KFunction k);
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg);
LUA_API int (lua_status) (lua_State *L);
LUA_API int (lua_isyieldable) (lua_State *L);
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
LUA_API int (lua_gc) (lua_State *L, int what, int data);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API void (lua_len) (lua_State *L, int idx);
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
/*
** {==============================================================
** some useful macros
** ===============================================================
*/
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) lua_pushstring(L, "" s)
#define lua_pushglobaltable(L) \
((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
/* }============================================================== */
/*
** {==============================================================
** compatibility macros for unsigned conversions
** ===============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
#endif
/* }============================================================== */
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILCALL 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debugger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
int fidx2, int n2);
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook (lua_gethook) (lua_State *L);
LUA_API int (lua_gethookmask) (lua_State *L);
LUA_API int (lua_gethookcount) (lua_State *L);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
unsigned char nups; /* (u) number of upvalues */
unsigned char nparams;/* (u) number of parameters */
char isvararg; /* (u) */
char istailcall; /* (t) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
struct CallInfo *i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2016 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif

View File

@ -1,9 +0,0 @@
// lua.hpp
// Lua header files for C++
// <<extern "C">> not supplied automatically because Lua also compiles as C++
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}

View File

@ -1,769 +0,0 @@
/*
** $Id: luaconf.h,v 1.255 2016/05/01 20:06:09 roberto Exp $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
#ifndef luaconf_h
#define luaconf_h
#include <limits.h>
#include <stddef.h>
/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/
/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/
/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */
/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */
/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS /* enable goodies for regular Windows */
#endif
#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL /* enable support for DLL */
#define LUA_USE_C89 /* broadly, Windows is C89 */
#endif
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#define LUA_USE_READLINE /* needs some extra libraries */
#endif
#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* MacOS does not need -ldl */
#define LUA_USE_READLINE /* needs an extra library: -lreadline */
#endif
/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif
/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT 32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT 16
#endif
/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/
/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT 1
#define LUA_INT_LONG 2
#define LUA_INT_LONGLONG 3
/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT 1
#define LUA_FLOAT_DOUBLE 2
#define LUA_FLOAT_LONGDOUBLE 3
#if defined(LUA_32BITS) /* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32 /* use 'int' if big enough */
#define LUA_INT_TYPE LUA_INT_INT
#else /* otherwise use 'long' */
#define LUA_INT_TYPE LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT
#elif defined(LUA_C89_NUMBERS) /* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE LUA_INT_LONG
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif /* } */
/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE LUA_INT_LONGLONG
#endif
#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif
/* }================================================================== */
/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/
/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32) /* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
#define LUA_LDIR "!\\lua\\"
#define LUA_CDIR "!\\"
#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \
LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \
".\\?.lua;" ".\\?\\init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.dll;" \
LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \
LUA_CDIR"loadall.dll;" ".\\?.dll;" \
LUA_CDIR"?53.dll;" ".\\?53.dll"
#else /* }{ */
#define LUA_ROOT "/usr/local/"
#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/"
#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \
"./?.lua;" "./?/init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \
LUA_CDIR"lib?53.so;" "./lib?53.so"
#endif /* } */
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
** CHANGE it if your machine does not use "/" as the directory separator
** and is not Windows. (On Windows Lua automatically uses "\".)
*/
#if defined(_WIN32)
#define LUA_DIRSEP "\\"
#else
#define LUA_DIRSEP "/"
#endif
/* }================================================================== */
/*
** {==================================================================
** Marks for exported symbols in the C code
** ===================================================================
*/
/*
@@ LUA_API is a mark for all core API functions.
@@ LUALIB_API is a mark for all auxiliary library functions.
@@ LUAMOD_API is a mark for all standard library opening functions.
** CHANGE them if you need to define those functions in some special way.
** For instance, if you want to create one Windows DLL with the core and
** the libraries, you may want to use the following definition (define
** LUA_BUILD_AS_DLL to get it).
*/
#if defined(LUA_BUILD_AS_DLL) /* { */
#if defined(LUA_CORE) || defined(LUA_LIB) /* { */
#define LUA_API __declspec(dllexport)
#else /* }{ */
#define LUA_API __declspec(dllimport)
#endif /* } */
#else /* }{ */
#define LUA_API extern
#endif /* } */
/* more often than not the libs go together with the core */
#define LUALIB_API LUA_API
#define LUAMOD_API LUALIB_API
/*
@@ LUAI_FUNC is a mark for all extern functions that are not to be
** exported to outside modules.
@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables
** that are not to be exported to outside modules (LUAI_DDEF for
** definitions and LUAI_DDEC for declarations).
** CHANGE them if you need to mark them in some special way. Elf/gcc
** (versions 3.2 and later) mark them as "hidden" to optimize access
** when Lua is compiled as a shared library. Not all elf targets support
** this attribute. Unfortunately, gcc does not offer a way to check
** whether the target offers that support, and those without support
** give a warning about it. To avoid these warnings, change to the
** default definition.
*/
#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \
defined(__ELF__) /* { */
#define LUAI_FUNC __attribute__((visibility("hidden"))) extern
#else /* }{ */
#define LUAI_FUNC extern
#endif /* } */
#define LUAI_DDEC LUAI_FUNC
#define LUAI_DDEF /* empty */
/* }================================================================== */
/*
** {==================================================================
** Compatibility with previous versions
** ===================================================================
*/
/*
@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2.
@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1.
** You can define it to get all options, or change specific options
** to fit your specific needs.
*/
#if defined(LUA_COMPAT_5_2) /* { */
/*
@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated
** functions in the mathematical library.
*/
#define LUA_COMPAT_MATHLIB
/*
@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'.
*/
#define LUA_COMPAT_BITLIB
/*
@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod.
*/
#define LUA_COMPAT_IPAIRS
/*
@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for
** manipulating other integer types (lua_pushunsigned, lua_tounsigned,
** luaL_checkint, luaL_checklong, etc.)
*/
#define LUA_COMPAT_APIINTCASTS
#endif /* } */
#if defined(LUA_COMPAT_5_1) /* { */
/* Incompatibilities from 5.2 -> 5.3 */
#define LUA_COMPAT_MATHLIB
#define LUA_COMPAT_APIINTCASTS
/*
@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'.
** You can replace it with 'table.unpack'.
*/
#define LUA_COMPAT_UNPACK
/*
@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'.
** You can replace it with 'package.searchers'.
*/
#define LUA_COMPAT_LOADERS
/*
@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall.
** You can call your C function directly (with light C functions).
*/
#define lua_cpcall(L,f,u) \
(lua_pushcfunction(L, (f)), \
lua_pushlightuserdata(L,(u)), \
lua_pcall(L,1,0,0))
/*
@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library.
** You can rewrite 'log10(x)' as 'log(x, 10)'.
*/
#define LUA_COMPAT_LOG10
/*
@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base
** library. You can rewrite 'loadstring(s)' as 'load(s)'.
*/
#define LUA_COMPAT_LOADSTRING
/*
@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library.
*/
#define LUA_COMPAT_MAXN
/*
@@ The following macros supply trivial compatibility for some
** changes in the API. The macros themselves document how to
** change your code to avoid using them.
*/
#define lua_strlen(L,i) lua_rawlen(L, (i))
#define lua_objlen(L,i) lua_rawlen(L, (i))
#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ)
#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT)
/*
@@ LUA_COMPAT_MODULE controls compatibility with previous
** module functions 'module' (Lua) and 'luaL_register' (C).
*/
#define LUA_COMPAT_MODULE
#endif /* } */
/*
@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a
@@ a float mark ('.0').
** This macro is not on by default even in compatibility mode,
** because this is not really an incompatibility.
*/
/* #define LUA_COMPAT_FLOATSTRING */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Numbers.
** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_*
** satisfy your needs.
** ===================================================================
*/
/*
@@ LUA_NUMBER is the floating-point type used by Lua.
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@@ over a floating number.
@@ l_mathlim(x) corrects limit name 'x' to the proper float type
** by prefixing it with one of FLT/DBL/LDBL.
@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats.
@@ LUA_NUMBER_FMT is the format for writing floats.
@@ lua_number2str converts a float to a string.
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
@@ l_floor takes the floor of a float.
@@ lua_str2number converts a decimal numeric string to a number.
*/
/* The following definitions are good for most cases here */
#define l_floor(x) (l_mathop(floor)(x))
#define lua_number2str(s,sz,n) l_sprintf((s), sz, LUA_NUMBER_FMT, (n))
/*
@@ lua_numbertointeger converts a float number to an integer, or
** returns 0 if float is not within the range of a lua_Integer.
** (The range comparisons are tricky because of rounding. The tests
** here assume a two-complement representation, where MININTEGER always
** has an exact representation as a float; MAXINTEGER may not have one,
** and therefore its conversion to float may have an ill-defined value.)
*/
#define lua_numbertointeger(n,p) \
((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \
(n) < -(LUA_NUMBER)(LUA_MININTEGER) && \
(*(p) = (LUA_INTEGER)(n), 1))
/* now the variable definitions */
#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */
#define LUA_NUMBER float
#define l_mathlim(n) (FLT_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.7g"
#define l_mathop(op) op##f
#define lua_str2number(s,p) strtof((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */
#define LUA_NUMBER long double
#define l_mathlim(n) (LDBL_##n)
#define LUAI_UACNUMBER long double
#define LUA_NUMBER_FRMLEN "L"
#define LUA_NUMBER_FMT "%.19Lg"
#define l_mathop(op) op##l
#define lua_str2number(s,p) strtold((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */
#define LUA_NUMBER double
#define l_mathlim(n) (DBL_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.14g"
#define l_mathop(op) op
#define lua_str2number(s,p) strtod((s), (p))
#else /* }{ */
#error "numeric float type not defined"
#endif /* } */
/*
@@ LUA_INTEGER is the integer type used by Lua.
**
@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER.
**
@@ LUAI_UACINT is the result of an 'usual argument conversion'
@@ over a lUA_INTEGER.
@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers.
@@ LUA_INTEGER_FMT is the format for writing integers.
@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER.
@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER.
@@ lua_integer2str converts an integer to a string.
*/
/* The following definitions are good for most cases here */
#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d"
#define lua_integer2str(s,sz,n) l_sprintf((s), sz, LUA_INTEGER_FMT, (n))
#define LUAI_UACINT LUA_INTEGER
/*
** use LUAI_UACINT here to avoid problems with promotions (which
** can turn a comparison between unsigneds into a signed comparison)
*/
#define LUA_UNSIGNED unsigned LUAI_UACINT
/* now the variable definitions */
#if LUA_INT_TYPE == LUA_INT_INT /* { int */
#define LUA_INTEGER int
#define LUA_INTEGER_FRMLEN ""
#define LUA_MAXINTEGER INT_MAX
#define LUA_MININTEGER INT_MIN
#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */
#define LUA_INTEGER long
#define LUA_INTEGER_FRMLEN "l"
#define LUA_MAXINTEGER LONG_MAX
#define LUA_MININTEGER LONG_MIN
#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */
/* use presence of macro LLONG_MAX as proxy for C99 compliance */
#if defined(LLONG_MAX) /* { */
/* use ISO C99 stuff */
#define LUA_INTEGER long long
#define LUA_INTEGER_FRMLEN "ll"
#define LUA_MAXINTEGER LLONG_MAX
#define LUA_MININTEGER LLONG_MIN
#elif defined(LUA_USE_WINDOWS) /* }{ */
/* in Windows, can use specific Windows types */
#define LUA_INTEGER __int64
#define LUA_INTEGER_FRMLEN "I64"
#define LUA_MAXINTEGER _I64_MAX
#define LUA_MININTEGER _I64_MIN
#else /* }{ */
#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \
or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)"
#endif /* } */
#else /* }{ */
#error "numeric integer type not defined"
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Dependencies with C99 and other C details
** ===================================================================
*/
/*
@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89.
** (All uses in Lua have only one format item.)
*/
#if !defined(LUA_USE_C89)
#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i)
#else
#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i))
#endif
/*
@@ lua_strx2number converts an hexadecimal numeric string to a number.
** In C99, 'strtod' does that conversion. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_strx2number(s,p) lua_str2number(s,p)
#endif
/*
@@ lua_number2strx converts a float to an hexadecimal numeric string.
** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that.
** Otherwise, you can leave 'lua_number2strx' undefined and Lua will
** provide its own implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_number2strx(L,b,sz,f,n) ((void)L, l_sprintf(b,sz,f,n))
#endif
/*
** 'strtof' and 'opf' variants for math functions are not valid in
** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the
** availability of these variants. ('math.h' is already included in
** all files that use these macros.)
*/
#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF))
#undef l_mathop /* variants not available */
#undef lua_str2number
#define l_mathop(op) (lua_Number)op /* no variant */
#define lua_str2number(s,p) ((lua_Number)strtod((s), (p)))
#endif
/*
@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation
** functions. It must be a numerical type; Lua will use 'intptr_t' if
** available, otherwise it will use 'ptrdiff_t' (the nearest thing to
** 'intptr_t' in C89)
*/
#define LUA_KCONTEXT ptrdiff_t
#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \
__STDC_VERSION__ >= 199901L
#include <stdint.h>
#if defined(INTPTR_MAX) /* even in C99 this type is optional */
#undef LUA_KCONTEXT
#define LUA_KCONTEXT intptr_t
#endif
#endif
/*
@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point).
** Change that if you do not want to use C locales. (Code using this
** macro must include header 'locale.h'.)
*/
#if !defined(lua_getlocaledecpoint)
#define lua_getlocaledecpoint() (localeconv()->decimal_point[0])
#endif
/* }================================================================== */
/*
** {==================================================================
** Language Variations
** =====================================================================
*/
/*
@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some
** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from
** numbers to strings. Define LUA_NOCVTS2N to turn off automatic
** coercion from strings to numbers.
*/
/* #define LUA_NOCVTN2S */
/* #define LUA_NOCVTS2N */
/*
@@ LUA_USE_APICHECK turns on several consistency checks on the C API.
** Define it as a help when debugging C code.
*/
#if defined(LUA_USE_APICHECK)
#include <assert.h>
#define luai_apicheck(l,e) assert(e)
#endif
/* }================================================================== */
/*
** {==================================================================
** Macros that affect the API and must be stable (that is, must be the
** same when you compile Lua and when you compile code that links to
** Lua). You probably do not want/need to change them.
** =====================================================================
*/
/*
@@ LUAI_MAXSTACK limits the size of the Lua stack.
** CHANGE it if you need a different limit. This limit is arbitrary;
** its only purpose is to stop Lua from consuming unlimited stack
** space (and to reserve some numbers for pseudo-indices).
*/
#if LUAI_BITSINT >= 32
#define LUAI_MAXSTACK 1000000
#else
#define LUAI_MAXSTACK 15000
#endif
/*
@@ LUA_EXTRASPACE defines the size of a raw memory area associated with
** a Lua state with very fast access.
** CHANGE it if you need a different size.
*/
#define LUA_EXTRASPACE (sizeof(void *))
/*
@@ LUA_IDSIZE gives the maximum size for the description of the source
@@ of a function in debug information.
** CHANGE it if you want a different size.
*/
#define LUA_IDSIZE 60
/*
@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system.
** CHANGE it if it uses too much C-stack space. (For long double,
** 'string.format("%.99f", 1e4932)' needs ~5030 bytes, so a
** smaller buffer would force a memory allocation for each call to
** 'string.format'.)
*/
#if defined(LUA_FLOAT_LONGDOUBLE)
#define LUAL_BUFFERSIZE 8192
#else
#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer)))
#endif
/* }================================================================== */
/*
@@ LUA_QL describes how error messages quote program elements.
** Lua does not use these macros anymore; they are here for
** compatibility only.
*/
#define LUA_QL(x) "'" x "'"
#define LUA_QS LUA_QL("%s")
/* =================================================================== */
/*
** Local configuration. You can use this space to add your redefinitions
** without modifying the main part of the file.
*/
#endif

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@ -1,58 +0,0 @@
/*
** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $
** Lua standard libraries
** See Copyright Notice in lua.h
*/
#ifndef lualib_h
#define lualib_h
#include "lua.h"
LUAMOD_API int (luaopen_base) (lua_State *L);
#define LUA_COLIBNAME "coroutine"
LUAMOD_API int (luaopen_coroutine) (lua_State *L);
#define LUA_TABLIBNAME "table"
LUAMOD_API int (luaopen_table) (lua_State *L);
#define LUA_IOLIBNAME "io"
LUAMOD_API int (luaopen_io) (lua_State *L);
#define LUA_OSLIBNAME "os"
LUAMOD_API int (luaopen_os) (lua_State *L);
#define LUA_STRLIBNAME "string"
LUAMOD_API int (luaopen_string) (lua_State *L);
#define LUA_UTF8LIBNAME "utf8"
LUAMOD_API int (luaopen_utf8) (lua_State *L);
#define LUA_BITLIBNAME "bit32"
LUAMOD_API int (luaopen_bit32) (lua_State *L);
#define LUA_MATHLIBNAME "math"
LUAMOD_API int (luaopen_math) (lua_State *L);
#define LUA_DBLIBNAME "debug"
LUAMOD_API int (luaopen_debug) (lua_State *L);
#define LUA_LOADLIBNAME "package"
LUAMOD_API int (luaopen_package) (lua_State *L);
/* open all previous libraries */
LUALIB_API void (luaL_openlibs) (lua_State *L);
#if !defined(lua_assert)
#define lua_assert(x) ((void)0)
#endif
#endif

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@ -1,150 +0,0 @@
pthreads-win32 - a POSIX threads library for Microsoft Windows
This file is Copyrighted
------------------------
This file is covered under the following Copyright:
Copyright (C) 2001,2006 Ross P. Johnson
All rights reserved.
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Pthreads-win32 is covered by the GNU Lesser General Public License
------------------------------------------------------------------
Pthreads-win32 is open software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation version 2.1 of the
License.
Pthreads-win32 is several binary link libraries, several modules,
associated interface definition files and scripts used to control
its compilation and installation.
Pthreads-win32 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
A copy of the GNU Lesser General Public License is distributed with
pthreads-win32 under the filename:
COPYING.LIB
You should have received a copy of the version 2.1 GNU Lesser General
Public License with pthreads-win32; if not, write to:
Free Software Foundation, Inc.
59 Temple Place
Suite 330
Boston, MA 02111-1307
USA
The contact addresses for pthreads-win32 is as follows:
Web: http://sources.redhat.com/pthreads-win32
Email: Ross Johnson
Please use: Firstname.Lastname@homemail.com.au
Pthreads-win32 copyrights and exception files
---------------------------------------------
With the exception of the files listed below, Pthreads-win32
is covered under the following GNU Lesser General Public License
Copyrights:
Pthreads-win32 - POSIX Threads Library for Win32
Copyright(C) 1998 John E. Bossom
Copyright(C) 1999,2006 Pthreads-win32 contributors
The current list of contributors is contained
in the file CONTRIBUTORS included with the source
code distribution. The current list of CONTRIBUTORS
can also be seen at the following WWW location:
http://sources.redhat.com/pthreads-win32/contributors.html
Contact Email: Ross Johnson
Please use: Firstname.Lastname@homemail.com.au
These files are not covered under one of the Copyrights listed above:
COPYING
COPYING.LIB
tests/rwlock7.c
This file, COPYING, is distributed under the Copyright found at the
top of this file. It is important to note that you may distribute
verbatim copies of this file but you may not modify this file.
The file COPYING.LIB, which contains a copy of the version 2.1
GNU Lesser General Public License, is itself copyrighted by the
Free Software Foundation, Inc. Please note that the Free Software
Foundation, Inc. does NOT have a copyright over Pthreads-win32,
only the COPYING.LIB that is supplied with pthreads-win32.
The file tests/rwlock7.c is derived from code written by
Dave Butenhof for his book 'Programming With POSIX(R) Threads'.
The original code was obtained by free download from his website
http://home.earthlink.net/~anneart/family/Threads/source.html
and did not contain a copyright or author notice. It is assumed to
be freely distributable.
In all cases one may use and distribute these exception files freely.
And because one may freely distribute the LGPL covered files, the
entire pthreads-win32 source may be freely used and distributed.
General Copyleft and License info
---------------------------------
For general information on Copylefts, see:
http://www.gnu.org/copyleft/
For information on GNU Lesser General Public Licenses, see:
http://www.gnu.org/copyleft/lesser.html
http://www.gnu.org/copyleft/lesser.txt
Why pthreads-win32 did not use the GNU General Public License
-------------------------------------------------------------
The goal of the pthreads-win32 project has been to
provide a quality and complete implementation of the POSIX
threads API for Microsoft Windows within the limits imposed
by virtue of it being a stand-alone library and not
linked directly to other POSIX compliant libraries. For
example, some functions and features, such as those based
on POSIX signals, are missing.
Pthreads-win32 is a library, available in several different
versions depending on supported compilers, and may be used
as a dynamically linked module or a statically linked set of
binary modules. It is not an application on it's own.
It was fully intended that pthreads-win32 be usable with
commercial software not covered by either the GPL or the LGPL
licenses. Pthreads-win32 has many contributors to it's
code base, many of whom have done so because they have
used the library in commercial or proprietry software
projects.
Releasing pthreads-win32 under the LGPL ensures that the
library can be used widely, while at the same time ensures
that bug fixes and improvements to the pthreads-win32 code
itself is returned to benefit all current and future users
of the library.
Although pthreads-win32 makes it possible for applications
that use POSIX threads to be ported to Win32 platforms, the
broader goal of the project is to encourage the use of open
standards, and in particular, to make it just a little easier
for developers writing Win32 applications to consider
widening the potential market for their products.

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@ -1,183 +0,0 @@
/*
* Module: sched.h
*
* Purpose:
* Provides an implementation of POSIX realtime extensions
* as defined in
*
* POSIX 1003.1b-1993 (POSIX.1b)
*
* --------------------------------------------------------------------------
*
* Pthreads-win32 - POSIX Threads Library for Win32
* Copyright(C) 1998 John E. Bossom
* Copyright(C) 1999,2005 Pthreads-win32 contributors
*
* Contact Email: rpj@callisto.canberra.edu.au
*
* The current list of contributors is contained
* in the file CONTRIBUTORS included with the source
* code distribution. The list can also be seen at the
* following World Wide Web location:
* http://sources.redhat.com/pthreads-win32/contributors.html
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library in the file COPYING.LIB;
* if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#if !defined(_SCHED_H)
#define _SCHED_H
#undef PTW32_SCHED_LEVEL
#if defined(_POSIX_SOURCE)
#define PTW32_SCHED_LEVEL 0
/* Early POSIX */
#endif
#if defined(_POSIX_C_SOURCE) && _POSIX_C_SOURCE >= 199309
#undef PTW32_SCHED_LEVEL
#define PTW32_SCHED_LEVEL 1
/* Include 1b, 1c and 1d */
#endif
#if defined(INCLUDE_NP)
#undef PTW32_SCHED_LEVEL
#define PTW32_SCHED_LEVEL 2
/* Include Non-Portable extensions */
#endif
#define PTW32_SCHED_LEVEL_MAX 3
#if ( defined(_POSIX_C_SOURCE) && _POSIX_C_SOURCE >= 200112 ) || !defined(PTW32_SCHED_LEVEL)
#define PTW32_SCHED_LEVEL PTW32_SCHED_LEVEL_MAX
/* Include everything */
#endif
#if defined(__GNUC__) && !defined(__declspec)
# error Please upgrade your GNU compiler to one that supports __declspec.
#endif
/*
* When building the library, you should define PTW32_BUILD so that
* the variables/functions are exported correctly. When using the library,
* do NOT define PTW32_BUILD, and then the variables/functions will
* be imported correctly.
*/
#if !defined(PTW32_STATIC_LIB)
# if defined(PTW32_BUILD)
# define PTW32_DLLPORT __declspec (dllexport)
# else
# define PTW32_DLLPORT __declspec (dllimport)
# endif
#else
# define PTW32_DLLPORT
#endif
/*
* This is a duplicate of what is in the autoconf config.h,
* which is only used when building the pthread-win32 libraries.
*/
#if !defined(PTW32_CONFIG_H)
# if defined(WINCE)
# define NEED_ERRNO
# define NEED_SEM
# endif
# if defined(__MINGW64__)
# define HAVE_STRUCT_TIMESPEC
# define HAVE_MODE_T
# elif defined(_UWIN) || defined(__MINGW32__)
# define HAVE_MODE_T
# endif
#endif
/*
*
*/
#if PTW32_SCHED_LEVEL >= PTW32_SCHED_LEVEL_MAX
#if defined(NEED_ERRNO)
#include "need_errno.h"
#else
#include <errno.h>
#endif
#endif /* PTW32_SCHED_LEVEL >= PTW32_SCHED_LEVEL_MAX */
#if (defined(__MINGW64__) || defined(__MINGW32__)) || defined(_UWIN)
# if PTW32_SCHED_LEVEL >= PTW32_SCHED_LEVEL_MAX
/* For pid_t */
# include <sys/types.h>
/* Required by Unix 98 */
# include <time.h>
# else
typedef int pid_t;
# endif
#else
typedef int pid_t;
#endif
/* Thread scheduling policies */
enum {
SCHED_OTHER = 0,
SCHED_FIFO,
SCHED_RR,
SCHED_MIN = SCHED_OTHER,
SCHED_MAX = SCHED_RR
};
struct sched_param {
int sched_priority;
};
#if defined(__cplusplus)
extern "C"
{
#endif /* __cplusplus */
PTW32_DLLPORT int __cdecl sched_yield (void);
PTW32_DLLPORT int __cdecl sched_get_priority_min (int policy);
PTW32_DLLPORT int __cdecl sched_get_priority_max (int policy);
PTW32_DLLPORT int __cdecl sched_setscheduler (pid_t pid, int policy);
PTW32_DLLPORT int __cdecl sched_getscheduler (pid_t pid);
/*
* Note that this macro returns ENOTSUP rather than
* ENOSYS as might be expected. However, returning ENOSYS
* should mean that sched_get_priority_{min,max} are
* not implemented as well as sched_rr_get_interval.
* This is not the case, since we just don't support
* round-robin scheduling. Therefore I have chosen to
* return the same value as sched_setscheduler when
* SCHED_RR is passed to it.
*/
#define sched_rr_get_interval(_pid, _interval) \
( errno = ENOTSUP, (int) -1 )
#if defined(__cplusplus)
} /* End of extern "C" */
#endif /* __cplusplus */
#undef PTW32_SCHED_LEVEL
#undef PTW32_SCHED_LEVEL_MAX
#endif /* !_SCHED_H */

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@ -1,169 +0,0 @@
/*
* Module: semaphore.h
*
* Purpose:
* Semaphores aren't actually part of the PThreads standard.
* They are defined by the POSIX Standard:
*
* POSIX 1003.1b-1993 (POSIX.1b)
*
* --------------------------------------------------------------------------
*
* Pthreads-win32 - POSIX Threads Library for Win32
* Copyright(C) 1998 John E. Bossom
* Copyright(C) 1999,2005 Pthreads-win32 contributors
*
* Contact Email: rpj@callisto.canberra.edu.au
*
* The current list of contributors is contained
* in the file CONTRIBUTORS included with the source
* code distribution. The list can also be seen at the
* following World Wide Web location:
* http://sources.redhat.com/pthreads-win32/contributors.html
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library in the file COPYING.LIB;
* if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#if !defined( SEMAPHORE_H )
#define SEMAPHORE_H
#undef PTW32_SEMAPHORE_LEVEL
#if defined(_POSIX_SOURCE)
#define PTW32_SEMAPHORE_LEVEL 0
/* Early POSIX */
#endif
#if defined(_POSIX_C_SOURCE) && _POSIX_C_SOURCE >= 199309
#undef PTW32_SEMAPHORE_LEVEL
#define PTW32_SEMAPHORE_LEVEL 1
/* Include 1b, 1c and 1d */
#endif
#if defined(INCLUDE_NP)
#undef PTW32_SEMAPHORE_LEVEL
#define PTW32_SEMAPHORE_LEVEL 2
/* Include Non-Portable extensions */
#endif
#define PTW32_SEMAPHORE_LEVEL_MAX 3
#if !defined(PTW32_SEMAPHORE_LEVEL)
#define PTW32_SEMAPHORE_LEVEL PTW32_SEMAPHORE_LEVEL_MAX
/* Include everything */
#endif
#if defined(__GNUC__) && ! defined (__declspec)
# error Please upgrade your GNU compiler to one that supports __declspec.
#endif
/*
* When building the library, you should define PTW32_BUILD so that
* the variables/functions are exported correctly. When using the library,
* do NOT define PTW32_BUILD, and then the variables/functions will
* be imported correctly.
*/
#if !defined(PTW32_STATIC_LIB)
# if defined(PTW32_BUILD)
# define PTW32_DLLPORT __declspec (dllexport)
# else
# define PTW32_DLLPORT __declspec (dllimport)
# endif
#else
# define PTW32_DLLPORT
#endif
/*
* This is a duplicate of what is in the autoconf config.h,
* which is only used when building the pthread-win32 libraries.
*/
#if !defined(PTW32_CONFIG_H)
# if defined(WINCE)
# define NEED_ERRNO
# define NEED_SEM
# endif
# if defined(__MINGW64__)
# define HAVE_STRUCT_TIMESPEC
# define HAVE_MODE_T
# elif defined(_UWIN) || defined(__MINGW32__)
# define HAVE_MODE_T
# endif
#endif
/*
*
*/
#if PTW32_SEMAPHORE_LEVEL >= PTW32_SEMAPHORE_LEVEL_MAX
#if defined(NEED_ERRNO)
#include "need_errno.h"
#else
#include <errno.h>
#endif
#endif /* PTW32_SEMAPHORE_LEVEL >= PTW32_SEMAPHORE_LEVEL_MAX */
#define _POSIX_SEMAPHORES
#if defined(__cplusplus)
extern "C"
{
#endif /* __cplusplus */
#if !defined(HAVE_MODE_T)
typedef unsigned int mode_t;
#endif
typedef struct sem_t_ * sem_t;
PTW32_DLLPORT int __cdecl sem_init (sem_t * sem,
int pshared,
unsigned int value);
PTW32_DLLPORT int __cdecl sem_destroy (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_trywait (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_wait (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_timedwait (sem_t * sem,
const struct timespec * abstime);
PTW32_DLLPORT int __cdecl sem_post (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_post_multiple (sem_t * sem,
int count);
PTW32_DLLPORT int __cdecl sem_open (const char * name,
int oflag,
mode_t mode,
unsigned int value);
PTW32_DLLPORT int __cdecl sem_close (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_unlink (const char * name);
PTW32_DLLPORT int __cdecl sem_getvalue (sem_t * sem,
int * sval);
#if defined(__cplusplus)
} /* End of extern "C" */
#endif /* __cplusplus */
#undef PTW32_SEMAPHORE_LEVEL
#undef PTW32_SEMAPHORE_LEVEL_MAX
#endif /* !SEMAPHORE_H */

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@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib Gestures System - Gestures Processing based on input gesture events (touch/mouse)
* raylib.gestures - Gestures system, gestures processing based on input events (touch/mouse)
*
* NOTE: Memory footprint of this library is aproximately 128 bytes (global variables)
*
@ -24,7 +24,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -147,7 +147,7 @@ float GetGesturePinchAngle(void); // Get gesture pinch ang
// Functions required to query time on Windows
int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
#elif defined(__linux)
#elif defined(__linux__)
#include <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#endif
@ -517,7 +517,7 @@ static double GetCurrentTime(void)
time = (double)currentTime/clockFrequency*1000.0f; // Time in miliseconds
#endif
#if defined(__linux)
#if defined(__linux__)
// NOTE: Only for Linux-based systems
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);

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@ -1,17 +1,19 @@
/**********************************************************************************************
*
* raylib.models - Basic functions to draw 3d shapes and 3d models
* raylib.models - Basic functions to deal with 3d shapes and 3d models
*
* CONFIGURATION:
*
* #define SUPPORT_FILEFORMAT_OBJ / SUPPORT_LOAD_OBJ
* Selected desired fileformats to be supported for loading.
*
* #define SUPPORT_FILEFORMAT_MTL
* Selected desired fileformats to be supported for loading.
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.

View File

@ -249,7 +249,7 @@ PHYSACDEF void ClosePhysics(void);
// Functions required to query time on Windows
int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
#elif defined(__linux) || defined(PLATFORM_WEB)
#elif defined(__linux__) || defined(PLATFORM_WEB)
#include <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#include <stdint.h>
@ -277,7 +277,7 @@ PHYSACDEF void ClosePhysics(void);
static unsigned int usedMemory = 0; // Total allocated dynamic memory
static bool physicsThreadEnabled = false; // Physics thread enabled state
static double currentTime = 0; // Current time in milliseconds
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(__linux) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(__linux__) || defined(PLATFORM_WEB)
static double baseTime = 0; // Android and RPI platforms base time
#endif
static double startTime = 0; // Start time in milliseconds
@ -1906,7 +1906,7 @@ static double GetCurrentTime(void)
time = (double)((double)currentTime/clockFrequency)*1000;
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(__linux) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(__linux__) || defined(PLATFORM_WEB)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
uint64_t temp = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;

View File

@ -1,43 +1,45 @@
/**********************************************************************************************
*
* raylib v1.7.0 (www.raylib.com)
* raylib v1.7.0
*
* A simple and easy-to-use library to learn videogames programming
* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
*
* FEATURES:
* Library written in plain C code (C99)
* Uses PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* Audio loading and playing with streaming support and mixing channels [audio]
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* Complete binding for Lua [rlua]
* - Library written in plain C code (C99)
* - Uses PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* - Multiple textures support, including compressed formats and mipmaps generation
* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support and mixing channels [audio]
* - VR stereo rendering support with configurable HMD device parameters
* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* - Custom color palette for fancy visuals on raywhite background
* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* - Complete bindings for Lua, Go and Pascal
*
* NOTES:
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
* One custom default font could be loaded automatically when InitWindow() [core]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
* One custom default font could be loaded automatically when InitWindow() [core]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
*
* DEPENDENCIES:
* GLFW3 (www.glfw.org) for window/context management and input [core]
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
* stb_image_write (Sean Barret) for image writting (PNG) [utils]
* stb_truetype (Sean Barret) for ttf fonts loading [text]
* stb_vorbis (Sean Barret) for ogg audio loading [audio]
* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
* dr_flac (David Reid) for FLAC audio file loading [audio]
* OpenAL Soft for audio device/context management [audio]
* tinfl for data decompression (DEFLATE algorithm) [utils]
* GLFW3 (www.glfw.org) for window/context management and input [core]
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
* OpenAL Soft for audio device/context management [audio]
*
* OPTIONAL DEPENDENCIES:
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
* stb_image_write (Sean Barret) for image writting (PNG) [utils]
* stb_truetype (Sean Barret) for ttf fonts loading [text]
* stb_vorbis (Sean Barret) for ogg audio loading [audio]
* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
* dr_flac (David Reid) for FLAC audio file loading [audio]
* tinfl for data decompression (DEFLATE algorithm) [rres]
*
*
* LICENSE: zlib/libpng
@ -45,7 +47,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -687,6 +689,7 @@ RLAPI Color Fade(Color color, float alpha); // Color fade-
RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
//RLAPI void TraceLog(int logType, const char *text, ...); // Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
@ -764,6 +767,7 @@ RLAPI void DrawPixelV(Vector2 position, Color color);
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
@ -943,12 +947,13 @@ RLAPI void EndBlendMode(void); // End
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
RLAPI void InitVrDevice(int vdDevice); // Init VR device
RLAPI void CloseVrDevice(void); // Close VR device
RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)

View File

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raymath v1.0 - Some useful functions to work with Vector3, Matrix and Quaternions
* raymath v1.0 - Math functions to work with Vector3, Matrix and Quaternions
*
* CONFIGURATION:
*

View File

@ -2,10 +2,8 @@
*
* rlgl - raylib OpenGL abstraction layer
*
* DESCRIPTION:
*
* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
*
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
@ -16,34 +14,19 @@
* CONFIGURATION:
*
* #define GRAPHICS_API_OPENGL_11
* Use OpenGL 1.1 backend
*
* #define GRAPHICS_API_OPENGL_21
* Use OpenGL 2.1 backend
*
* #define GRAPHICS_API_OPENGL_33
* Use OpenGL 3.3 Core profile backend
*
* #define GRAPHICS_API_OPENGL_ES2
* Use OpenGL ES 2.0 backend
* Use selected OpenGL backend
*
* #define RLGL_STANDALONE
* Use rlgl as standalone library (no raylib dependency)
*
* #define RLGL_NO_DISTORTION_SHADER
* Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion
*
* #define SUPPORT_SHADER_DEFAULT / ENABLE_SHADER_DEFAULT
* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
* Support VR simulation functionality (stereo rendering)
*
* #define SUPPORT_SHADER_DISTORTION
*
*
* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
* Enable Oculus Rift CV1 functionality
*
* #define SUPPORT_STEREO_RENDERING
*
* #define RLGL_NO_DEFAULT_SHADER
* Include stereo rendering distortion shader (shader_distortion.h)
*
* DEPENDENCIES:
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
@ -52,7 +35,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -121,17 +104,6 @@
#include "shader_distortion.h" // Distortion shader to be embedded
#endif
//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
#if defined(RLGL_OCULUS_SUPPORT)
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
#if defined(RLGL_STANDALONE)
#define OCULUSAPI
#else
#define OCULUSAPI static
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -187,15 +159,15 @@
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
// Default vertex attribute names on shader to set location points
@ -267,32 +239,6 @@ typedef struct VrStereoConfig {
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig;
#if defined(RLGL_OCULUS_SUPPORT)
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef struct OculusMirror {
ovrMirrorTexture texture;
GLuint fboId;
int width;
int height;
} OculusMirror;
typedef struct OculusLayer {
ovrViewScaleDesc viewScaleDesc;
ovrLayerEyeFov eyeLayer; // layer 0
//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
Matrix eyeProjections[2];
int width;
int height;
} OculusLayer;
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
@ -305,7 +251,7 @@ static Matrix projection;
static Matrix *currentMatrix;
static int currentMatrixMode;
static DrawMode currentDrawMode;
static int currentDrawMode;
static float currentDepth = -1.0f;
@ -334,6 +280,13 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
static bool texCompASTCSupported = false; // ASTC texture compression support
// VR global variables
static VrDeviceInfo hmd; // Current VR device info
static VrStereoConfig vrConfig; // VR stereo configuration for simulator
static bool vrSimulatorReady = false; // VR simulator ready flag
static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
#endif
// Extension supported flag: Anisotropic filtering
@ -343,26 +296,6 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp
// Extension supported flag: Clamp mirror wrap mode
static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
#if defined(RLGL_OCULUS_SUPPORT)
// OVR device variables
static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
// VR global variables
static VrDeviceInfo hmd; // Current VR device info
static VrStereoConfig vrConfig; // VR stereo configuration for simulator
static bool vrDeviceReady = false; // VR device ready flag
static bool vrSimulator = false; // VR simulator enabled flag
static bool vrEnabled = false; // VR experience enabled (device or simulator)
static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
@ -380,7 +313,7 @@ static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader)
static unsigned int whiteTexture;
// Default framebuffer size (required by Oculus device)
// Default framebuffer size
static int screenWidth; // Default framebuffer width
static int screenHeight; // Default framebuffer height
@ -397,7 +330,7 @@ static void UnloadDefaultShader(void); // Unload default shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
// Configure stereo rendering (including distortion shader) with HMD device parameters
@ -407,26 +340,6 @@ static void SetStereoConfig(VrDeviceInfo info);
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
#endif
#if defined(RLGL_OCULUS_SUPPORT)
#if !defined(RLGL_STANDALONE)
static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
static void CloseOculusDevice(void); // Close Oculus device
static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
#endif
#if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@ -1352,9 +1265,7 @@ void rlglDraw(void)
// NOTE: Default buffers upload and draw
UpdateDefaultBuffers();
if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
else DrawDefaultBuffers(1);
DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside
#endif
}
@ -2018,9 +1929,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int eyesCount = 1;
if (vrEnabled) eyesCount = 2;
glUseProgram(material.shader.id);
// Upload to shader material.colDiffuse
@ -2153,6 +2061,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
int eyesCount = 1;
if (vrStereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++)
{
if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
@ -2617,146 +2528,123 @@ void EndBlendMode(void)
BeginBlendMode(BLEND_ALPHA);
}
// Init VR device (or simulator)
// NOTE: If device is not available, it fallbacks to default device (simulator)
// Init VR simulator for selected device
// NOTE: It modifies the global variable: VrDeviceInfo hmd
void InitVrDevice(int vrDevice)
void InitVrSimulator(int vrDevice)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (vrDevice)
if (vrDevice == HMD_OCULUS_RIFT_DK2)
{
case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
case HMD_OCULUS_RIFT_DK2:
case HMD_OCULUS_RIFT_CV1:
{
#if defined(RLGL_OCULUS_SUPPORT)
vrDeviceReady = InitOculusDevice();
#else
TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
#endif
} break;
case HMD_VALVE_HTC_VIVE:
case HMD_SAMSUNG_GEAR_VR:
case HMD_GOOGLE_CARDBOARD:
case HMD_SONY_PLAYSTATION_VR:
case HMD_RAZER_OSVR:
case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
default: break;
// Oculus Rift DK2 parameters
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
hmd.vResolution = 800; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)");
}
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
{
// Oculus Rift CV1 parameters
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
// but result is not the same obtained with Oculus PC SDK.
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift CV1)");
}
else
{
TraceLog(WARNING, "VR Simulator doesn't support current device yet,");
TraceLog(WARNING, "using default VR Simulator parameters");
}
if (!vrDeviceReady)
{
TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)");
// Initialize framebuffer and textures for stereo rendering
// NOTE: screen size should match HMD aspect ratio
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
if (vrDevice == HMD_OCULUS_RIFT_DK2)
{
// Oculus Rift DK2 parameters
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
hmd.vResolution = 800; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
}
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
{
// Oculus Rift CV1 parameters
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
// but result is not the same obtained with Oculus PC SDK.
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
}
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
// Initialize framebuffer and textures for stereo rendering
// NOTE: screen size should match HMD aspect ratio
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
SetStereoConfig(hmd);
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
SetStereoConfig(hmd);
vrSimulator = true;
vrEnabled = true;
}
vrSimulatorReady = true;
#endif
#if defined(GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1");
TraceLog(WARNING, "VR Simulator not supported on OpenGL 1.1");
#endif
}
// Close VR device (or simulator)
void CloseVrDevice(void)
// Close VR simulator for current device
void CloseVrSimulator(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(RLGL_OCULUS_SUPPORT)
if (vrDeviceReady) CloseOculusDevice();
else
#endif
if (vrSimulatorReady)
{
rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
UnloadShader(vrConfig.distortionShader); // Unload distortion shader
}
#endif
vrDeviceReady = false;
}
// Detect if VR device is available
bool IsVrDeviceReady(void)
{
return (vrDeviceReady && vrEnabled);
}
// Detect if VR simulator is running
bool IsVrSimulator(void)
bool IsVrSimulatorReady(void)
{
return (vrSimulator && vrEnabled);
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
return vrSimulatorReady;
#else
return false;
#endif
}
// Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled;
else vrEnabled = false;
vrSimulatorReady = !vrSimulatorReady;
if (!vrEnabled)
if (!vrSimulatorReady)
{
vrStereoRender = false;
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
MatrixTranspose(&projection);
modelview = MatrixIdentity();
}
else vrStereoRender = true;
#endif
}
@ -2764,37 +2652,29 @@ void ToggleVrMode(void)
// NOTE: Camera (position, target, up) gets update with head tracking information
void UpdateVrTracking(Camera *camera)
{
#if defined(RLGL_OCULUS_SUPPORT)
if (vrDeviceReady) UpdateOculusTracking(camera);
#endif
// TODO: Simulate 1st person camera system
}
// Begin Oculus drawing configuration
void BeginVrDrawing(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(RLGL_OCULUS_SUPPORT)
if (vrDeviceReady)
{
BeginOculusDrawing();
}
else
#endif
if (vrSimulatorReady)
{
// Setup framebuffer for stereo rendering
rlEnableRenderTexture(vrConfig.stereoFbo.id);
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
// - Do NOT enable GL_FRAMEBUFFER_SRGB
//glEnable(GL_FRAMEBUFFER_SRGB);
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
vrStereoRender = true;
}
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
// - Do NOT enable GL_FRAMEBUFFER_SRGB
//glEnable(GL_FRAMEBUFFER_SRGB);
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
vrRendering = true;
#endif
}
@ -2802,18 +2682,13 @@ void BeginVrDrawing(void)
void EndVrDrawing(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(RLGL_OCULUS_SUPPORT)
if (vrDeviceReady)
if (vrSimulatorReady)
{
EndOculusDrawing();
}
else
#endif
{
// Unbind current framebuffer
rlDisableRenderTexture();
vrStereoRender = false; // Disable stereo render
rlDisableRenderTexture(); // Unbind current framebuffer
rlClearScreenBuffers(); // Clear current framebuffer
rlClearScreenBuffers(); // Clear current framebuffer
// Set viewport to default framebuffer size (screen size)
rlViewport(0, 0, screenWidth, screenHeight);
@ -2855,15 +2730,21 @@ void EndVrDrawing(void)
rlDisableTexture();
// Update and draw render texture fbo with distortion to backbuffer
UpdateDefaultBuffers();
DrawDefaultBuffers(1);
DrawDefaultBuffers();
// Restore defaultShader
currentShader = defaultShader;
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
MatrixTranspose(&projection);
modelview = MatrixIdentity();
rlDisableDepthTest();
}
rlDisableDepthTest();
vrRendering = false;
#endif
}
@ -3405,10 +3286,13 @@ static void UpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
static void DrawDefaultBuffers(int eyesCount)
static void DrawDefaultBuffers()
{
Matrix matProjection = projection;
Matrix matModelView = modelview;
int eyesCount = 1;
if (vrStereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++)
{
@ -3693,47 +3577,19 @@ static void SetStereoConfig(VrDeviceInfo hmd)
// Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
{
if (vrEnabled)
{
Matrix eyeProjection = matProjection;
Matrix eyeModelView = matModelView;
Matrix eyeProjection = matProjection;
Matrix eyeModelView = matModelView;
#if defined(RLGL_OCULUS_SUPPORT)
if (vrDeviceReady)
{
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
// Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
layer.eyeLayer.RenderPose[eye].Orientation.y,
layer.eyeLayer.RenderPose[eye].Orientation.z,
layer.eyeLayer.RenderPose[eye].Orientation.w };
QuaternionInvert(&eyeRenderPose);
Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
-layer.eyeLayer.RenderPose[eye].Position.y,
-layer.eyeLayer.RenderPose[eye].Position.z);
// Apply view offset to modelview matrix
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
eyeProjection = vrConfig.eyesProjection[eye];
eyeProjection = layer.eyeProjections[eye];
}
else
#endif
{
// Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
// Apply view offset to modelview matrix
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
eyeProjection = vrConfig.eyesProjection[eye];
}
SetMatrixModelview(eyeModelView);
SetMatrixProjection(eyeProjection);
}
SetMatrixModelview(eyeModelView);
SetMatrixProjection(eyeProjection);
}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -3864,304 +3720,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
}
#endif
#if defined(RLGL_OCULUS_SUPPORT)
// Initialize Oculus device (returns true if success)
OCULUSAPI bool InitOculusDevice(void)
{
bool oculusReady = false;
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
else
{
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
else
{
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
// Initialize Oculus Buffers
layer = InitOculusLayer(session);
buffer = LoadOculusBuffer(session, layer.width, layer.height);
mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
oculusReady = true;
vrEnabled = true;
}
}
return oculusReady;
}
// Close Oculus device (and unload buffers)
OCULUSAPI void CloseOculusDevice(void)
{
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
ovr_Destroy(session); // Free Oculus session data
ovr_Shutdown(); // Close Oculus device connection
}
// Update Oculus head position-orientation tracking
OCULUSAPI void UpdateOculusTracking(Camera *camera)
{
frameIndex++;
ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
layer.eyeLayer.RenderPose[0] = eyePoses[0];
layer.eyeLayer.RenderPose[1] = eyePoses[1];
// TODO: Update external camera with eyePoses data (position, orientation)
// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
// it will be useful for the user to draw, lets say, billboards oriented to camera
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
//if (sessionStatus.HmdPresent) // HMD is present.
//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
//if (sessionStatus.HmdMounted) // HMD is on the user's head.
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
}
// Setup Oculus buffers for drawing
OCULUSAPI void BeginOculusDrawing(void)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
}
// Finish Oculus drawing and blit framebuffer to mirror
OCULUSAPI void EndOculusDrawing(void)
{
// Unbind current framebuffer (Oculus buffer)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ovr_CommitTextureSwapChain(session, buffer.textureChain);
ovrLayerHeader *layers = &layer.eyeLayer.Header;
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
// Blit mirror texture to back buffer
BlitOculusMirror(session, mirror);
}
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
{
OculusBuffer buffer;
buffer.width = width;
buffer.height = height;
// Create OVR texture chain
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
/*
// Setup framebuffer object (using depth texture)
glGenFramebuffers(1, &buffer.fboId);
glGenTextures(1, &buffer.depthId);
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
*/
// Setup framebuffer object (using depth renderbuffer)
glGenFramebuffers(1, &buffer.fboId);
glGenRenderbuffers(1, &buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return buffer;
}
// Unload texture required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
{
if (buffer.textureChain)
{
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
buffer.textureChain = NULL;
}
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
}
// Load Oculus mirror buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
{
OculusMirror mirror;
mirror.width = width;
mirror.height = height;
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
return mirror;
}
// Unload Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
{
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
}
// Copy Oculus screen buffer to mirror texture
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
{
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#endif
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
// Init Oculus layer (similar to photoshop)
static OculusLayer InitOculusLayer(ovrSession session)
{
OculusLayer layer = { 0 };
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
ovrEyeRenderDesc eyeRenderDescs[2];
for (int eye = 0; eye < 2; eye++)
{
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
layer.eyeLayer.Viewport[eye].Size = eyeSize;
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
layer.eyeLayer.Viewport[eye].Pos.y = 0;
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
layer.width += eyeSize.w;
}
return layer;
}
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
{
Matrix rmat;
rmat.m0 = ovrmat.M[0][0];
rmat.m1 = ovrmat.M[1][0];
rmat.m2 = ovrmat.M[2][0];
rmat.m3 = ovrmat.M[3][0];
rmat.m4 = ovrmat.M[0][1];
rmat.m5 = ovrmat.M[1][1];
rmat.m6 = ovrmat.M[2][1];
rmat.m7 = ovrmat.M[3][1];
rmat.m8 = ovrmat.M[0][2];
rmat.m9 = ovrmat.M[1][2];
rmat.m10 = ovrmat.M[2][2];
rmat.m11 = ovrmat.M[3][2];
rmat.m12 = ovrmat.M[0][3];
rmat.m13 = ovrmat.M[1][3];
rmat.m14 = ovrmat.M[2][3];
rmat.m15 = ovrmat.M[3][3];
MatrixTranspose(&rmat);
return rmat;
}
#endif
#if defined(RLGL_STANDALONE)
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning

View File

@ -2,8 +2,8 @@
*
* rlgl - raylib OpenGL abstraction layer
*
* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to
* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0).
* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to
* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...).
*
* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal
* VBO buffers (and VAOs if available). It requires calling 3 functions:
@ -11,18 +11,29 @@
* rlglDraw() - Process internal buffers and send required draw calls
* rlglClose() - De-initialize internal buffers data and other auxiliar resources
*
* External libs:
* CONFIGURATION:
*
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_ES2
* Use selected OpenGL backend
*
* #define RLGL_STANDALONE
* Use rlgl as standalone library (no raylib dependency)
*
* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
* Support VR simulation functionality (stereo rendering)
*
* #define SUPPORT_SHADER_DISTORTION
* Include stereo rendering distortion shader (shader_distortion.h)
*
* DEPENDENCIES:
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only)
*
* Module Configuration Flags:
* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend
* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend
* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend
* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend
*
* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency)
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
@ -124,15 +135,21 @@
#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE
#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT
// Matrix modes (equivalent to OpenGL)
#define RL_MODELVIEW 0x1700 // GL_MODELVIEW
#define RL_PROJECTION 0x1701 // GL_PROJECTION
#define RL_TEXTURE 0x1702 // GL_TEXTURE
// Primitive assembly draw modes
#define RL_LINES 0x0001 // GL_LINES
#define RL_TRIANGLES 0x0004 // GL_TRIANGLES
#define RL_QUADS 0x0007 // GL_QUADS
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
typedef unsigned char byte;
#if defined(RLGL_STANDALONE)
@ -399,19 +416,12 @@ void EndBlendMode(void); // End blend
void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat);
void InitVrDevice(int vrDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
bool IsVrDeviceReady(void); // Detect if VR device is ready
bool IsVrSimulator(void); // Detect if VR simulator is running
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
// Oculus Rift API for direct access the device (no simulator)
bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
void CloseOculusDevice(void); // Close Oculus device
void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking (and camera)
void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
void BeginVrDrawing(void); // Begin VR stereo rendering
void EndVrDrawing(void); // End VR stereo rendering
#endif
#ifdef __cplusplus

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