mirror of https://github.com/raysan5/raylib
Some tweaks around
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@ -41,6 +41,11 @@ SHARED ?= NO
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# define NO to use OpenAL Soft as static library (or shared by default)
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SHARED_OPENAL ?= NO
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# on PLATFORM_WEB force OpenAL Soft shared library
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ifeq ($(PLATFORM),PLATFORM_WEB)
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SHARED_OPENAL ?= YES
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endif
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# determine if the file has root access (only for installing raylib)
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# "whoami" prints the name of the user that calls him (so, if it is the root
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# user, "whoami" prints "root").
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@ -668,7 +668,7 @@ void Begin3dMode(Camera camera)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsVrDeviceReady()) BeginVrDrawing();
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if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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@ -698,7 +698,7 @@ void End3dMode(void)
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{
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rlglDraw(); // Process internal buffers (update + draw)
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if (IsVrDeviceReady()) EndVrDrawing();
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if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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12
src/models.c
12
src/models.c
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@ -81,11 +81,11 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
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}
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// Draw a circle in 3D world space
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void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color)
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void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
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{
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rlPushMatrix();
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rlTranslatef(center.x, center.y, center.z);
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rlRotatef(rotationAngle, rotation.x, rotation.y, rotation.z);
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rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
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rlBegin(RL_LINES);
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for (int i = 0; i < 360; i += 10)
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@ -584,9 +584,9 @@ void DrawLight(Light light)
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{
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DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
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} break;
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case LIGHT_DIRECTIONAL:
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{
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@ -602,7 +602,7 @@ void DrawLight(Light light)
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Vector3 dir = VectorSubtract(light->target, light->position);
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VectorNormalize(&dir);
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DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY));
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DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
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//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
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DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
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16
src/raylib.h
16
src/raylib.h
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@ -724,7 +724,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
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//------------------------------------------------------------------------------------
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// Camera System Functions (Module: camera)
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//------------------------------------------------------------------------------------
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RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available)
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RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
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RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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@ -835,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length);
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
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RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
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RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
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@ -850,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color);
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
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RLAPI void DrawLight(Light light); // Draw light in 3D world
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//DrawTorus(), DrawTeapot() are useless...
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//DrawTorus(), DrawTeapot() could be useful?
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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@ -917,7 +917,7 @@ RLAPI void DestroyLight(Light light); // Des
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//------------------------------------------------------------------------------------
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RLAPI void InitVrDevice(int vdDevice); // Init VR device
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RLAPI void CloseVrDevice(void); // Close VR device
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
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RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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@ -926,7 +926,7 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR experienc
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
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@ -950,9 +950,9 @@ RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a
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RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing (open stream)
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
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RLAPI void StopMusicStream(Music music); // Stop music playing (close stream)
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RLAPI void StopMusicStream(Music music); // Stop music playing
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RLAPI void PauseMusicStream(Music music); // Pause music playing
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
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@ -963,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
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unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream audio pcm data)
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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@ -2786,13 +2786,13 @@ void CloseVrDevice(void)
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// Detect if VR device is available
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bool IsVrDeviceReady(void)
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{
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return (vrDeviceReady || vrSimulator) && vrEnabled;
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return (vrDeviceReady && vrEnabled);
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}
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// Detect if VR simulator is running
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bool IsVrSimulator(void)
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{
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return vrSimulator;
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return (vrSimulator && vrEnabled);
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}
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// Enable/Disable VR experience (device or simulator)
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@ -423,7 +423,8 @@ float *MatrixToFloat(Matrix mat);
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void InitVrDevice(int vrDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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bool IsVrDeviceReady(void); // Detect if VR device is ready
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bool IsVrSimulator(void); // Detect if VR simulator is running
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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