mirror of https://github.com/raysan5/raylib
Added release versions of raylib 1.5
This commit is contained in:
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@ -64,7 +64,7 @@
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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//#define PLATFORM_OCULUS // Oculus Rift CV1
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//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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@ -431,8 +431,8 @@ typedef struct Model {
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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@ -468,8 +468,6 @@ typedef struct Wave {
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short channels;
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} Wave;
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typedef int RawAudioContext;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -527,6 +525,19 @@ typedef struct GestureEvent {
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Head Mounted Display devices
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typedef enum {
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HMD_DEFAULT_DEVICE = 0,
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HMD_OCULUS_RIFT_DK2,
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HMD_OCULUS_RIFT_CV1,
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HMD_VALVE_HTC_VIVE,
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HMD_SAMSUNG_GEAR_VR,
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HMD_GOOGLE_CARDBOARD,
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HMD_SONY_PLAYSTATION_VR,
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HMD_RAZER_OSVR,
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HMD_FOVE_VR,
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} HmdDevice;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@ -545,12 +556,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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#endif
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#if defined(PLATFORM_OCULUS)
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void InitOculusDevice(void); // Init Oculus Rift device
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void CloseOculusDevice(void); // Close Oculus Rift device
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void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
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#endif
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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@ -644,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
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void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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int GetGestureDetected(void); // Get latest detected gesture
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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int GetTouchPointsCount(void); // Get touch points count
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int GetTouchPointsCount(void); // Get touch points count
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int GetGestureDetected(void); // Get latest detected gesture
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float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
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Vector2 GetGestureDragVector(void); // Get gesture drag vector
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float GetGestureDragAngle(void); // Get gesture drag angle
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@ -800,7 +805,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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@ -852,6 +856,18 @@ void EndBlendMode(void); // End blend
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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//------------------------------------------------------------------------------------
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// VR experience Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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void InitVrDevice(int hmdDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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@ -877,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
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void ResumeMusicStream(int index); // Resume playing paused music
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bool IsMusicPlaying(int index); // Check if music is playing
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void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
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void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
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float GetMusicTimeLength(int index); // Get current music time length (in seconds)
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float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
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int GetMusicStreamCount(void);
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void SetMusicPitch(int index, float pitch);
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// used to output raw audio streams, returns negative numbers on error
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// if floating point is false the data size is 16bit short, otherwise it is float 32bit
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RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
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void CloseRawAudioContext(RawAudioContext ctx);
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int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
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int GetMusicStreamCount(void); // Get number of streams loaded
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#ifdef __cplusplus
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}
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@ -64,7 +64,7 @@
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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//#define PLATFORM_OCULUS // Oculus Rift CV1
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//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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@ -431,8 +431,8 @@ typedef struct Model {
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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short channels;
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} Wave;
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typedef int RawAudioContext;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -527,6 +525,19 @@ typedef struct GestureEvent {
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Head Mounted Display devices
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typedef enum {
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HMD_DEFAULT_DEVICE = 0,
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HMD_OCULUS_RIFT_DK2,
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HMD_OCULUS_RIFT_CV1,
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HMD_VALVE_HTC_VIVE,
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HMD_SAMSUNG_GEAR_VR,
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HMD_GOOGLE_CARDBOARD,
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HMD_SONY_PLAYSTATION_VR,
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HMD_RAZER_OSVR,
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HMD_FOVE_VR,
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} HmdDevice;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@ -545,12 +556,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
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void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
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#endif
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#if defined(PLATFORM_OCULUS)
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void InitOculusDevice(void); // Init Oculus Rift device
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void CloseOculusDevice(void); // Close Oculus Rift device
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void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
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#endif
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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@ -644,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
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void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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int GetGestureDetected(void); // Get latest detected gesture
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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int GetTouchPointsCount(void); // Get touch points count
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int GetTouchPointsCount(void); // Get touch points count
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int GetGestureDetected(void); // Get latest detected gesture
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float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
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Vector2 GetGestureDragVector(void); // Get gesture drag vector
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float GetGestureDragAngle(void); // Get gesture drag angle
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@ -800,7 +805,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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@ -852,6 +856,18 @@ void EndBlendMode(void); // End blend
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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//------------------------------------------------------------------------------------
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// VR experience Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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void InitVrDevice(int hmdDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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@ -877,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
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void ResumeMusicStream(int index); // Resume playing paused music
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bool IsMusicPlaying(int index); // Check if music is playing
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void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
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void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
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float GetMusicTimeLength(int index); // Get current music time length (in seconds)
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float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
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int GetMusicStreamCount(void);
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void SetMusicPitch(int index, float pitch);
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// used to output raw audio streams, returns negative numbers on error
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// if floating point is false the data size is 16bit short, otherwise it is float 32bit
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RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
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void CloseRawAudioContext(RawAudioContext ctx);
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int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
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int GetMusicStreamCount(void); // Get number of streams loaded
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#ifdef __cplusplus
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}
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@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raylib 1.4.0 (www.raylib.com)
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* raylib 1.5.0 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn videogames programming
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*
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER2 1
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#define GAMEPAD_PLAYER3 2
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#define GAMEPAD_PLAYER4 3
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#define GAMEPAD_PLAYER3 2 // Not supported
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#define GAMEPAD_PLAYER4 3 // Not supported
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// Gamepad Buttons
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// NOTE: Adjusted for a PS3 USB Controller
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#define GAMEPAD_BUTTON_SELECT 9
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#define GAMEPAD_BUTTON_START 10
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// TODO: Review Xbox360 USB Controller Buttons
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// Xbox360 USB Controller Buttons
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#define GAMEPAD_XBOX_BUTTON_A 0
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#define GAMEPAD_XBOX_BUTTON_B 1
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#define GAMEPAD_XBOX_BUTTON_X 2
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#define GAMEPAD_XBOX_BUTTON_Y 3
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#define GAMEPAD_XBOX_BUTTON_LB 4
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#define GAMEPAD_XBOX_BUTTON_RB 5
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#define GAMEPAD_XBOX_BUTTON_SELECT 6
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#define GAMEPAD_XBOX_BUTTON_START 7
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#if defined(PLATFORM_RPI)
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#define GAMEPAD_XBOX_AXIS_DPAD_X 7
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#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
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#define GAMEPAD_XBOX_AXIS_LT 2
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#define GAMEPAD_XBOX_AXIS_RT 5
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#else
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#define GAMEPAD_XBOX_BUTTON_UP 10
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#define GAMEPAD_XBOX_BUTTON_DOWN 12
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
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#define GAMEPAD_XBOX_AXIS_LT_RT 2
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#endif
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
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// Android Physic Buttons
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#define ANDROID_BACK 4
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#endif
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#endif
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// byte type
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int format; // Data format (TextureFormat)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // Render texture (fbo) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture; // Font texture
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position;
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Vector3 target;
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Vector3 up;
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min;
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Vector3 max;
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Vector3 min; // minimum vertex box-corner
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Vector3 max; // maximum vertex box-corner
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} BoundingBox;
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // num vertices
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float *vertices; // vertex position (XYZ - 3 components per vertex)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
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float *normals; // vertex normals (XYZ - 3 components per vertex)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
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BoundingBox bounds; // mesh limits defined by min and max points
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
|
||||
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
|
||||
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
|
||||
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
|
||||
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
|
||||
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
|
||||
|
||||
unsigned int vaoId; // OpenGL Vertex Array Object id
|
||||
unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
|
||||
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
|
||||
} Mesh;
|
||||
|
||||
// Shader type (generic shader)
|
||||
typedef struct Shader {
|
||||
unsigned int id; // Shader program id
|
||||
|
||||
// TODO: This should be Texture2D objects
|
||||
unsigned int texDiffuseId; // Diffuse texture id
|
||||
unsigned int texNormalId; // Normal texture id
|
||||
unsigned int texSpecularId; // Specular texture id
|
||||
// Vertex attributes locations (default locations)
|
||||
int vertexLoc; // Vertex attribute location point (default-location = 0)
|
||||
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
|
||||
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
|
||||
int normalLoc; // Normal attribute location point (default-location = 2)
|
||||
int tangentLoc; // Tangent attribute location point (default-location = 4)
|
||||
int colorLoc; // Color attibute location point (default-location = 3)
|
||||
|
||||
// Variable attributes
|
||||
int vertexLoc; // Vertex attribute location point (vertex shader)
|
||||
int texcoordLoc; // Texcoord attribute location point (vertex shader)
|
||||
int normalLoc; // Normal attribute location point (vertex shader)
|
||||
int colorLoc; // Color attibute location point (vertex shader)
|
||||
|
||||
// Uniforms
|
||||
// Uniform locations
|
||||
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
|
||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
|
||||
|
||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||
int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
|
||||
int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
|
||||
// Texture map locations (generic for any kind of map)
|
||||
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
|
||||
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
|
||||
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
|
||||
} Shader;
|
||||
|
||||
// Material type
|
||||
// TODO: Redesign material-shaders-textures system
|
||||
typedef struct Material {
|
||||
//Shader shader;
|
||||
Shader shader; // Standard shader (supports 3 map textures)
|
||||
|
||||
//Texture2D texDiffuse; // Diffuse texture
|
||||
//Texture2D texNormal; // Normal texture
|
||||
//Texture2D texSpecular; // Specular texture
|
||||
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
|
||||
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
|
||||
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
|
||||
|
||||
Color colDiffuse;
|
||||
Color colAmbient;
|
||||
Color colSpecular;
|
||||
Color colDiffuse; // Diffuse color
|
||||
Color colAmbient; // Ambient color
|
||||
Color colSpecular; // Specular color
|
||||
|
||||
float glossiness;
|
||||
float normalDepth;
|
||||
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||
} Material;
|
||||
|
||||
// 3d Model type
|
||||
// TODO: Replace shader/testure by material
|
||||
// Model type
|
||||
typedef struct Model {
|
||||
Mesh mesh;
|
||||
Matrix transform;
|
||||
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
|
||||
Shader shader;
|
||||
//Material material;
|
||||
Mesh mesh; // Vertex data buffers (RAM and VRAM)
|
||||
Matrix transform; // Local transform matrix
|
||||
Material material; // Shader and textures data
|
||||
} Model;
|
||||
|
||||
// Light type
|
||||
typedef struct LightData {
|
||||
unsigned int id; // Light unique id
|
||||
bool enabled; // Light enabled
|
||||
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||
|
||||
Vector3 position; // Light position
|
||||
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
|
||||
|
||||
Color diffuse; // Light diffuse color
|
||||
float intensity; // Light intensity level
|
||||
|
||||
float coneAngle; // Light cone max angle: LIGHT_SPOT
|
||||
} LightData, *Light;
|
||||
|
||||
// Light types
|
||||
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
|
||||
|
||||
// Ray type (useful for raycast)
|
||||
typedef struct Ray {
|
||||
Vector3 position;
|
||||
Vector3 direction;
|
||||
Vector3 position; // Ray position (origin)
|
||||
Vector3 direction; // Ray direction
|
||||
} Ray;
|
||||
|
||||
// Sound source type
|
||||
typedef struct Sound {
|
||||
unsigned int source;
|
||||
unsigned int buffer;
|
||||
unsigned int source; // Sound audio source id
|
||||
unsigned int buffer; // Sound audio buffer id
|
||||
} Sound;
|
||||
|
||||
// Wave type, defines audio wave data
|
||||
typedef struct Wave {
|
||||
void *data; // Buffer data pointer
|
||||
unsigned int dataSize; // Data size in bytes
|
||||
unsigned int sampleRate;
|
||||
short bitsPerSample;
|
||||
unsigned int sampleRate; // Samples per second to be played
|
||||
short bitsPerSample; // Sample size in bits
|
||||
short channels;
|
||||
} Wave;
|
||||
|
||||
|
@ -455,7 +515,7 @@ typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
|
|||
|
||||
// Gesture events
|
||||
// NOTE: MAX_TOUCH_POINTS fixed to 2
|
||||
typedef struct {
|
||||
typedef struct GestureEvent {
|
||||
int touchAction;
|
||||
int pointCount;
|
||||
int pointerId[MAX_TOUCH_POINTS];
|
||||
|
@ -465,36 +525,18 @@ typedef struct {
|
|||
// Camera system modes
|
||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||
|
||||
// Collider types
|
||||
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
|
||||
|
||||
// Transform struct
|
||||
typedef struct Transform {
|
||||
Vector2 position;
|
||||
float rotation;
|
||||
Vector2 scale;
|
||||
} Transform;
|
||||
|
||||
// Rigidbody struct
|
||||
typedef struct Rigidbody {
|
||||
bool enabled;
|
||||
float mass;
|
||||
Vector2 acceleration;
|
||||
Vector2 velocity;
|
||||
bool isGrounded;
|
||||
bool isContact; // Avoid freeze player when touching floor
|
||||
bool applyGravity;
|
||||
float friction; // 0.0f to 1.0f
|
||||
float bounciness; // 0.0f to 1.0f
|
||||
} Rigidbody;
|
||||
|
||||
// Collider struct
|
||||
typedef struct Collider {
|
||||
bool enabled;
|
||||
ColliderType type;
|
||||
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
|
||||
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
|
||||
} Collider;
|
||||
// Head Mounted Display devices
|
||||
typedef enum {
|
||||
HMD_DEFAULT_DEVICE = 0,
|
||||
HMD_OCULUS_RIFT_DK2,
|
||||
HMD_OCULUS_RIFT_CV1,
|
||||
HMD_VALVE_HTC_VIVE,
|
||||
HMD_SAMSUNG_GEAR_VR,
|
||||
HMD_GOOGLE_CARDBOARD,
|
||||
HMD_SONY_PLAYSTATION_VR,
|
||||
HMD_RAZER_OSVR,
|
||||
HMD_FOVE_VR,
|
||||
} HmdDevice;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
|
@ -518,23 +560,28 @@ void CloseWindow(void); // Close Window and
|
|||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
||||
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
|
||||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
#endif
|
||||
int GetScreenWidth(void); // Get current screen width
|
||||
int GetScreenHeight(void); // Get current screen height
|
||||
|
||||
void ShowCursor(void); // Shows cursor
|
||||
void HideCursor(void); // Hides cursor
|
||||
bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
void EnableCursor(void); // Enables cursor
|
||||
void DisableCursor(void); // Disables cursor
|
||||
|
||||
void ClearBackground(Color color); // Sets Background Color
|
||||
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
|
||||
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
||||
|
||||
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
||||
void End2dMode(void); // Ends 2D mode custom camera usage
|
||||
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
||||
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
||||
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
||||
void EndTextureMode(void); // Ends drawing to render texture
|
||||
|
||||
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||
Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
||||
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
|
||||
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
||||
|
||||
void SetTargetFPS(int fps); // Set target FPS (maximum)
|
||||
|
@ -569,6 +616,15 @@ bool IsKeyDown(int key); // Detect if a key is be
|
|||
bool IsKeyReleased(int key); // Detect if a key has been released once
|
||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
||||
int GetKeyPressed(void); // Get latest key pressed
|
||||
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
#endif
|
||||
|
||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||
|
@ -580,20 +636,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio
|
|||
void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||
|
||||
void ShowCursor(void); // Shows cursor
|
||||
void HideCursor(void); // Hides cursor
|
||||
void EnableCursor(void); // Enables cursor
|
||||
void DisableCursor(void); // Disables cursor
|
||||
bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||
#endif
|
||||
|
||||
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||
|
@ -607,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
|
|||
//------------------------------------------------------------------------------------
|
||||
// Gestures and Touch Handling Functions (Module: gestures)
|
||||
//------------------------------------------------------------------------------------
|
||||
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
||||
void UpdateGestures(void); // Update gestures detected (must be called every frame)
|
||||
bool IsGestureDetected(void); // Check if a gesture have been detected
|
||||
int GetGestureType(void); // Get latest detected gesture
|
||||
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
||||
int GetTouchPointsCount(void); // Get touch points count
|
||||
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
||||
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
||||
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
|
||||
|
||||
int GetTouchPointsCount(void); // Get touch points count
|
||||
int GetGestureDetected(void); // Get latest detected gesture
|
||||
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
||||
Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
|
@ -629,6 +671,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
|
|||
|
||||
void SetCameraPosition(Vector3 position); // Set internal camera position
|
||||
void SetCameraTarget(Vector3 target); // Set internal camera target
|
||||
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
|
||||
|
||||
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
||||
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
||||
|
@ -680,8 +723,10 @@ Texture2D LoadTexture(const char *fileName);
|
|||
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
|
||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
|
||||
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
|
||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
|
||||
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
|
||||
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
|
||||
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
|
||||
|
@ -690,14 +735,17 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
|
|||
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
||||
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
||||
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
|
||||
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
||||
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
|
||||
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
|
||||
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
|
||||
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
|
||||
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
|
||||
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
|
||||
void ImageFlipVertical(Image *image); // Flip image vertically
|
||||
void ImageFlipHorizontal(Image *image); // Flip image horizontally
|
||||
void ImageColorTint(Image *image, Color color); // Modify image color: tint
|
||||
void ImageColorInvert(Image *image); // Modify image color: invert
|
||||
void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
|
||||
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
|
||||
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
|
||||
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
|
||||
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
|
||||
|
@ -730,6 +778,8 @@ const char *SubText(const char *text, int position, int length);
|
|||
//------------------------------------------------------------------------------------
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
||||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
||||
|
@ -740,39 +790,43 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
|
|||
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
|
||||
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
|
||||
void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
|
||||
void DrawRay(Ray ray, Color color); // Draw a ray line
|
||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||
void DrawLight(Light light); // Draw light in 3D world
|
||||
//DrawTorus(), DrawTeapot() are useless...
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
|
||||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
||||
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
void UnloadModel(Model model); // Unload 3d model from memory
|
||||
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
|
||||
|
||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
|
||||
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
|
||||
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
|
||||
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
|
||||
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
|
||||
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
|
||||
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
|
||||
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
|
||||
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
|
||||
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
|
||||
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
|
||||
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
|
||||
// NOTE: Return the normal vector of the impacted surface
|
||||
//------------------------------------------------------------------------------------
|
||||
|
@ -780,51 +834,46 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
|
|||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
|
||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||
void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
|
||||
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
|
||||
void SetDefaultShader(void); // Set default shader to be used in batch draw
|
||||
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
|
||||
bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
|
||||
|
||||
Shader GetDefaultShader(void); // Get default shader
|
||||
Shader GetStandardShader(void); // Get default shader
|
||||
Texture2D GetDefaultTexture(void); // Get default texture
|
||||
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
|
||||
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
|
||||
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
|
||||
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
|
||||
|
||||
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
|
||||
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics System Functions (engine-module: physac)
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
|
||||
void UnloadPhysics(); // Unload physic elements arrays
|
||||
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
|
||||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
|
||||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
|
||||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
|
||||
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
|
||||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
|
||||
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
|
||||
|
||||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
|
||||
|
||||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
|
||||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
|
||||
//------------------------------------------------------------------------------------
|
||||
// VR experience Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitVrDevice(int hmdDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
||||
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
//------------------------------------------------------------------------------------
|
||||
void InitAudioDevice(void); // Initialize audio device and context
|
||||
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
|
||||
|
||||
Sound LoadSound(char *fileName); // Load sound to memory
|
||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
|
@ -833,19 +882,21 @@ void UnloadSound(Sound sound); // Unload sound
|
|||
void PlaySound(Sound sound); // Play a sound
|
||||
void PauseSound(Sound sound); // Pause a sound
|
||||
void StopSound(Sound sound); // Stop playing a sound
|
||||
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
|
||||
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
|
||||
void PlayMusicStream(char *fileName); // Start music playing (open stream)
|
||||
void UpdateMusicStream(void); // Updates buffers for music streaming
|
||||
void StopMusicStream(void); // Stop music playing (close stream)
|
||||
void PauseMusicStream(void); // Pause music playing
|
||||
void ResumeMusicStream(void); // Resume playing paused music
|
||||
bool MusicIsPlaying(void); // Check if music is playing
|
||||
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
|
||||
float GetMusicTimeLength(void); // Get current music time length (in seconds)
|
||||
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
|
||||
int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
|
||||
void UpdateMusicStream(int index); // Updates buffers for music streaming
|
||||
void StopMusicStream(int index); // Stop music playing (close stream)
|
||||
void PauseMusicStream(int index); // Pause music playing
|
||||
void ResumeMusicStream(int index); // Resume playing paused music
|
||||
bool IsMusicPlaying(int index); // Check if music is playing
|
||||
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
|
||||
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
|
||||
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
|
||||
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
|
||||
int GetMusicStreamCount(void); // Get number of streams loaded
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
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Reference in New Issue