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@@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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-* raylib 1.2 (www.raylib.com)
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+* raylib 1.3.0 (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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@@ -14,7 +14,7 @@
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards
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* Powerful math module for Vector and Matrix operations [raymath]
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* Audio loading and playing with streaming support (WAV and OGG)
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-* Multiplatform support, including Android devices and Raspberry Pi
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+* Multiplatform support, including Android devices, Raspberry Pi and HTML5
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*
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* Used external libs:
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* GLFW3 (www.glfw.org) for window/context management and input
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@@ -27,7 +27,6 @@
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*
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* Some design decisions:
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* 32bit Colors - All defined color are always RGBA
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-* 32bit Textures - All loaded images are converted automatically to RGBA textures
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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* One custom default font is loaded automatically when InitWindow()
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* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
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@@ -37,7 +36,7 @@
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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-* Copyright (c) 2013 Ramon Santamaria (Ray San - [email protected])
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+* Copyright (c) 2013 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@@ -63,6 +62,12 @@
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//#define PLATFORM_DESKTOP // Windows, Linux or OSX
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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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+
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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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+ #define PLATFORM_DESKTOP
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+#endif
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#if defined(PLATFORM_ANDROID)
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#include <android_native_app_glue.h> // Defines android_app struct
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@@ -72,13 +77,21 @@
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// Some basic Defines
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//----------------------------------------------------------------------------------
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#ifndef PI
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-#define PI 3.14159265358979323846
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+ #define PI 3.14159265358979323846
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#endif
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#define DEG2RAD (PI / 180.0f)
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#define RAD2DEG (180.0f / PI)
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-// Keyboard Function Keys
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+// raylib Config Flags
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+#define FLAG_FULLSCREEN_MODE 1
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+#define FLAG_SHOW_LOGO 2
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+#define FLAG_SHOW_MOUSE_CURSOR 4
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+#define FLAG_CENTERED_MODE 8
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+#define FLAG_MSAA_4X_HINT 16
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+#define FLAG_VSYNC_HINT 32
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+
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+// Keyboard Function Keys
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#define KEY_SPACE 32
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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@@ -163,9 +176,13 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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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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+#endif
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+
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+// byte type
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+typedef unsigned char byte;
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// Vector2 type
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typedef struct Vector2 {
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@@ -180,6 +197,14 @@ typedef struct Vector3 {
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float z;
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} Vector3;
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+// Matrix type (OpenGL style 4x4 - right handed, column major)
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+typedef struct Matrix {
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+ float m0, m4, m8, m12;
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+ float m1, m5, m9, m13;
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+ float m2, m6, m10, m14;
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+ float m3, m7, m11, m15;
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+} Matrix;
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+
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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@@ -199,28 +224,30 @@ typedef struct Rectangle {
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// Image type, bpp always RGBA (32bit)
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// NOTE: Data stored in CPU memory (RAM)
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typedef struct Image {
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- Color *pixels;
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- int width;
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- int height;
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+ void *data; // Image raw data
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+ int width; // Image base width
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+ int height; // Image base height
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+ int mipmaps; // Mipmap levels, 1 by default
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+ int format; // Data format (TextureFormat)
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} Image;
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// Texture2D type, bpp always RGBA (32bit)
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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- unsigned int id; // OpenGL id
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- int width;
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- int height;
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+ unsigned int id; // OpenGL texture id
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+ int width; // Texture base width
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+ int height; // Texture base height
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+ int mipmaps; // Mipmap levels, 1 by default
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+ int format; // Data format (TextureFormat)
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} Texture2D;
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-// Character type (one font glyph)
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-// NOTE: Defined in module: text
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-typedef struct Character Character;
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-
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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;
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- int numChars;
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- Character *charSet;
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+ Texture2D texture; // Font texture
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+ int size; // Base size (default chars height)
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+ int numChars; // Number of characters
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+ int *charValues; // Characters values array
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+ Rectangle *charRecs; // Characters rectangles within the texture
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} SpriteFont;
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// Camera type, defines a camera position/orientation in 3d space
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@@ -231,30 +258,116 @@ typedef struct Camera {
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} Camera;
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// Vertex data definning a mesh
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+// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
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typedef struct VertexData {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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unsigned char *colors; // 4 components per vertex
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+ unsigned int vaoId;
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+ unsigned int vboId[4];
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} VertexData;
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+// Shader type (generic shader)
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+typedef struct Shader {
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+ unsigned int id; // Shader program id
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+
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+ // TODO: This should be Texture2D objects
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+ unsigned int texDiffuseId; // Diffuse texture id
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+ unsigned int texNormalId; // Normal texture id
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+ unsigned int texSpecularId; // Specular texture id
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+
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+ // Variable attributes
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+ int vertexLoc; // Vertex attribute location point (vertex shader)
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+ int texcoordLoc; // Texcoord attribute location point (vertex shader)
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+ int normalLoc; // Normal attribute location point (vertex shader)
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+ int colorLoc; // Color attibute location point (vertex shader)
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+
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+ // Uniforms
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+ int projectionLoc; // Projection matrix uniform location point (vertex shader)
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+ int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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+ int tintColorLoc; // Color uniform location point (fragment shader)
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+
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+ int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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+ int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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+ int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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+} Shader;
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+
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// 3d Model type
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-// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
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typedef struct Model {
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VertexData mesh;
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- unsigned int vaoId;
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- unsigned int vboId[4];
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- unsigned int textureId;
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- //Matrix transform;
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+ Matrix transform;
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+ Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
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+ Shader shader;
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} Model;
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+// Ray type (useful for raycast)
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+typedef struct Ray {
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+ Vector3 position;
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+ Vector3 direction;
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+} Ray;
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+
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// Sound source type
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typedef struct Sound {
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unsigned int source;
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unsigned int buffer;
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} Sound;
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+// Wave type, defines audio wave data
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+typedef struct Wave {
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+ void *data; // Buffer data pointer
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+ unsigned int dataSize; // Data size in bytes
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+ unsigned int sampleRate;
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+ short bitsPerSample;
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+ short channels;
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+} Wave;
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+
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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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+ UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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+ UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
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+ UNCOMPRESSED_R5G6B5, // 16 bpp
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+ UNCOMPRESSED_R8G8B8, // 24 bpp
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+ UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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+ UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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+ UNCOMPRESSED_R8G8B8A8, // 32 bpp
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+ COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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+ COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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+ COMPRESSED_DXT3_RGBA, // 8 bpp
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+ COMPRESSED_DXT5_RGBA, // 8 bpp
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+ COMPRESSED_ETC1_RGB, // 4 bpp
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+ COMPRESSED_ETC2_RGB, // 4 bpp
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+ COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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+ COMPRESSED_PVRT_RGB, // 4 bpp
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+ COMPRESSED_PVRT_RGBA, // 4 bpp
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+ COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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+ COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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+} TextureFormat;
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+
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+// Color blending modes (pre-defined)
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+typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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+
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+// Gestures type
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+// NOTE: It could be used as flags to enable only some gestures
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+typedef enum {
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+ GESTURE_NONE = 1,
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+ GESTURE_TAP = 2,
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+ GESTURE_DOUBLETAP = 4,
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+ GESTURE_HOLD = 8,
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+ GESTURE_DRAG = 16,
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+ GESTURE_SWIPE_RIGHT = 32,
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+ GESTURE_SWIPE_LEFT = 64,
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+ GESTURE_SWIPE_UP = 128,
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+ GESTURE_SWIPE_DOWN = 256,
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+ GESTURE_PINCH_IN = 512,
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+ GESTURE_PINCH_OUT = 1024
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+} Gestures;
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+
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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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+
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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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@@ -268,13 +381,14 @@ extern "C" { // Prevents name mangling of functions
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// Window and Graphics Device Functions (Module: core)
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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-void InitWindow(int width, int height, struct android_app *state); // Init Android activity
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-#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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+void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
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+#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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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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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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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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@@ -290,6 +404,8 @@ void EndDrawing(void); // End canvas drawin
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
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+
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for one frame
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@@ -300,16 +416,22 @@ int GetHexValue(Color color); // Returns hexadecim
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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-void ShowLogo(void); // Activates raylib logo at startup
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+void SetConfigFlags(char flags); // Setup some window configuration flags
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+void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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+
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+bool IsFileDropped(void); // Check if a file have been dropped into window
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+char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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+void ClearDroppedFiles(void); // Clear dropped files paths buffer
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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bool IsKeyPressed(int key); // Detect if a key has been pressed once
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bool IsKeyDown(int key); // Detect if a key is being pressed
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bool IsKeyReleased(int key); // Detect if a key has been released once
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bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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+int GetKeyPressed(void); // Get latest key pressed
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bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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@@ -318,8 +440,15 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
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int GetMouseX(void); // Returns mouse position X
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int GetMouseY(void); // Returns mouse position Y
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Vector2 GetMousePosition(void); // Returns mouse position XY
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+void SetMousePosition(Vector2 position); // Set mouse position XY
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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+void ShowCursor(void); // Shows cursor
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+void HideCursor(void); // Hides cursor
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+bool IsCursorHidden(void); // Returns true if cursor is not visible
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+#endif
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+
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+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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@@ -328,12 +457,50 @@ bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad b
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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#endif
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-#if defined(PLATFORM_ANDROID)
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-bool IsScreenTouched(void); // Detect screen touch event
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-int GetTouchX(void); // Returns touch position X
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-int GetTouchY(void); // Returns touch position Y
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-Vector2 GetTouchPosition(void); // Returns touch position XY
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+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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+//------------------------------------------------------------------------------------
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+// Gestures and Touch Handling Functions (Module: gestures)
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+//------------------------------------------------------------------------------------
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+int GetTouchX(void); // Returns touch position X (relative to screen size)
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+int GetTouchY(void); // Returns touch position Y (relative to screen size)
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+Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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+
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+#if defined(PLATFORM_WEB)
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+void InitGesturesSystem(void); // Init gestures system (web)
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+#elif defined(PLATFORM_ANDROID)
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+void InitGesturesSystem(struct android_app *app); // Init gestures system (android)
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#endif
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+void UpdateGestures(void); // Update gestures detected (must be called every frame)
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+bool IsGestureDetected(void); // Check if a gesture have been detected
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+int GetGestureType(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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+
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+float GetGestureDragIntensity(void); // Get gesture drag intensity
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+float GetGestureDragAngle(void); // Get gesture drag angle
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+Vector2 GetGestureDragVector(void); // Get gesture drag vector
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+int GetGestureHoldDuration(void); // Get gesture hold time in frames
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+float GetGesturePinchDelta(void); // Get gesture pinch delta
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+float GetGesturePinchAngle(void); // Get gesture pinch angle
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+#endif
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+
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+//------------------------------------------------------------------------------------
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+// Camera System Functions (Module: camera)
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+//------------------------------------------------------------------------------------
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+void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
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+void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
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+void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
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+
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+void SetCameraPosition(Vector3 position); // Set internal camera position
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+void SetCameraTarget(Vector3 target); // Set internal camera target
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+
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+void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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+void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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+void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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+
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+void SetCameraMoveControls(int frontKey, int backKey,
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+ int leftKey, int rightKey,
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+ int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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+void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
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//------------------------------------------------------------------------------------
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// Basic Shapes Drawing Functions (Module: shapes)
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@@ -369,12 +536,20 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
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// Texture Loading and Drawing Functions (Module: textures)
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//------------------------------------------------------------------------------------
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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+Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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+Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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+Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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-Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps)
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+Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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+Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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+Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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+void ImageConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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+void ImageConvertFormat(Image *image, int newFormat); // Convert image data to desired format
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+void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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@@ -395,7 +570,7 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,
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int fontSize, int spacing, Color tint);
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int MeasureText(const char *text, int fontSize); // Measure string width for default font
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Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
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-int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
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+
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void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
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const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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@@ -411,30 +586,60 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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-void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
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-void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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+void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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+void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
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+void DrawRay(Ray ray, Color color); // Draw a ray line
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position); // Draw simple gizmo
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-void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
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//DrawTorus(), DrawTeapot() are useless...
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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+Model LoadModelEx(VertexData data); // Load a 3d model (from vertex data)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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-Model LoadCubesmap(Image cubesmap); // Load a map image as a 3d model (cubes based)
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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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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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-void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
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+void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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+bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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+bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
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+bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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+Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
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+ // NOTE: Return the normal vector of the impacted surface
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+
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+//------------------------------------------------------------------------------------
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+// Shaders System 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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+Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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+unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
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+void UnloadShader(Shader shader); // Unload a custom shader from memory
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+void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
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+void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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+void SetDefaultShader(void); // Set default shader to be used in batch draw
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+void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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+bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
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+
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+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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+void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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+void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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+void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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+void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
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+
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+void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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+
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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@@ -442,6 +647,7 @@ void InitAudioDevice(void); // Initialize au
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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Sound LoadSound(char *fileName); // Load sound to memory
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+Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UnloadSound(Sound sound); // Unload sound
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void PlaySound(Sound sound); // Play a sound
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@@ -452,6 +658,7 @@ void SetSoundVolume(Sound sound, float volume); // Set volume fo
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void PlayMusicStream(char *fileName); // Start music playing (open stream)
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+void UpdateMusicStream(void); // Updates buffers for music streaming
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void StopMusicStream(void); // Stop music playing (close stream)
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void PauseMusicStream(void); // Pause music playing
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void ResumeMusicStream(void); // Resume playing paused music
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