Merging master (#3)

* REDESIGNED input system for better mouse/touch support

* Update Makefile

* Reviewed IsMouseButtonDown()

* Added comment on IsMouseButtonDown() issue

IsMouseButtonDown() does not process touch state down properly, state is reseted every frame...

* Update textures_mouse_painting.c

* Update raymath.h (#1118)

* Update raymath.h

Added Vector2Rotate Function.

* Update raymath.h

* Support touch drawing on web

* Review some comment

* Review shader exaples to work on web (GLSL 100)

* Support any mouse button for gesture detection

* Some code tweaks

* REVIEWED: Mouse/Touch input system

After several reviews, now it seems everything works as expected.

* Avoid icons in shell

Very weird... lately icons are not properly displayed on browser!

* Update core.c

* WARNING: Corrected issue with IsKeyDown() #1119

* ADDED: LoadFileText() and SaveFileText()

Improved file access checks

Co-authored-by: Ray <raysan5@gmail.com>
Co-authored-by: i-right-i <olmstead.ben@gmail.com>
This commit is contained in:
Tyler Jessilynn Bezera 2020-03-03 21:08:25 -08:00 committed by GitHub
parent da6b05e15c
commit 035826a37b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 546 additions and 268 deletions

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@ -118,7 +118,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
EMSDK_PATH ?= C:/emsdk EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/2.7.13.1_64bit/python-2.7.13.amd64 PYTHON_PATH = $(EMSDK_PATH)/python/3.7.4_64bit
NODE_PATH = $(EMSDK_PATH)/node/12.9.1_64bit/bin NODE_PATH = $(EMSDK_PATH)/node/12.9.1_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH) export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
endif endif

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@ -15,7 +15,7 @@ in vec3 fragPosition;
uniform samplerCube environmentMap; uniform samplerCube environmentMap;
// Constant values // Constant values
const float PI = 3.14159265359f; const float PI = 3.14159265359;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
@ -31,8 +31,8 @@ void main()
vec3 right = cross(up, normal); vec3 right = cross(up, normal);
up = cross(normal, right); up = cross(normal, right);
float sampleDelta = 0.025f; float sampleDelta = 0.025;
float nrSamples = 0.0f; float nrSamples = 0.0;
for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta) for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
{ {

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@ -34,7 +34,7 @@ void main()
mat3 normalMatrix = transpose(inverse(mat3(matModel))); mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Calculate fragment position based on model transformations // Calculate fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
// Send vertex attributes to fragment shader // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;

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@ -18,7 +18,7 @@ uniform samplerCube environmentMap;
uniform float roughness; uniform float roughness;
// Constant values // Constant values
const float PI = 3.14159265359f; const float PI = 3.14159265359;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
@ -49,7 +49,7 @@ float RadicalInverse_VdC(uint bits)
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000 return float(bits)*2.3283064365386963e-10; // / 0x100000000
} }
vec2 Hammersley(uint i, uint N) vec2 Hammersley(uint i, uint N)
@ -60,7 +60,7 @@ vec2 Hammersley(uint i, uint N)
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{ {
float a = roughness*roughness; float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x; float phi = 2.0*PI*Xi.x;
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y)); float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta); float sinTheta = sqrt(1.0 - cosTheta*cosTheta);

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@ -11,7 +11,6 @@ uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
uniform vec2 resolution = vec2(800, 450);
void main() void main()
{ {

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@ -0,0 +1,59 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,94 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
uniform float fogDensity;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specular += specCo;
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
// Fog calculation
float dist = length(viewPos - fragPosition);
// these could be parameters...
const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
//const float fogDensity = 0.16;
// Exponential fog
float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
// Linear fog (less nice)
//const float fogStart = 2.0;
//const float fogEnd = 10.0;
//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = mix(fogColor, finalColor, fogFactor);
}

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@ -0,0 +1,81 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
{
light = -normalize(lights[i].target - lights[i].position);
}
if (lights[i].type == LIGHT_POINT)
{
light = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo;
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}

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@ -0,0 +1,24 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;
// NOTE: Add here your custom variables
void main()
{
vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0));
if (maskColour.r < 0.25) discard;
vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0));
gl_FragColor = texelColor*maskColour;
}

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@ -21,7 +21,7 @@ out vec3 fragNormal;
void main() void main()
{ {
// Send vertex attributes to fragment shader // Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
fragColor = vertexColor; fragColor = vertexColor;

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@ -55,25 +55,21 @@ void main()
if (lights[i].enabled == 1) if (lights[i].enabled == 1)
{ {
vec3 light = vec3(0.0); vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL) {
light = -normalize(lights[i].target - lights[i].position); if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
} if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
if (lights[i].type == LIGHT_POINT) {
light = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(normal, light), 0.0); float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL; lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0; float specCo = 0.0;
if(NdotL > 0.0) if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
specular += specCo; specular += specCo;
} }
} }
finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0))); finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
finalColor += texelColor * (ambient/10.0); finalColor += texelColor*(ambient/10.0);
// Gamma correction // Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2)); finalColor = pow(finalColor, vec4(1.0/2.2));

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@ -1,32 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragPosition;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -69,7 +69,7 @@ void main()
lightDot += lights[i].color.rgb*NdotL; lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0; float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo; specular += specCo;
} }
} }

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@ -2,6 +2,7 @@
// Input vertex attributes (from vertex shader) // Input vertex attributes (from vertex shader)
in vec2 fragTexCoord; in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
@ -13,9 +14,9 @@ out vec4 finalColor;
void main() void main()
{ {
vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0)); vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0));
if (maskColour.r < 0.25) discard; if (maskColour.r < 0.25) discard;
vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0)); vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0));
finalColor = texelColor * maskColour; finalColor = texelColor*maskColour;
} }

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@ -1,21 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -68,17 +68,11 @@ typedef enum {
extern "C" { // Prevents name mangling of functions extern "C" { // Prevents name mangling of functions
#endif #endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int lightsCount = 0; // Current amount of created lights
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Declaration // Module Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
void UpdateLightValues(Shader shader, Light light); // Send light properties to shader void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
//void InitLightLocations(Shader shader, Light *light); // Init light shader locations
#ifdef __cplusplus #ifdef __cplusplus
} }
@ -110,7 +104,7 @@ void UpdateLightValues(Shader shader, Light light); // Send light proper
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Global Variables Definition // Global Variables Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// ... static int lightsCount = 0; // Current amount of created lights
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module specific Functions Declaration // Module specific Functions Declaration
@ -142,6 +136,8 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
char posName[32] = "lights[x].position\0"; char posName[32] = "lights[x].position\0";
char targetName[32] = "lights[x].target\0"; char targetName[32] = "lights[x].target\0";
char colorName[32] = "lights[x].color\0"; char colorName[32] = "lights[x].color\0";
// Set location name [x] depending on lights count
enabledName[7] = '0' + lightsCount; enabledName[7] = '0' + lightsCount;
typeName[7] = '0' + lightsCount; typeName[7] = '0' + lightsCount;
posName[7] = '0' + lightsCount; posName[7] = '0' + lightsCount;

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@ -69,8 +69,8 @@ int main(void)
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs", Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
"resources/shaders/glsl330/basic_lighting.fs"); FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions // Get some shader loactions
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
@ -112,7 +112,7 @@ int main(void)
UpdateCamera(&camera); // Update camera UpdateCamera(&camera); // Update camera
// Make the lights do differing orbits // Make the lights do differing orbits
angle -= 0.02; angle -= 0.02f;
lights[0].position.x = cosf(angle)*4.0f; lights[0].position.x = cosf(angle)*4.0f;
lights[0].position.z = sinf(angle)*4.0f; lights[0].position.z = sinf(angle)*4.0f;
lights[1].position.x = cosf(-angle*0.6f)*4.0f; lights[1].position.x = cosf(-angle*0.6f)*4.0f;
@ -128,8 +128,8 @@ int main(void)
UpdateLightValues(shader, lights[3]); UpdateLightValues(shader, lights[3]);
// Rotate the torus // Rotate the torus
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
// Update the light shader with the camera view position // Update the light shader with the camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
@ -161,7 +161,7 @@ int main(void)
DrawFPS(10, 10); DrawFPS(10, 10);
DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY); DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -32,6 +32,12 @@
#define RLIGHTS_IMPLEMENTATION #define RLIGHTS_IMPLEMENTATION
#include "rlights.h" #include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void) int main(void)
{ {
// Initialization // Initialization
@ -61,7 +67,8 @@ int main(void)
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms // Load shader and set up some uniforms
Shader shader = LoadShader("resources/shaders/glsl330/fog.vs", "resources/shaders/glsl330/fog.fs"); Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

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@ -21,6 +21,12 @@
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void) int main(void)
{ {
// Initialization // Initialization
@ -50,7 +56,7 @@ int main(void)
Model model3 = LoadModelFromMesh(sphere); Model model3 = LoadModelFromMesh(sphere);
// Load the shader // Load the shader
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs"); Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
// Load and apply the diffuse texture (colour map) // Load and apply the diffuse texture (colour map)
Texture texDiffuse = LoadTexture("resources/plasma.png"); Texture texDiffuse = LoadTexture("resources/plasma.png");
@ -66,7 +72,7 @@ int main(void)
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
// Frame is incremented each frame to animate the shader // Frame is incremented each frame to animate the shader
int shaderFrame = GetShaderLocation(shader, "framesCounter"); int shaderFrame = GetShaderLocation(shader, "frame");
// Apply the shader to the two models // Apply the shader to the two models
model1.materials[0].shader = shader; model1.materials[0].shader = shader;

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@ -106,7 +106,7 @@ int main(void)
EndTextureMode(); EndTextureMode();
} }
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || (GetGestureDetected() == GESTURE_DRAG))
{ {
// Paint circle into render texture // Paint circle into render texture
// NOTE: To avoid discontinuous circles, we could store // NOTE: To avoid discontinuous circles, we could store
@ -166,7 +166,7 @@ int main(void)
// Draw drawing circle for reference // Draw drawing circle for reference
if (mousePos.y > 50) if (mousePos.y > 50)
{ {
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, colors[colorSelected]); if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, GRAY);
else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]); else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
} }

View File

@ -398,18 +398,18 @@ typedef struct CoreData {
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
bool cursorLockRequired; // Ask for cursor pointer lock on next click bool cursorLockRequired; // Ask for cursor pointer lock on next click
#endif #endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
char currentButtonState[3]; // Registers current mouse button state char currentButtonState[3]; // Registers current mouse button state
char previousButtonState[3]; // Registers previous mouse button state char previousButtonState[3]; // Registers previous mouse button state
int currentWheelMove; // Registers current mouse wheel variation int currentWheelMove; // Registers current mouse wheel variation
int previousWheelMove; // Registers previous mouse wheel variation int previousWheelMove; // Registers previous mouse wheel variation
#endif
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
char currentButtonStateEvdev[3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update) char currentButtonStateEvdev[3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
#endif #endif
} Mouse; } Mouse;
struct { struct {
Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
} Touch; } Touch;
struct { struct {
int lastButtonPressed; // Register last gamepad button pressed int lastButtonPressed; // Register last gamepad button pressed
@ -445,7 +445,7 @@ typedef struct CoreData {
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static CoreData CORE = { 0 }; // Global CORE context static CoreData CORE = { 0 }; // Global CORE context
static char **dirFilesPath; // Store directory files paths as strings static char **dirFilesPath = NULL; // Store directory files paths as strings
static int dirFilesCount = 0; // Count directory files strings static int dirFilesCount = 0; // Count directory files strings
#if defined(SUPPORT_SCREEN_CAPTURE) #if defined(SUPPORT_SCREEN_CAPTURE)
@ -477,8 +477,6 @@ static void SwapBuffers(void); // Copy back buffer to f
static void InitTimer(void); // Initialize timer static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution) static void Wait(float ms); // Wait for some milliseconds (stop program execution)
static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
static int GetGamepadButton(int button); // Get gamepad button generic to all platforms static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
static void PollInputEvents(void); // Register user events static void PollInputEvents(void); // Register user events
@ -1718,8 +1716,8 @@ Color ColorFromNormalized(Vector4 normalized)
// NOTE: Hue is returned as degrees [0..360] // NOTE: Hue is returned as degrees [0..360]
Vector3 ColorToHSV(Color color) Vector3 ColorToHSV(Color color)
{ {
Vector3 hsv = { 0 };
Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
Vector3 hsv = { 0.0f, 0.0f, 0.0f };
float min, max, delta; float min, max, delta;
min = rgb.x < rgb.y? rgb.x : rgb.y; min = rgb.x < rgb.y? rgb.x : rgb.y;
@ -2306,7 +2304,7 @@ bool IsKeyPressed(int key)
{ {
bool pressed = false; bool pressed = false;
if ((CORE.Input.Keyboard.currentKeyState[key] != CORE.Input.Keyboard.previousKeyState[key]) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true; if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
else pressed = false; else pressed = false;
return pressed; return pressed;
@ -2315,7 +2313,7 @@ bool IsKeyPressed(int key)
// Detect if a key is being pressed (key held down) // Detect if a key is being pressed (key held down)
bool IsKeyDown(int key) bool IsKeyDown(int key)
{ {
if (GetKeyStatus(key) == 1) return true; if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
else return false; else return false;
} }
@ -2324,7 +2322,7 @@ bool IsKeyReleased(int key)
{ {
bool released = false; bool released = false;
if ((CORE.Input.Keyboard.currentKeyState[key] != CORE.Input.Keyboard.previousKeyState[key]) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true; if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
else released = false; else released = false;
return released; return released;
@ -2333,7 +2331,7 @@ bool IsKeyReleased(int key)
// Detect if a key is NOT being pressed (key not held down) // Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key) bool IsKeyUp(int key)
{ {
if (GetKeyStatus(key) == 0) return true; if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
else return false; else return false;
} }
@ -2502,9 +2500,10 @@ bool IsMouseButtonPressed(int button)
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_TAP)) pressed = true; if (IsGestureDetected(GESTURE_TAP)) pressed = true;
#else #else
// NOTE: On PLATFORM_DESKTOP and PLATFORM_WEB IsMouseButtonPressed() is equivalent to GESTURE_TAP if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(GetMouseButtonStatus(button) == 1)) pressed = true; // Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
#endif #endif
return pressed; return pressed;
@ -2518,9 +2517,10 @@ bool IsMouseButtonDown(int button)
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_HOLD)) down = true; if (IsGestureDetected(GESTURE_HOLD)) down = true;
#else #else
// NOTE: On PLATFORM_DESKTOP and PLATFORM_WEB IsMouseButtonDown() is equivalent to GESTURE_HOLD or GESTURE_DRAG if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
if (GetMouseButtonStatus(button) == 1) down = true;
// || IsGestureDetected(GESTURE_HOLD) || IsGestureDetected(GESTURE_DRAG)) down = true; // Map touches to mouse buttons checking
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
#endif #endif
return down; return down;
@ -2532,12 +2532,14 @@ bool IsMouseButtonReleased(int button)
bool released = false; bool released = false;
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID)
# if defined(SUPPORT_GESTURES_SYSTEM) #if defined(SUPPORT_GESTURES_SYSTEM)
released = GetGestureDetected() == GESTURE_TAP; released = GetGestureDetected() == GESTURE_TAP;
# endif #endif
#else #else
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) && if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
(GetMouseButtonStatus(button) == 0)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
#endif #endif
return released; return released;
@ -2549,7 +2551,10 @@ bool IsMouseButtonUp(int button)
bool up = false; bool up = false;
#if !defined(PLATFORM_ANDROID) #if !defined(PLATFORM_ANDROID)
if (GetMouseButtonStatus(button) == 0) up = true; if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
// Map touches to mouse buttons checking
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
#endif #endif
return up; return up;
@ -2578,12 +2583,13 @@ int GetMouseY(void)
// Returns mouse position XY // Returns mouse position XY
Vector2 GetMousePosition(void) Vector2 GetMousePosition(void)
{ {
Vector2 position = { 0.0f, 0.0f }; Vector2 position = { 0 };
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
position = GetTouchPosition(0); position = GetTouchPosition(0);
#else #else
position = (Vector2){ (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x, (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y }; position.x = (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
position.y = (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
#endif #endif
return position; return position;
@ -2682,7 +2688,6 @@ Vector2 GetTouchPosition(int index)
// TODO: GLFW is not supporting multi-touch input just yet // TODO: GLFW is not supporting multi-touch input just yet
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
if (index == 0) position = GetMousePosition(); if (index == 0) position = GetMousePosition();
#endif #endif
@ -3452,36 +3457,6 @@ static void Wait(float ms)
#endif #endif
} }
// Get one key state
static bool GetKeyStatus(int key)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(CORE.Window.handle, key);
#elif defined(PLATFORM_ANDROID)
// NOTE: Android supports up to 260 keys
if (key < 0 || key > 260) return false;
else return CORE.Input.Keyboard.currentKeyState[key];
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return CORE.Input.Keyboard.currentKeyState[key];
#endif
}
// Get one mouse button state
static bool GetMouseButtonStatus(int button)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(CORE.Window.handle, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse?
return false;
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return CORE.Input.Mouse.currentButtonState[button];
#endif
}
// Get gamepad button generic to all platforms // Get gamepad button generic to all platforms
static int GetGamepadButton(int button) static int GetGamepadButton(int button)
{ {
@ -3595,7 +3570,7 @@ static void PollInputEvents(void)
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
// Register previous keys states // Register previous keys states
for (int i = 0; i < 512; i++)CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
// Grab a keypress from the evdev fifo if avalable // Grab a keypress from the evdev fifo if avalable
if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail) if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail)
@ -3631,6 +3606,7 @@ static void PollInputEvents(void)
// Register previous mouse states // Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0; CORE.Input.Mouse.currentWheelMove = 0;
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Loop over pending messages // Loop over pending messages
@ -3771,16 +3747,7 @@ static void PollInputEvents(void)
#endif // PLATFORM_UWP #endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
double mouseX;
double mouseY;
glfwGetCursorPos(CORE.Window.handle, &mouseX, &mouseY);
CORE.Input.Mouse.position.x = (float)mouseX;
CORE.Input.Mouse.position.y = (float)mouseY;
// Keyboard input polling (automatically managed by GLFW3 through callback)
// Register previous keys states // Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
@ -3788,8 +3755,12 @@ static void PollInputEvents(void)
// Register previous mouse states // Register previous mouse states
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0; CORE.Input.Mouse.currentWheelMove = 0;
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
#endif #endif
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
@ -4015,13 +3986,20 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
} }
#endif // SUPPORT_SCREEN_CAPTURE #endif // SUPPORT_SCREEN_CAPTURE
} }
else CORE.Input.Keyboard.currentKeyState[key] = action; else
{
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else CORE.Input.Keyboard.currentKeyState[key] = 1;
}
} }
// GLFW3 Mouse Button Callback, runs on mouse button pressed // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{ {
CORE.Input.Mouse.previousButtonState[button] = CORE.Input.Mouse.currentButtonState[button]; // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
// but future releases may add more actions (i.e. GLFW_REPEAT)
CORE.Input.Mouse.currentButtonState[button] = action; CORE.Input.Mouse.currentButtonState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
@ -4029,8 +4007,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
GestureEvent gestureEvent = { 0 }; GestureEvent gestureEvent = { 0 };
// Register touch actions // Register touch actions
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
@ -4055,6 +4033,10 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// GLFW3 Cursor Position Callback, runs on mouse move // GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{ {
CORE.Input.Mouse.position.x = (float)x;
CORE.Input.Mouse.position.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures // Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 }; GestureEvent gestureEvent = { 0 };
@ -4068,9 +4050,7 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
gestureEvent.pointCount = 1; gestureEvent.pointCount = 1;
// Register touch points position, only one point registered // Register touch points position, only one point registered
gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; gestureEvent.position[0] = CORE.Input.Touch.position[0];
CORE.Input.Touch.position[0] = gestureEvent.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].x /= (float)GetScreenWidth();
@ -4388,8 +4368,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
CORE.Input.Touch.position[0].x = 0; CORE.Input.Touch.position[0].x = 0;
CORE.Input.Touch.position[0].y = 0; CORE.Input.Touch.position[0].y = 0;
} }
else // TODO:Not sure what else should be handled else return 0; // TODO: Not sure what else should be handled
return 0;
#if defined(SUPPORT_GESTURES_SYSTEM) #if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 }; GestureEvent gestureEvent = { 0 };
@ -4496,6 +4475,12 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
// Register touch input events // Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{ {
for (int i = 0; i < touchEvent->numTouches; i++)
{
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM) #if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 }; GestureEvent gestureEvent = { 0 };

View File

@ -156,6 +156,7 @@
#define FormatText TextFormat #define FormatText TextFormat
#define SubText TextSubtext #define SubText TextSubtext
#define ShowWindow UnhideWindow #define ShowWindow UnhideWindow
#define LoadText LoadFileText
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Structures Definition // Structures Definition
@ -951,6 +952,8 @@ RLAPI int GetRandomValue(int min, int max); // Returns a r
// Files management functions // Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, int *bytesRead); // Load file data as byte array (read) RLAPI unsigned char *LoadFileData(const char *fileName, int *bytesRead); // Load file data as byte array (read)
RLAPI void SaveFileData(const char *fileName, void *data, int bytesToWrite); // Save data to file from byte array (write) RLAPI void SaveFileData(const char *fileName, void *data, int bytesToWrite); // Save data to file from byte array (write)
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated
RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
@ -1322,7 +1325,6 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Shader loading/unloading functions // Shader loading/unloading functions
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)

View File

@ -268,6 +268,14 @@ RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
return result; return result;
} }
// Rotate Vector by float in Degrees.
RMDEF Vector2 Vector2Rotate(Vector2 v, float degs)
{
float rads = degs*DEG2RAD;
Vector2 result = {v.x * cosf(rads) - v.y * sinf(rads) , v.x * sinf(rads) + v.y * cosf(rads) };
return result;
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math // Module Functions Definition - Vector3 math
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View File

@ -546,7 +546,6 @@ RLAPI void rlUnloadMesh(Mesh mesh); // Unl
// NOTE: This functions are useless when using OpenGL 1.1 // NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Shader loading/unloading functions // Shader loading/unloading functions
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
@ -588,6 +587,7 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR exp
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture) RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
#endif #endif
@ -605,22 +605,20 @@ RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data
#if defined(RLGL_IMPLEMENTATION) #if defined(RLGL_IMPLEMENTATION)
#if !defined(RLGL_STANDALONE) #if defined(RLGL_STANDALONE)
#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadFileText]
#else
// Check if config flags have been externally provided on compilation line // Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS) #if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags #include "config.h" // Defines module configuration flags
#endif #endif
#include "raymath.h" // Required for: Vector3 and Matrix functions
#endif #endif
#include <stdlib.h> // Required for: malloc(), free() #include <stdlib.h> // Required for: malloc(), free()
#include <stdio.h> // Required for: fopen(), fseek(), fread(), fclose() [LoadText]
#include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading]
#include <math.h> // Required for: atan2f(), fabs() #include <math.h> // Required for: atan2f(), fabs()
#if !defined(RLGL_STANDALONE)
#include "raymath.h" // Required for: Vector3 and Matrix functions
#endif
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__) #if defined(__APPLE__)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
@ -2984,49 +2982,6 @@ Shader GetShaderDefault(void)
#endif #endif
} }
// Load text data from file
// NOTE: text chars array should be freed manually
char *LoadText(const char *fileName)
{
char *text = NULL;
if (fileName != NULL)
{
FILE *textFile = fopen(fileName, "rt");
if (textFile != NULL)
{
// WARNING: When reading a file as 'text' file,
// text mode causes carriage return-linefeed translation...
// ...but using fseek() should return correct byte-offset
fseek(textFile, 0, SEEK_END);
int size = ftell(textFile);
fseek(textFile, 0, SEEK_SET);
if (size > 0)
{
text = (char *)RL_MALLOC(sizeof(char)*(size + 1));
int count = fread(text, sizeof(char), size, textFile);
// WARNING: \r\n is converted to \n on reading, so,
// read bytes count gets reduced by the number of lines
if (count < size)
{
text = RL_REALLOC(text, count + 1);
}
// zero-terminate the string
text[count] = '\0';
}
fclose(textFile);
}
else TRACELOG(LOG_WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
}
// Load shader from files and bind default locations // Load shader from files and bind default locations
// NOTE: If shader string is NULL, using default vertex/fragment shaders // NOTE: If shader string is NULL, using default vertex/fragment shaders
Shader LoadShader(const char *vsFileName, const char *fsFileName) Shader LoadShader(const char *vsFileName, const char *fsFileName)
@ -3038,8 +2993,8 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName)
char *vShaderStr = NULL; char *vShaderStr = NULL;
char *fShaderStr = NULL; char *fShaderStr = NULL;
if (vsFileName != NULL) vShaderStr = LoadText(vsFileName); if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
if (fsFileName != NULL) fShaderStr = LoadText(fsFileName); if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
shader = LoadShaderCode(vShaderStr, fShaderStr); shader = LoadShaderCode(vShaderStr, fShaderStr);
@ -4643,6 +4598,50 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif #endif
#if defined(RLGL_STANDALONE) #if defined(RLGL_STANDALONE)
// Load text data from file, returns a '\0' terminated string
// NOTE: text chars array should be freed manually
char *LoadFileText(const char *fileName)
{
char *text = NULL;
if (fileName != NULL)
{
FILE *textFile = fopen(fileName, "rt");
if (textFile != NULL)
{
// WARNING: When reading a file as 'text' file,
// text mode causes carriage return-linefeed translation...
// ...but using fseek() should return correct byte-offset
fseek(textFile, 0, SEEK_END);
int size = ftell(textFile);
fseek(textFile, 0, SEEK_SET);
if (size > 0)
{
text = (char *)RL_MALLOC(sizeof(char)*(size + 1));
int count = fread(text, sizeof(char), size, textFile);
// WARNING: \r\n is converted to \n on reading, so,
// read bytes count gets reduced by the number of lines
if (count < size) text = RL_REALLOC(text, count + 1);
// Zero-terminate the string
text[count] = '\0';
TRACELOG(LOG_INFO, "[%s] Text file loaded successfully", fileName);
}
else TRACELOG(LOG_WARNING, "[%s] Text file could not be read", fileName);
fclose(textFile);
}
else TRACELOG(LOG_WARNING, "[%s] Text file could not be opened", fileName);
}
else TRACELOG(LOG_WARNING, "File name provided is not valid");
return text;
}
// Get pixel data size in bytes (image or texture) // Get pixel data size in bytes (image or texture)
// NOTE: Size depends on pixel format // NOTE: Size depends on pixel format
int GetPixelDataSize(int width, int height, int format) int GetPixelDataSize(int width, int height, int format)

View File

@ -173,8 +173,8 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
<div class="emscripten" id="status">Downloading...</div> <div class="emscripten" id="status">Downloading...</div>
<span id='controls'> <span id='controls'>
<span><input type="button" value="🖵 FULLSCREEN" onclick="Module.requestFullscreen(false, false)"></span> <span><input type="button" value="FULLSCREEN" onclick="Module.requestFullscreen(false, false)"></span>
<span><input type="button" id="btn-audio" value="🔇 SUSPEND" onclick="toggleAudio()"></span> <span><input type="button" id="btn-audio" value="AUDIO OFF" onclick="toggleAudio()"></span>
</span> </span>
<div class="emscripten"> <div class="emscripten">
@ -305,7 +305,7 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
construct(target, args) { construct(target, args) {
const result = new target(...args); const result = new target(...args);
audioContexList.push(result); audioContexList.push(result);
if (result.state == "suspended") audioBtn.value = "🔈 RESUME"; if (result.state == "suspended") audioBtn.value = "AUDIO ON";
return result; return result;
} }
}); });
@ -318,8 +318,8 @@ jwE50AGjLCVuS8Yt4H7OgZLKK5EKOsLviEWJSL/+0uMi7gLUSBseYwqEbXvSHCec1CJvZPyHCmYQffaB
else if (ctx.state == "running") ctx.suspend(); else if (ctx.state == "running") ctx.suspend();
}); });
if (resumed) audioBtn.value = "🔇 SUSPEND"; if (resumed) audioBtn.value = "AUDIO OFF";
else audioBtn.value = "🔈 RESUME"; else audioBtn.value = "AUDIO ON";
} }
</script> </script>
{{{ SCRIPT }}} {{{ SCRIPT }}}

View File

@ -169,6 +169,8 @@ unsigned char *LoadFileData(const char *fileName, int *bytesRead)
unsigned char *data = NULL; unsigned char *data = NULL;
*bytesRead = 0; *bytesRead = 0;
if (fileName != NULL)
{
FILE *file = fopen(fileName, "rb"); FILE *file = fopen(fileName, "rb");
if (file != NULL) if (file != NULL)
@ -195,6 +197,8 @@ unsigned char *LoadFileData(const char *fileName, int *bytesRead)
fclose(file); fclose(file);
} }
else TRACELOG(LOG_WARNING, "[%s] File could not be opened", fileName); else TRACELOG(LOG_WARNING, "[%s] File could not be opened", fileName);
}
else TRACELOG(LOG_WARNING, "File name provided is not valid");
return data; return data;
} }
@ -202,6 +206,8 @@ unsigned char *LoadFileData(const char *fileName, int *bytesRead)
// Save data to file from buffer // Save data to file from buffer
void SaveFileData(const char *fileName, void *data, int bytesToWrite) void SaveFileData(const char *fileName, void *data, int bytesToWrite)
{ {
if (fileName != NULL)
{
FILE *file = fopen(fileName, "wb"); FILE *file = fopen(fileName, "wb");
if (file != NULL) if (file != NULL)
@ -210,10 +216,78 @@ void SaveFileData(const char *fileName, void *data, int bytesToWrite)
if (count == 0) TRACELOG(LOG_WARNING, "[%s] File could not be written", fileName); if (count == 0) TRACELOG(LOG_WARNING, "[%s] File could not be written", fileName);
else if (count != bytesToWrite) TRACELOG(LOG_WARNING, "[%s] File partially written", fileName); else if (count != bytesToWrite) TRACELOG(LOG_WARNING, "[%s] File partially written", fileName);
else TRACELOG(LOG_INFO, "[%s] File successfully saved", fileName);
fclose(file); fclose(file);
} }
else TRACELOG(LOG_WARNING, "[%s] File could not be opened", fileName); else TRACELOG(LOG_WARNING, "[%s] File could not be opened", fileName);
}
else TRACELOG(LOG_WARNING, "File name provided is not valid");
}
// Load text data from file, returns a '\0' terminated string
// NOTE: text chars array should be freed manually
char *LoadFileText(const char *fileName)
{
char *text = NULL;
if (fileName != NULL)
{
FILE *textFile = fopen(fileName, "rt");
if (textFile != NULL)
{
// WARNING: When reading a file as 'text' file,
// text mode causes carriage return-linefeed translation...
// ...but using fseek() should return correct byte-offset
fseek(textFile, 0, SEEK_END);
int size = ftell(textFile);
fseek(textFile, 0, SEEK_SET);
if (size > 0)
{
text = (char *)RL_MALLOC(sizeof(char)*(size + 1));
int count = fread(text, sizeof(char), size, textFile);
// WARNING: \r\n is converted to \n on reading, so,
// read bytes count gets reduced by the number of lines
if (count < size) text = RL_REALLOC(text, count + 1);
// Zero-terminate the string
text[count] = '\0';
TRACELOG(LOG_INFO, "[%s] Text file loaded successfully", fileName);
}
else TRACELOG(LOG_WARNING, "[%s] Text file could not be read", fileName);
fclose(textFile);
}
else TRACELOG(LOG_WARNING, "[%s] Text file could not be opened", fileName);
}
else TRACELOG(LOG_WARNING, "File name provided is not valid");
return text;
}
// Save text data to file (write), string must be '\0' terminated
void SaveFileText(const char *fileName, char *text)
{
if (fileName != NULL)
{
FILE *file = fopen(fileName, "wt");
if (file != NULL)
{
int count = fprintf(file, "%s", text);
if (count == 0) TRACELOG(LOG_WARNING, "[%s] Text file could not be written", fileName);
else TRACELOG(LOG_INFO, "[%s] Text file successfully saved", fileName);
fclose(file);
}
else TRACELOG(LOG_WARNING, "[%s] Text file could not be opened", fileName);
}
else TRACELOG(LOG_WARNING, "File name provided is not valid");
} }
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID)