Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Artem Borovik 2024-08-30 20:36:39 +03:00
commit 3657948c1d
27 changed files with 919 additions and 444 deletions

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@ -36,9 +36,6 @@ include(CompilerFlags)
# Registers build options that are exposed to cmake
include(CMakeOptions.txt)
# Enforces a few environment and compiler configurations
include(BuildOptions)
if (UNIX AND NOT APPLE)
if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11)
MESSAGE(FATAL_ERROR "Cannot disable both Wayland and X11")

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@ -16,7 +16,6 @@ option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended
# Shared library is always PIC. Static library should be PIC too if linked into a shared library
option(WITH_PIC "Compile static library as position-independent code" OFF)
option(BUILD_SHARED_LIBS "Build raylib as a shared library" OFF)
option(MACOS_FATLIB "Build fat library for both i386 and x86_64 on macOS" OFF)
cmake_dependent_option(USE_AUDIO "Build raylib with audio module" ON CUSTOMIZE_BUILD ON)
enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one")

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@ -1,18 +0,0 @@
if(${PLATFORM} MATCHES "Desktop" AND APPLE)
if(MACOS_FATLIB)
if (CMAKE_OSX_ARCHITECTURES)
message(FATAL_ERROR "User supplied -DCMAKE_OSX_ARCHITECTURES overrides -DMACOS_FATLIB=ON")
else()
set(CMAKE_OSX_ARCHITECTURES "x86_64;i386")
endif()
endif()
endif()
# This helps support the case where emsdk toolchain file is used
# either by setting it with -DCMAKE_TOOLCHAIN_FILE=<path_to_emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake
# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html
if(EMSCRIPTEN)
SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected")
endif()
# vim: ft=cmake

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@ -70,8 +70,9 @@ RAYLIB_SRC_PATH ?= ../src
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include
RAYLIB_LIB_PATH ?= /usr/local/lib
DESTDIR ?= /usr/local
RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include
RAYLIB_LIB_PATH ?= $(DESTDIR)/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
@ -582,6 +583,7 @@ MODELS = \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_orthographic_projection \
models/models_point_rendering \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_waving_cubes \

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@ -35,8 +35,9 @@ RAYLIB_PATH ?= ..
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include
RAYLIB_LIB_PATH ?= /usr/local/lib
DESTDIR ?= /usr/local
RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include
RAYLIB_LIB_PATH ?= $(DESTDIR)/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
@ -447,6 +448,7 @@ MODELS = \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_orthographic_projection \
models/models_point_rendering \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_waving_cubes \

View File

@ -147,11 +147,12 @@ Examples using raylib models functionality, including models loading/generation
| 91 | [models_loading_vox](models/models_loading_vox.c) | <img src="models/models_loading_vox.png" alt="models_loading_vox" width="80"> | ⭐️☆☆☆ | **4.0** | **4.0** | [Johann Nadalutti](https://github.com/procfxgen) |
| 92 | [models_loading_m3d](models/models_loading_m3d.c) | <img src="models/models_loading_m3d.png" alt="models_loading_m3d" width="80"> | ⭐️☆☆☆ | **4.2** | **4.2** | [bzt](https://bztsrc.gitlab.io/model3d) |
| 93 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="80"> | ⭐️☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
| 94 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 95 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Berni](https://github.com/Berni8k) |
| 96 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [codecat](https://github.com/codecat) |
| 97 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
| 98 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
| 94 | [models_point_rendering](models/models_point_rendering.c) | <img src="models/models_point_rendering.png" alt="models_point_rendering" width="80"> | ⭐️⭐️☆☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) |
| 95 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 96 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Berni](https://github.com/Berni8k) |
| 97 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [codecat](https://github.com/codecat) |
| 98 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
| 99 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
### category: shaders
@ -159,26 +160,25 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 99 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐️⭐️⭐️⭐️ | 3.0 | **4.2** | [Chris Camacho](https://github.com/codifies) |
| 100 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) |
| 101 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
| 102 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 103 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 104 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
| 105 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐️⭐️⭐️⭐️ | 2.0 | **4.2** | [Ray](https://github.com/raysan5) |
| 106 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="80"> | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/) |
| 107 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐️⭐️⭐️☆ | **4.0** | **4.0** | [Samuel Skiff](https://github.com/GoldenThumbs) |
| 108 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
| 109 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [eggmund](https://github.com/eggmund) |
| 110 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [ProfJski](https://github.com/ProfJski) |
| 111 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 112 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 113 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) |
| 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) |
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
| 118 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_deferred_render" width="80"> | ⭐️☆☆☆ | 1.5 | 1.5 | [Alex ZH](https://github.com/ZzzhHe) |
| 100 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐️⭐️⭐️⭐️ | 3.0 | **4.2** | [Chris Camacho](https://github.com/codifies) |
| 101 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) |
| 102 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
| 103 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 104 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 105 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
| 106 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐️⭐️⭐️⭐️ | 2.0 | **4.2** | [Ray](https://github.com/raysan5) |
| 107 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="80"> | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/) |
| 108 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐️⭐️⭐️☆ | **4.0** | **4.0** | [Samuel Skiff](https://github.com/GoldenThumbs) |
| 109 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
| 110 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [eggmund](https://github.com/eggmund) |
| 111 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [ProfJski](https://github.com/ProfJski) |
| 112 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 113 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 114 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) |
| 115 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) |
| 116 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 117 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 118 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
### category: audio

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@ -157,11 +157,6 @@ int main(void)
}
else player.canJump = true;
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
{
// Reset game state
@ -176,12 +171,44 @@ int main(void)
}
//----------------------------------------------------------------------------------
// Events playing
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
// that can be set by the played event... but some other inputs could be affected
//----------------------------------------------------------------------------------
if (eventPlaying)
{
// NOTE: Multiple events could be executed in a single frame
while (playFrameCounter == aelist.events[currentPlayFrame].frame)
{
PlayAutomationEvent(aelist.events[currentPlayFrame]);
currentPlayFrame++;
if (currentPlayFrame == aelist.count)
{
eventPlaying = false;
currentPlayFrame = 0;
playFrameCounter = 0;
TraceLog(LOG_INFO, "FINISH PLAYING!");
break;
}
}
playFrameCounter++;
}
//----------------------------------------------------------------------------------
// Update camera
//----------------------------------------------------------------------------------
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
// WARNING: On event replay, mouse-wheel internal value is set
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
{
EnvElement *element = &envElements[i];
@ -200,8 +227,8 @@ int main(void)
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
//----------------------------------------------------------------------------------
// Toggle events recording
if (IsKeyPressed(KEY_S))
// Events management
if (IsKeyPressed(KEY_S)) // Toggle events recording
{
if (!eventPlaying)
{
@ -222,7 +249,7 @@ int main(void)
}
}
}
else if (IsKeyPressed(KEY_A))
else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame)
{
if (!eventRecording && (aelist.count > 0))
{
@ -242,31 +269,6 @@ int main(void)
}
}
if (eventPlaying)
{
// NOTE: Multiple events could be executed in a single frame
while (playFrameCounter == aelist.events[currentPlayFrame].frame)
{
TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i",
playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]);
PlayAutomationEvent(aelist.events[currentPlayFrame]);
currentPlayFrame++;
if (currentPlayFrame == aelist.count)
{
eventPlaying = false;
currentPlayFrame = 0;
playFrameCounter = 0;
TraceLog(LOG_INFO, "FINISH PLAYING!");
break;
}
}
playFrameCounter++;
}
if (eventRecording || eventPlaying) frameCounter++;
else frameCounter = 0;
//----------------------------------------------------------------------------------

View File

@ -0,0 +1,182 @@
/*******************************************************************************************
*
* raylib example - point rendering
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2024 Reese Gallagher (@satchelfrost)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: rand()
#include <math.h> // Required for: cos(), sin()
#define MAX_POINTS 10000000 // 10 million
#define MIN_POINTS 1000 // 1 thousand
// Generate mesh using points
Mesh GenMeshPoints(int numPoints);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
Camera camera = {
.position = { 3.0f, 3.0f, 3.0f },
.target = { 0.0f, 0.0f, 0.0f },
.up = { 0.0f, 1.0f, 0.0f },
.fovy = 45.0f,
.projection = CAMERA_PERSPECTIVE
};
Vector3 position = { 0.0f, 0.0f, 0.0f };
bool useDrawModelPoints = true;
bool numPointsChanged = false;
int numPoints = 1000;
Mesh mesh = GenMeshPoints(numPoints);
Model model = LoadModelFromMesh(mesh);
//SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while(!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
if (IsKeyPressed(KEY_UP))
{
numPoints = (numPoints*10 > MAX_POINTS)? MAX_POINTS : numPoints*10;
numPointsChanged = true;
}
if (IsKeyPressed(KEY_DOWN))
{
numPoints = (numPoints/10 < MIN_POINTS)? MIN_POINTS : numPoints/10;
numPointsChanged = true;
}
// Upload a different point cloud size
if (numPointsChanged)
{
UnloadModel(model);
mesh = GenMeshPoints(numPoints);
model = LoadModelFromMesh(mesh);
numPointsChanged = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camera);
// The new method only uploads the points once to the GPU
if (useDrawModelPoints)
{
DrawModelPoints(model, position, 1.0f, WHITE);
}
else
{
// The old method must continually draw the "points" (lines)
for (int i = 0; i < numPoints; i++)
{
Vector3 pos = {
.x = mesh.vertices[i*3 + 0],
.y = mesh.vertices[i*3 + 1],
.z = mesh.vertices[i*3 + 2],
};
Color color = {
.r = mesh.colors[i*4 + 0],
.g = mesh.colors[i*4 + 1],
.b = mesh.colors[i*4 + 2],
.a = mesh.colors[i*4 + 3],
};
DrawPoint3D(pos, color);
}
}
// Draw a unit sphere for reference
DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
EndMode3D();
// Draw UI text
DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
DrawText("Up - increase points", 20, 70, 20, WHITE);
DrawText("Down - decrease points", 20, 100, 20, WHITE);
DrawText("Space - drawing function", 20, 130, 20, WHITE);
if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
// Generate a spherical point cloud
Mesh GenMeshPoints(int numPoints)
{
Mesh mesh = {
.triangleCount = 1,
.vertexCount = numPoints,
.vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
.colors = (unsigned char*)MemAlloc(numPoints*4*sizeof(unsigned char)),
};
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
for (int i = 0; i < numPoints; i++)
{
float theta = PI*rand()/RAND_MAX;
float phi = 2.0f*PI*rand()/RAND_MAX;
float r = 10.0f*rand()/RAND_MAX;
mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);
mesh.vertices[i*3 + 2] = r*cos(theta);
Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
mesh.colors[i*4 + 0] = color.r;
mesh.colors[i*4 + 1] = color.g;
mesh.colors[i*4 + 2] = color.b;
mesh.colors[i*4 + 3] = color.a;
}
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
UploadMesh(&mesh, false);
return mesh;
}

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@ -3215,12 +3215,12 @@
},
{
"name": "ToggleFullscreen",
"description": "Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)",
"description": "Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)",
"returnType": "void"
},
{
"name": "ToggleBorderlessWindowed",
"description": "Toggle window state: borderless windowed (only PLATFORM_DESKTOP)",
"description": "Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)",
"returnType": "void"
},
{
@ -5485,11 +5485,11 @@
},
{
"type": "Color",
"name": "color1"
"name": "inner"
},
{
"type": "Color",
"name": "color2"
"name": "outer"
}
]
},
@ -5785,11 +5785,11 @@
},
{
"type": "Color",
"name": "color1"
"name": "top"
},
{
"type": "Color",
"name": "color2"
"name": "bottom"
}
]
},
@ -5816,11 +5816,11 @@
},
{
"type": "Color",
"name": "color1"
"name": "left"
},
{
"type": "Color",
"name": "color2"
"name": "right"
}
]
},
@ -5835,19 +5835,19 @@
},
{
"type": "Color",
"name": "col1"
"name": "topLeft"
},
{
"type": "Color",
"name": "col2"
"name": "bottomLeft"
},
{
"type": "Color",
"name": "col3"
"name": "topRight"
},
{
"type": "Color",
"name": "col4"
"name": "bottomRight"
}
]
},
@ -10366,6 +10366,60 @@
}
]
},
{
"name": "DrawModelPoints",
"description": "Draw a model as points",
"returnType": "void",
"params": [
{
"type": "Model",
"name": "model"
},
{
"type": "Vector3",
"name": "position"
},
{
"type": "float",
"name": "scale"
},
{
"type": "Color",
"name": "tint"
}
]
},
{
"name": "DrawModelPointsEx",
"description": "Draw a model as points with extended parameters",
"returnType": "void",
"params": [
{
"type": "Model",
"name": "model"
},
{
"type": "Vector3",
"name": "position"
},
{
"type": "Vector3",
"name": "rotationAxis"
},
{
"type": "float",
"name": "rotationAngle"
},
{
"type": "Vector3",
"name": "scale"
},
{
"type": "Color",
"name": "tint"
}
]
},
{
"name": "DrawBoundingBox",
"description": "Draw bounding box (wires)",

View File

@ -3158,12 +3158,12 @@ return {
},
{
name = "ToggleFullscreen",
description = "Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)",
description = "Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)",
returnType = "void"
},
{
name = "ToggleBorderlessWindowed",
description = "Toggle window state: borderless windowed (only PLATFORM_DESKTOP)",
description = "Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)",
returnType = "void"
},
{
@ -4697,8 +4697,8 @@ return {
{type = "int", name = "centerX"},
{type = "int", name = "centerY"},
{type = "float", name = "radius"},
{type = "Color", name = "color1"},
{type = "Color", name = "color2"}
{type = "Color", name = "inner"},
{type = "Color", name = "outer"}
}
},
{
@ -4835,8 +4835,8 @@ return {
{type = "int", name = "posY"},
{type = "int", name = "width"},
{type = "int", name = "height"},
{type = "Color", name = "color1"},
{type = "Color", name = "color2"}
{type = "Color", name = "top"},
{type = "Color", name = "bottom"}
}
},
{
@ -4848,8 +4848,8 @@ return {
{type = "int", name = "posY"},
{type = "int", name = "width"},
{type = "int", name = "height"},
{type = "Color", name = "color1"},
{type = "Color", name = "color2"}
{type = "Color", name = "left"},
{type = "Color", name = "right"}
}
},
{
@ -4858,10 +4858,10 @@ return {
returnType = "void",
params = {
{type = "Rectangle", name = "rec"},
{type = "Color", name = "col1"},
{type = "Color", name = "col2"},
{type = "Color", name = "col3"},
{type = "Color", name = "col4"}
{type = "Color", name = "topLeft"},
{type = "Color", name = "bottomLeft"},
{type = "Color", name = "topRight"},
{type = "Color", name = "bottomRight"}
}
},
{
@ -7213,6 +7213,30 @@ return {
{type = "Color", name = "tint"}
}
},
{
name = "DrawModelPoints",
description = "Draw a model as points",
returnType = "void",
params = {
{type = "Model", name = "model"},
{type = "Vector3", name = "position"},
{type = "float", name = "scale"},
{type = "Color", name = "tint"}
}
},
{
name = "DrawModelPointsEx",
description = "Draw a model as points with extended parameters",
returnType = "void",
params = {
{type = "Model", name = "model"},
{type = "Vector3", name = "position"},
{type = "Vector3", name = "rotationAxis"},
{type = "float", name = "rotationAngle"},
{type = "Vector3", name = "scale"},
{type = "Color", name = "tint"}
}
},
{
name = "DrawBoundingBox",
description = "Draw bounding box (wires)",

View File

@ -984,7 +984,7 @@ Callback 006: AudioCallback() (2 input parameters)
Param[1]: bufferData (type: void *)
Param[2]: frames (type: unsigned int)
Functions found: 573
Functions found: 575
Function 001: InitWindow() (3 input parameters)
Name: InitWindow
@ -1056,12 +1056,12 @@ Function 013: ClearWindowState() (1 input parameters)
Function 014: ToggleFullscreen() (0 input parameters)
Name: ToggleFullscreen
Return type: void
Description: Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
Description: Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)
No input parameters
Function 015: ToggleBorderlessWindowed() (0 input parameters)
Name: ToggleBorderlessWindowed
Return type: void
Description: Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
Description: Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)
No input parameters
Function 016: MaximizeWindow() (0 input parameters)
Name: MaximizeWindow
@ -2176,8 +2176,8 @@ Function 217: DrawCircleGradient() (5 input parameters)
Param[1]: centerX (type: int)
Param[2]: centerY (type: int)
Param[3]: radius (type: float)
Param[4]: color1 (type: Color)
Param[5]: color2 (type: Color)
Param[4]: inner (type: Color)
Param[5]: outer (type: Color)
Function 218: DrawCircleV() (3 input parameters)
Name: DrawCircleV
Return type: void
@ -2278,8 +2278,8 @@ Function 229: DrawRectangleGradientV() (6 input parameters)
Param[2]: posY (type: int)
Param[3]: width (type: int)
Param[4]: height (type: int)
Param[5]: color1 (type: Color)
Param[6]: color2 (type: Color)
Param[5]: top (type: Color)
Param[6]: bottom (type: Color)
Function 230: DrawRectangleGradientH() (6 input parameters)
Name: DrawRectangleGradientH
Return type: void
@ -2288,17 +2288,17 @@ Function 230: DrawRectangleGradientH() (6 input parameters)
Param[2]: posY (type: int)
Param[3]: width (type: int)
Param[4]: height (type: int)
Param[5]: color1 (type: Color)
Param[6]: color2 (type: Color)
Param[5]: left (type: Color)
Param[6]: right (type: Color)
Function 231: DrawRectangleGradientEx() (5 input parameters)
Name: DrawRectangleGradientEx
Return type: void
Description: Draw a gradient-filled rectangle with custom vertex colors
Param[1]: rec (type: Rectangle)
Param[2]: col1 (type: Color)
Param[3]: col2 (type: Color)
Param[4]: col3 (type: Color)
Param[5]: col4 (type: Color)
Param[2]: topLeft (type: Color)
Param[3]: bottomLeft (type: Color)
Param[4]: topRight (type: Color)
Param[5]: bottomRight (type: Color)
Function 232: DrawRectangleLines() (5 input parameters)
Name: DrawRectangleLines
Return type: void
@ -3955,13 +3955,31 @@ Function 464: DrawModelWiresEx() (6 input parameters)
Param[4]: rotationAngle (type: float)
Param[5]: scale (type: Vector3)
Param[6]: tint (type: Color)
Function 465: DrawBoundingBox() (2 input parameters)
Function 465: DrawModelPoints() (4 input parameters)
Name: DrawModelPoints
Return type: void
Description: Draw a model as points
Param[1]: model (type: Model)
Param[2]: position (type: Vector3)
Param[3]: scale (type: float)
Param[4]: tint (type: Color)
Function 466: DrawModelPointsEx() (6 input parameters)
Name: DrawModelPointsEx
Return type: void
Description: Draw a model as points with extended parameters
Param[1]: model (type: Model)
Param[2]: position (type: Vector3)
Param[3]: rotationAxis (type: Vector3)
Param[4]: rotationAngle (type: float)
Param[5]: scale (type: Vector3)
Param[6]: tint (type: Color)
Function 467: DrawBoundingBox() (2 input parameters)
Name: DrawBoundingBox
Return type: void
Description: Draw bounding box (wires)
Param[1]: box (type: BoundingBox)
Param[2]: color (type: Color)
Function 466: DrawBillboard() (5 input parameters)
Function 468: DrawBillboard() (5 input parameters)
Name: DrawBillboard
Return type: void
Description: Draw a billboard texture
@ -3970,7 +3988,7 @@ Function 466: DrawBillboard() (5 input parameters)
Param[3]: position (type: Vector3)
Param[4]: scale (type: float)
Param[5]: tint (type: Color)
Function 467: DrawBillboardRec() (6 input parameters)
Function 469: DrawBillboardRec() (6 input parameters)
Name: DrawBillboardRec
Return type: void
Description: Draw a billboard texture defined by source
@ -3980,7 +3998,7 @@ Function 467: DrawBillboardRec() (6 input parameters)
Param[4]: position (type: Vector3)
Param[5]: size (type: Vector2)
Param[6]: tint (type: Color)
Function 468: DrawBillboardPro() (9 input parameters)
Function 470: DrawBillboardPro() (9 input parameters)
Name: DrawBillboardPro
Return type: void
Description: Draw a billboard texture defined by source and rotation
@ -3993,13 +4011,13 @@ Function 468: DrawBillboardPro() (9 input parameters)
Param[7]: origin (type: Vector2)
Param[8]: rotation (type: float)
Param[9]: tint (type: Color)
Function 469: UploadMesh() (2 input parameters)
Function 471: UploadMesh() (2 input parameters)
Name: UploadMesh
Return type: void
Description: Upload mesh vertex data in GPU and provide VAO/VBO ids
Param[1]: mesh (type: Mesh *)
Param[2]: dynamic (type: bool)
Function 470: UpdateMeshBuffer() (5 input parameters)
Function 472: UpdateMeshBuffer() (5 input parameters)
Name: UpdateMeshBuffer
Return type: void
Description: Update mesh vertex data in GPU for a specific buffer index
@ -4008,19 +4026,19 @@ Function 470: UpdateMeshBuffer() (5 input parameters)
Param[3]: data (type: const void *)
Param[4]: dataSize (type: int)
Param[5]: offset (type: int)
Function 471: UnloadMesh() (1 input parameters)
Function 473: UnloadMesh() (1 input parameters)
Name: UnloadMesh
Return type: void
Description: Unload mesh data from CPU and GPU
Param[1]: mesh (type: Mesh)
Function 472: DrawMesh() (3 input parameters)
Function 474: DrawMesh() (3 input parameters)
Name: DrawMesh
Return type: void
Description: Draw a 3d mesh with material and transform
Param[1]: mesh (type: Mesh)
Param[2]: material (type: Material)
Param[3]: transform (type: Matrix)
Function 473: DrawMeshInstanced() (4 input parameters)
Function 475: DrawMeshInstanced() (4 input parameters)
Name: DrawMeshInstanced
Return type: void
Description: Draw multiple mesh instances with material and different transforms
@ -4028,35 +4046,35 @@ Function 473: DrawMeshInstanced() (4 input parameters)
Param[2]: material (type: Material)
Param[3]: transforms (type: const Matrix *)
Param[4]: instances (type: int)
Function 474: GetMeshBoundingBox() (1 input parameters)
Function 476: GetMeshBoundingBox() (1 input parameters)
Name: GetMeshBoundingBox
Return type: BoundingBox
Description: Compute mesh bounding box limits
Param[1]: mesh (type: Mesh)
Function 475: GenMeshTangents() (1 input parameters)
Function 477: GenMeshTangents() (1 input parameters)
Name: GenMeshTangents
Return type: void
Description: Compute mesh tangents
Param[1]: mesh (type: Mesh *)
Function 476: ExportMesh() (2 input parameters)
Function 478: ExportMesh() (2 input parameters)
Name: ExportMesh
Return type: bool
Description: Export mesh data to file, returns true on success
Param[1]: mesh (type: Mesh)
Param[2]: fileName (type: const char *)
Function 477: ExportMeshAsCode() (2 input parameters)
Function 479: ExportMeshAsCode() (2 input parameters)
Name: ExportMeshAsCode
Return type: bool
Description: Export mesh as code file (.h) defining multiple arrays of vertex attributes
Param[1]: mesh (type: Mesh)
Param[2]: fileName (type: const char *)
Function 478: GenMeshPoly() (2 input parameters)
Function 480: GenMeshPoly() (2 input parameters)
Name: GenMeshPoly
Return type: Mesh
Description: Generate polygonal mesh
Param[1]: sides (type: int)
Param[2]: radius (type: float)
Function 479: GenMeshPlane() (4 input parameters)
Function 481: GenMeshPlane() (4 input parameters)
Name: GenMeshPlane
Return type: Mesh
Description: Generate plane mesh (with subdivisions)
@ -4064,42 +4082,42 @@ Function 479: GenMeshPlane() (4 input parameters)
Param[2]: length (type: float)
Param[3]: resX (type: int)
Param[4]: resZ (type: int)
Function 480: GenMeshCube() (3 input parameters)
Function 482: GenMeshCube() (3 input parameters)
Name: GenMeshCube
Return type: Mesh
Description: Generate cuboid mesh
Param[1]: width (type: float)
Param[2]: height (type: float)
Param[3]: length (type: float)
Function 481: GenMeshSphere() (3 input parameters)
Function 483: GenMeshSphere() (3 input parameters)
Name: GenMeshSphere
Return type: Mesh
Description: Generate sphere mesh (standard sphere)
Param[1]: radius (type: float)
Param[2]: rings (type: int)
Param[3]: slices (type: int)
Function 482: GenMeshHemiSphere() (3 input parameters)
Function 484: GenMeshHemiSphere() (3 input parameters)
Name: GenMeshHemiSphere
Return type: Mesh
Description: Generate half-sphere mesh (no bottom cap)
Param[1]: radius (type: float)
Param[2]: rings (type: int)
Param[3]: slices (type: int)
Function 483: GenMeshCylinder() (3 input parameters)
Function 485: GenMeshCylinder() (3 input parameters)
Name: GenMeshCylinder
Return type: Mesh
Description: Generate cylinder mesh
Param[1]: radius (type: float)
Param[2]: height (type: float)
Param[3]: slices (type: int)
Function 484: GenMeshCone() (3 input parameters)
Function 486: GenMeshCone() (3 input parameters)
Name: GenMeshCone
Return type: Mesh
Description: Generate cone/pyramid mesh
Param[1]: radius (type: float)
Param[2]: height (type: float)
Param[3]: slices (type: int)
Function 485: GenMeshTorus() (4 input parameters)
Function 487: GenMeshTorus() (4 input parameters)
Name: GenMeshTorus
Return type: Mesh
Description: Generate torus mesh
@ -4107,7 +4125,7 @@ Function 485: GenMeshTorus() (4 input parameters)
Param[2]: size (type: float)
Param[3]: radSeg (type: int)
Param[4]: sides (type: int)
Function 486: GenMeshKnot() (4 input parameters)
Function 488: GenMeshKnot() (4 input parameters)
Name: GenMeshKnot
Return type: Mesh
Description: Generate trefoil knot mesh
@ -4115,84 +4133,84 @@ Function 486: GenMeshKnot() (4 input parameters)
Param[2]: size (type: float)
Param[3]: radSeg (type: int)
Param[4]: sides (type: int)
Function 487: GenMeshHeightmap() (2 input parameters)
Function 489: GenMeshHeightmap() (2 input parameters)
Name: GenMeshHeightmap
Return type: Mesh
Description: Generate heightmap mesh from image data
Param[1]: heightmap (type: Image)
Param[2]: size (type: Vector3)
Function 488: GenMeshCubicmap() (2 input parameters)
Function 490: GenMeshCubicmap() (2 input parameters)
Name: GenMeshCubicmap
Return type: Mesh
Description: Generate cubes-based map mesh from image data
Param[1]: cubicmap (type: Image)
Param[2]: cubeSize (type: Vector3)
Function 489: LoadMaterials() (2 input parameters)
Function 491: LoadMaterials() (2 input parameters)
Name: LoadMaterials
Return type: Material *
Description: Load materials from model file
Param[1]: fileName (type: const char *)
Param[2]: materialCount (type: int *)
Function 490: LoadMaterialDefault() (0 input parameters)
Function 492: LoadMaterialDefault() (0 input parameters)
Name: LoadMaterialDefault
Return type: Material
Description: Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
No input parameters
Function 491: IsMaterialReady() (1 input parameters)
Function 493: IsMaterialReady() (1 input parameters)
Name: IsMaterialReady
Return type: bool
Description: Check if a material is ready
Param[1]: material (type: Material)
Function 492: UnloadMaterial() (1 input parameters)
Function 494: UnloadMaterial() (1 input parameters)
Name: UnloadMaterial
Return type: void
Description: Unload material from GPU memory (VRAM)
Param[1]: material (type: Material)
Function 493: SetMaterialTexture() (3 input parameters)
Function 495: SetMaterialTexture() (3 input parameters)
Name: SetMaterialTexture
Return type: void
Description: Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
Param[1]: material (type: Material *)
Param[2]: mapType (type: int)
Param[3]: texture (type: Texture2D)
Function 494: SetModelMeshMaterial() (3 input parameters)
Function 496: SetModelMeshMaterial() (3 input parameters)
Name: SetModelMeshMaterial
Return type: void
Description: Set material for a mesh
Param[1]: model (type: Model *)
Param[2]: meshId (type: int)
Param[3]: materialId (type: int)
Function 495: LoadModelAnimations() (2 input parameters)
Function 497: LoadModelAnimations() (2 input parameters)
Name: LoadModelAnimations
Return type: ModelAnimation *
Description: Load model animations from file
Param[1]: fileName (type: const char *)
Param[2]: animCount (type: int *)
Function 496: UpdateModelAnimation() (3 input parameters)
Function 498: UpdateModelAnimation() (3 input parameters)
Name: UpdateModelAnimation
Return type: void
Description: Update model animation pose
Param[1]: model (type: Model)
Param[2]: anim (type: ModelAnimation)
Param[3]: frame (type: int)
Function 497: UnloadModelAnimation() (1 input parameters)
Function 499: UnloadModelAnimation() (1 input parameters)
Name: UnloadModelAnimation
Return type: void
Description: Unload animation data
Param[1]: anim (type: ModelAnimation)
Function 498: UnloadModelAnimations() (2 input parameters)
Function 500: UnloadModelAnimations() (2 input parameters)
Name: UnloadModelAnimations
Return type: void
Description: Unload animation array data
Param[1]: animations (type: ModelAnimation *)
Param[2]: animCount (type: int)
Function 499: IsModelAnimationValid() (2 input parameters)
Function 501: IsModelAnimationValid() (2 input parameters)
Name: IsModelAnimationValid
Return type: bool
Description: Check model animation skeleton match
Param[1]: model (type: Model)
Param[2]: anim (type: ModelAnimation)
Function 500: CheckCollisionSpheres() (4 input parameters)
Function 502: CheckCollisionSpheres() (4 input parameters)
Name: CheckCollisionSpheres
Return type: bool
Description: Check collision between two spheres
@ -4200,40 +4218,40 @@ Function 500: CheckCollisionSpheres() (4 input parameters)
Param[2]: radius1 (type: float)
Param[3]: center2 (type: Vector3)
Param[4]: radius2 (type: float)
Function 501: CheckCollisionBoxes() (2 input parameters)
Function 503: CheckCollisionBoxes() (2 input parameters)
Name: CheckCollisionBoxes
Return type: bool
Description: Check collision between two bounding boxes
Param[1]: box1 (type: BoundingBox)
Param[2]: box2 (type: BoundingBox)
Function 502: CheckCollisionBoxSphere() (3 input parameters)
Function 504: CheckCollisionBoxSphere() (3 input parameters)
Name: CheckCollisionBoxSphere
Return type: bool
Description: Check collision between box and sphere
Param[1]: box (type: BoundingBox)
Param[2]: center (type: Vector3)
Param[3]: radius (type: float)
Function 503: GetRayCollisionSphere() (3 input parameters)
Function 505: GetRayCollisionSphere() (3 input parameters)
Name: GetRayCollisionSphere
Return type: RayCollision
Description: Get collision info between ray and sphere
Param[1]: ray (type: Ray)
Param[2]: center (type: Vector3)
Param[3]: radius (type: float)
Function 504: GetRayCollisionBox() (2 input parameters)
Function 506: GetRayCollisionBox() (2 input parameters)
Name: GetRayCollisionBox
Return type: RayCollision
Description: Get collision info between ray and box
Param[1]: ray (type: Ray)
Param[2]: box (type: BoundingBox)
Function 505: GetRayCollisionMesh() (3 input parameters)
Function 507: GetRayCollisionMesh() (3 input parameters)
Name: GetRayCollisionMesh
Return type: RayCollision
Description: Get collision info between ray and mesh
Param[1]: ray (type: Ray)
Param[2]: mesh (type: Mesh)
Param[3]: transform (type: Matrix)
Function 506: GetRayCollisionTriangle() (4 input parameters)
Function 508: GetRayCollisionTriangle() (4 input parameters)
Name: GetRayCollisionTriangle
Return type: RayCollision
Description: Get collision info between ray and triangle
@ -4241,7 +4259,7 @@ Function 506: GetRayCollisionTriangle() (4 input parameters)
Param[2]: p1 (type: Vector3)
Param[3]: p2 (type: Vector3)
Param[4]: p3 (type: Vector3)
Function 507: GetRayCollisionQuad() (5 input parameters)
Function 509: GetRayCollisionQuad() (5 input parameters)
Name: GetRayCollisionQuad
Return type: RayCollision
Description: Get collision info between ray and quad
@ -4250,158 +4268,158 @@ Function 507: GetRayCollisionQuad() (5 input parameters)
Param[3]: p2 (type: Vector3)
Param[4]: p3 (type: Vector3)
Param[5]: p4 (type: Vector3)
Function 508: InitAudioDevice() (0 input parameters)
Function 510: InitAudioDevice() (0 input parameters)
Name: InitAudioDevice
Return type: void
Description: Initialize audio device and context
No input parameters
Function 509: CloseAudioDevice() (0 input parameters)
Function 511: CloseAudioDevice() (0 input parameters)
Name: CloseAudioDevice
Return type: void
Description: Close the audio device and context
No input parameters
Function 510: IsAudioDeviceReady() (0 input parameters)
Function 512: IsAudioDeviceReady() (0 input parameters)
Name: IsAudioDeviceReady
Return type: bool
Description: Check if audio device has been initialized successfully
No input parameters
Function 511: SetMasterVolume() (1 input parameters)
Function 513: SetMasterVolume() (1 input parameters)
Name: SetMasterVolume
Return type: void
Description: Set master volume (listener)
Param[1]: volume (type: float)
Function 512: GetMasterVolume() (0 input parameters)
Function 514: GetMasterVolume() (0 input parameters)
Name: GetMasterVolume
Return type: float
Description: Get master volume (listener)
No input parameters
Function 513: LoadWave() (1 input parameters)
Function 515: LoadWave() (1 input parameters)
Name: LoadWave
Return type: Wave
Description: Load wave data from file
Param[1]: fileName (type: const char *)
Function 514: LoadWaveFromMemory() (3 input parameters)
Function 516: LoadWaveFromMemory() (3 input parameters)
Name: LoadWaveFromMemory
Return type: Wave
Description: Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
Param[1]: fileType (type: const char *)
Param[2]: fileData (type: const unsigned char *)
Param[3]: dataSize (type: int)
Function 515: IsWaveReady() (1 input parameters)
Function 517: IsWaveReady() (1 input parameters)
Name: IsWaveReady
Return type: bool
Description: Checks if wave data is ready
Param[1]: wave (type: Wave)
Function 516: LoadSound() (1 input parameters)
Function 518: LoadSound() (1 input parameters)
Name: LoadSound
Return type: Sound
Description: Load sound from file
Param[1]: fileName (type: const char *)
Function 517: LoadSoundFromWave() (1 input parameters)
Function 519: LoadSoundFromWave() (1 input parameters)
Name: LoadSoundFromWave
Return type: Sound
Description: Load sound from wave data
Param[1]: wave (type: Wave)
Function 518: LoadSoundAlias() (1 input parameters)
Function 520: LoadSoundAlias() (1 input parameters)
Name: LoadSoundAlias
Return type: Sound
Description: Create a new sound that shares the same sample data as the source sound, does not own the sound data
Param[1]: source (type: Sound)
Function 519: IsSoundReady() (1 input parameters)
Function 521: IsSoundReady() (1 input parameters)
Name: IsSoundReady
Return type: bool
Description: Checks if a sound is ready
Param[1]: sound (type: Sound)
Function 520: UpdateSound() (3 input parameters)
Function 522: UpdateSound() (3 input parameters)
Name: UpdateSound
Return type: void
Description: Update sound buffer with new data
Param[1]: sound (type: Sound)
Param[2]: data (type: const void *)
Param[3]: sampleCount (type: int)
Function 521: UnloadWave() (1 input parameters)
Function 523: UnloadWave() (1 input parameters)
Name: UnloadWave
Return type: void
Description: Unload wave data
Param[1]: wave (type: Wave)
Function 522: UnloadSound() (1 input parameters)
Function 524: UnloadSound() (1 input parameters)
Name: UnloadSound
Return type: void
Description: Unload sound
Param[1]: sound (type: Sound)
Function 523: UnloadSoundAlias() (1 input parameters)
Function 525: UnloadSoundAlias() (1 input parameters)
Name: UnloadSoundAlias
Return type: void
Description: Unload a sound alias (does not deallocate sample data)
Param[1]: alias (type: Sound)
Function 524: ExportWave() (2 input parameters)
Function 526: ExportWave() (2 input parameters)
Name: ExportWave
Return type: bool
Description: Export wave data to file, returns true on success
Param[1]: wave (type: Wave)
Param[2]: fileName (type: const char *)
Function 525: ExportWaveAsCode() (2 input parameters)
Function 527: ExportWaveAsCode() (2 input parameters)
Name: ExportWaveAsCode
Return type: bool
Description: Export wave sample data to code (.h), returns true on success
Param[1]: wave (type: Wave)
Param[2]: fileName (type: const char *)
Function 526: PlaySound() (1 input parameters)
Function 528: PlaySound() (1 input parameters)
Name: PlaySound
Return type: void
Description: Play a sound
Param[1]: sound (type: Sound)
Function 527: StopSound() (1 input parameters)
Function 529: StopSound() (1 input parameters)
Name: StopSound
Return type: void
Description: Stop playing a sound
Param[1]: sound (type: Sound)
Function 528: PauseSound() (1 input parameters)
Function 530: PauseSound() (1 input parameters)
Name: PauseSound
Return type: void
Description: Pause a sound
Param[1]: sound (type: Sound)
Function 529: ResumeSound() (1 input parameters)
Function 531: ResumeSound() (1 input parameters)
Name: ResumeSound
Return type: void
Description: Resume a paused sound
Param[1]: sound (type: Sound)
Function 530: IsSoundPlaying() (1 input parameters)
Function 532: IsSoundPlaying() (1 input parameters)
Name: IsSoundPlaying
Return type: bool
Description: Check if a sound is currently playing
Param[1]: sound (type: Sound)
Function 531: SetSoundVolume() (2 input parameters)
Function 533: SetSoundVolume() (2 input parameters)
Name: SetSoundVolume
Return type: void
Description: Set volume for a sound (1.0 is max level)
Param[1]: sound (type: Sound)
Param[2]: volume (type: float)
Function 532: SetSoundPitch() (2 input parameters)
Function 534: SetSoundPitch() (2 input parameters)
Name: SetSoundPitch
Return type: void
Description: Set pitch for a sound (1.0 is base level)
Param[1]: sound (type: Sound)
Param[2]: pitch (type: float)
Function 533: SetSoundPan() (2 input parameters)
Function 535: SetSoundPan() (2 input parameters)
Name: SetSoundPan
Return type: void
Description: Set pan for a sound (0.5 is center)
Param[1]: sound (type: Sound)
Param[2]: pan (type: float)
Function 534: WaveCopy() (1 input parameters)
Function 536: WaveCopy() (1 input parameters)
Name: WaveCopy
Return type: Wave
Description: Copy a wave to a new wave
Param[1]: wave (type: Wave)
Function 535: WaveCrop() (3 input parameters)
Function 537: WaveCrop() (3 input parameters)
Name: WaveCrop
Return type: void
Description: Crop a wave to defined frames range
Param[1]: wave (type: Wave *)
Param[2]: initFrame (type: int)
Param[3]: finalFrame (type: int)
Function 536: WaveFormat() (4 input parameters)
Function 538: WaveFormat() (4 input parameters)
Name: WaveFormat
Return type: void
Description: Convert wave data to desired format
@ -4409,203 +4427,203 @@ Function 536: WaveFormat() (4 input parameters)
Param[2]: sampleRate (type: int)
Param[3]: sampleSize (type: int)
Param[4]: channels (type: int)
Function 537: LoadWaveSamples() (1 input parameters)
Function 539: LoadWaveSamples() (1 input parameters)
Name: LoadWaveSamples
Return type: float *
Description: Load samples data from wave as a 32bit float data array
Param[1]: wave (type: Wave)
Function 538: UnloadWaveSamples() (1 input parameters)
Function 540: UnloadWaveSamples() (1 input parameters)
Name: UnloadWaveSamples
Return type: void
Description: Unload samples data loaded with LoadWaveSamples()
Param[1]: samples (type: float *)
Function 539: LoadMusicStream() (1 input parameters)
Function 541: LoadMusicStream() (1 input parameters)
Name: LoadMusicStream
Return type: Music
Description: Load music stream from file
Param[1]: fileName (type: const char *)
Function 540: LoadMusicStreamFromMemory() (3 input parameters)
Function 542: LoadMusicStreamFromMemory() (3 input parameters)
Name: LoadMusicStreamFromMemory
Return type: Music
Description: Load music stream from data
Param[1]: fileType (type: const char *)
Param[2]: data (type: const unsigned char *)
Param[3]: dataSize (type: int)
Function 541: IsMusicReady() (1 input parameters)
Function 543: IsMusicReady() (1 input parameters)
Name: IsMusicReady
Return type: bool
Description: Checks if a music stream is ready
Param[1]: music (type: Music)
Function 542: UnloadMusicStream() (1 input parameters)
Function 544: UnloadMusicStream() (1 input parameters)
Name: UnloadMusicStream
Return type: void
Description: Unload music stream
Param[1]: music (type: Music)
Function 543: PlayMusicStream() (1 input parameters)
Function 545: PlayMusicStream() (1 input parameters)
Name: PlayMusicStream
Return type: void
Description: Start music playing
Param[1]: music (type: Music)
Function 544: IsMusicStreamPlaying() (1 input parameters)
Function 546: IsMusicStreamPlaying() (1 input parameters)
Name: IsMusicStreamPlaying
Return type: bool
Description: Check if music is playing
Param[1]: music (type: Music)
Function 545: UpdateMusicStream() (1 input parameters)
Function 547: UpdateMusicStream() (1 input parameters)
Name: UpdateMusicStream
Return type: void
Description: Updates buffers for music streaming
Param[1]: music (type: Music)
Function 546: StopMusicStream() (1 input parameters)
Function 548: StopMusicStream() (1 input parameters)
Name: StopMusicStream
Return type: void
Description: Stop music playing
Param[1]: music (type: Music)
Function 547: PauseMusicStream() (1 input parameters)
Function 549: PauseMusicStream() (1 input parameters)
Name: PauseMusicStream
Return type: void
Description: Pause music playing
Param[1]: music (type: Music)
Function 548: ResumeMusicStream() (1 input parameters)
Function 550: ResumeMusicStream() (1 input parameters)
Name: ResumeMusicStream
Return type: void
Description: Resume playing paused music
Param[1]: music (type: Music)
Function 549: SeekMusicStream() (2 input parameters)
Function 551: SeekMusicStream() (2 input parameters)
Name: SeekMusicStream
Return type: void
Description: Seek music to a position (in seconds)
Param[1]: music (type: Music)
Param[2]: position (type: float)
Function 550: SetMusicVolume() (2 input parameters)
Function 552: SetMusicVolume() (2 input parameters)
Name: SetMusicVolume
Return type: void
Description: Set volume for music (1.0 is max level)
Param[1]: music (type: Music)
Param[2]: volume (type: float)
Function 551: SetMusicPitch() (2 input parameters)
Function 553: SetMusicPitch() (2 input parameters)
Name: SetMusicPitch
Return type: void
Description: Set pitch for a music (1.0 is base level)
Param[1]: music (type: Music)
Param[2]: pitch (type: float)
Function 552: SetMusicPan() (2 input parameters)
Function 554: SetMusicPan() (2 input parameters)
Name: SetMusicPan
Return type: void
Description: Set pan for a music (0.5 is center)
Param[1]: music (type: Music)
Param[2]: pan (type: float)
Function 553: GetMusicTimeLength() (1 input parameters)
Function 555: GetMusicTimeLength() (1 input parameters)
Name: GetMusicTimeLength
Return type: float
Description: Get music time length (in seconds)
Param[1]: music (type: Music)
Function 554: GetMusicTimePlayed() (1 input parameters)
Function 556: GetMusicTimePlayed() (1 input parameters)
Name: GetMusicTimePlayed
Return type: float
Description: Get current music time played (in seconds)
Param[1]: music (type: Music)
Function 555: LoadAudioStream() (3 input parameters)
Function 557: LoadAudioStream() (3 input parameters)
Name: LoadAudioStream
Return type: AudioStream
Description: Load audio stream (to stream raw audio pcm data)
Param[1]: sampleRate (type: unsigned int)
Param[2]: sampleSize (type: unsigned int)
Param[3]: channels (type: unsigned int)
Function 556: IsAudioStreamReady() (1 input parameters)
Function 558: IsAudioStreamReady() (1 input parameters)
Name: IsAudioStreamReady
Return type: bool
Description: Checks if an audio stream is ready
Param[1]: stream (type: AudioStream)
Function 557: UnloadAudioStream() (1 input parameters)
Function 559: UnloadAudioStream() (1 input parameters)
Name: UnloadAudioStream
Return type: void
Description: Unload audio stream and free memory
Param[1]: stream (type: AudioStream)
Function 558: UpdateAudioStream() (3 input parameters)
Function 560: UpdateAudioStream() (3 input parameters)
Name: UpdateAudioStream
Return type: void
Description: Update audio stream buffers with data
Param[1]: stream (type: AudioStream)
Param[2]: data (type: const void *)
Param[3]: frameCount (type: int)
Function 559: IsAudioStreamProcessed() (1 input parameters)
Function 561: IsAudioStreamProcessed() (1 input parameters)
Name: IsAudioStreamProcessed
Return type: bool
Description: Check if any audio stream buffers requires refill
Param[1]: stream (type: AudioStream)
Function 560: PlayAudioStream() (1 input parameters)
Function 562: PlayAudioStream() (1 input parameters)
Name: PlayAudioStream
Return type: void
Description: Play audio stream
Param[1]: stream (type: AudioStream)
Function 561: PauseAudioStream() (1 input parameters)
Function 563: PauseAudioStream() (1 input parameters)
Name: PauseAudioStream
Return type: void
Description: Pause audio stream
Param[1]: stream (type: AudioStream)
Function 562: ResumeAudioStream() (1 input parameters)
Function 564: ResumeAudioStream() (1 input parameters)
Name: ResumeAudioStream
Return type: void
Description: Resume audio stream
Param[1]: stream (type: AudioStream)
Function 563: IsAudioStreamPlaying() (1 input parameters)
Function 565: IsAudioStreamPlaying() (1 input parameters)
Name: IsAudioStreamPlaying
Return type: bool
Description: Check if audio stream is playing
Param[1]: stream (type: AudioStream)
Function 564: StopAudioStream() (1 input parameters)
Function 566: StopAudioStream() (1 input parameters)
Name: StopAudioStream
Return type: void
Description: Stop audio stream
Param[1]: stream (type: AudioStream)
Function 565: SetAudioStreamVolume() (2 input parameters)
Function 567: SetAudioStreamVolume() (2 input parameters)
Name: SetAudioStreamVolume
Return type: void
Description: Set volume for audio stream (1.0 is max level)
Param[1]: stream (type: AudioStream)
Param[2]: volume (type: float)
Function 566: SetAudioStreamPitch() (2 input parameters)
Function 568: SetAudioStreamPitch() (2 input parameters)
Name: SetAudioStreamPitch
Return type: void
Description: Set pitch for audio stream (1.0 is base level)
Param[1]: stream (type: AudioStream)
Param[2]: pitch (type: float)
Function 567: SetAudioStreamPan() (2 input parameters)
Function 569: SetAudioStreamPan() (2 input parameters)
Name: SetAudioStreamPan
Return type: void
Description: Set pan for audio stream (0.5 is centered)
Param[1]: stream (type: AudioStream)
Param[2]: pan (type: float)
Function 568: SetAudioStreamBufferSizeDefault() (1 input parameters)
Function 570: SetAudioStreamBufferSizeDefault() (1 input parameters)
Name: SetAudioStreamBufferSizeDefault
Return type: void
Description: Default size for new audio streams
Param[1]: size (type: int)
Function 569: SetAudioStreamCallback() (2 input parameters)
Function 571: SetAudioStreamCallback() (2 input parameters)
Name: SetAudioStreamCallback
Return type: void
Description: Audio thread callback to request new data
Param[1]: stream (type: AudioStream)
Param[2]: callback (type: AudioCallback)
Function 570: AttachAudioStreamProcessor() (2 input parameters)
Function 572: AttachAudioStreamProcessor() (2 input parameters)
Name: AttachAudioStreamProcessor
Return type: void
Description: Attach audio stream processor to stream, receives the samples as 'float'
Param[1]: stream (type: AudioStream)
Param[2]: processor (type: AudioCallback)
Function 571: DetachAudioStreamProcessor() (2 input parameters)
Function 573: DetachAudioStreamProcessor() (2 input parameters)
Name: DetachAudioStreamProcessor
Return type: void
Description: Detach audio stream processor from stream
Param[1]: stream (type: AudioStream)
Param[2]: processor (type: AudioCallback)
Function 572: AttachAudioMixedProcessor() (1 input parameters)
Function 574: AttachAudioMixedProcessor() (1 input parameters)
Name: AttachAudioMixedProcessor
Return type: void
Description: Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
Param[1]: processor (type: AudioCallback)
Function 573: DetachAudioMixedProcessor() (1 input parameters)
Function 575: DetachAudioMixedProcessor() (1 input parameters)
Name: DetachAudioMixedProcessor
Return type: void
Description: Detach audio stream processor from the entire audio pipeline

View File

@ -670,7 +670,7 @@
<Param type="unsigned int" name="frames" desc="" />
</Callback>
</Callbacks>
<Functions count="573">
<Functions count="575">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
@ -703,9 +703,9 @@
<Function name="ClearWindowState" retType="void" paramCount="1" desc="Clear window configuration state flags">
<Param type="unsigned int" name="flags" desc="" />
</Function>
<Function name="ToggleFullscreen" retType="void" paramCount="0" desc="Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)">
<Function name="ToggleFullscreen" retType="void" paramCount="0" desc="Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)">
</Function>
<Function name="ToggleBorderlessWindowed" retType="void" paramCount="0" desc="Toggle window state: borderless windowed (only PLATFORM_DESKTOP)">
<Function name="ToggleBorderlessWindowed" retType="void" paramCount="0" desc="Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)">
</Function>
<Function name="MaximizeWindow" retType="void" paramCount="0" desc="Set window state: maximized, if resizable (only PLATFORM_DESKTOP)">
</Function>
@ -1353,8 +1353,8 @@
<Param type="int" name="centerX" desc="" />
<Param type="int" name="centerY" desc="" />
<Param type="float" name="radius" desc="" />
<Param type="Color" name="color1" desc="" />
<Param type="Color" name="color2" desc="" />
<Param type="Color" name="inner" desc="" />
<Param type="Color" name="outer" desc="" />
</Function>
<Function name="DrawCircleV" retType="void" paramCount="3" desc="Draw a color-filled circle (Vector version)">
<Param type="Vector2" name="center" desc="" />
@ -1431,23 +1431,23 @@
<Param type="int" name="posY" desc="" />
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
<Param type="Color" name="color1" desc="" />
<Param type="Color" name="color2" desc="" />
<Param type="Color" name="top" desc="" />
<Param type="Color" name="bottom" desc="" />
</Function>
<Function name="DrawRectangleGradientH" retType="void" paramCount="6" desc="Draw a horizontal-gradient-filled rectangle">
<Param type="int" name="posX" desc="" />
<Param type="int" name="posY" desc="" />
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
<Param type="Color" name="color1" desc="" />
<Param type="Color" name="color2" desc="" />
<Param type="Color" name="left" desc="" />
<Param type="Color" name="right" desc="" />
</Function>
<Function name="DrawRectangleGradientEx" retType="void" paramCount="5" desc="Draw a gradient-filled rectangle with custom vertex colors">
<Param type="Rectangle" name="rec" desc="" />
<Param type="Color" name="col1" desc="" />
<Param type="Color" name="col2" desc="" />
<Param type="Color" name="col3" desc="" />
<Param type="Color" name="col4" desc="" />
<Param type="Color" name="topLeft" desc="" />
<Param type="Color" name="bottomLeft" desc="" />
<Param type="Color" name="topRight" desc="" />
<Param type="Color" name="bottomRight" desc="" />
</Function>
<Function name="DrawRectangleLines" retType="void" paramCount="5" desc="Draw rectangle outline">
<Param type="int" name="posX" desc="" />
@ -2637,6 +2637,20 @@
<Param type="Vector3" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawModelPoints" retType="void" paramCount="4" desc="Draw a model as points">
<Param type="Model" name="model" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="float" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawModelPointsEx" retType="void" paramCount="6" desc="Draw a model as points with extended parameters">
<Param type="Model" name="model" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="Vector3" name="rotationAxis" desc="" />
<Param type="float" name="rotationAngle" desc="" />
<Param type="Vector3" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawBoundingBox" retType="void" paramCount="2" desc="Draw bounding box (wires)">
<Param type="BoundingBox" name="box" desc="" />
<Param type="Color" name="color" desc="" />

View File

@ -17,9 +17,8 @@ if (NOT raylib_FOUND) # If there's none, fetch and build raylib
FetchContent_GetProperties(raylib)
if (NOT raylib_POPULATED) # Have we downloaded raylib yet?
set(FETCHCONTENT_QUIET NO)
FetchContent_Populate(raylib)
FetchContent_MakeAvailable(raylib)
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
add_subdirectory(${raylib_SOURCE_DIR} ${raylib_BINARY_DIR})
endif()
endif()

2
src/external/RGFW.h vendored
View File

@ -5000,6 +5000,8 @@ static const struct wl_callback_listener wl_surface_frame_listener = {
#define OEMRESOURCE
#include <windows.h>
__declspec(dllimport) int __stdcall WideCharToMultiByte( UINT CodePage, DWORD dwFlags, const WCHAR* lpWideCharStr, int cchWideChar, LPSTR lpMultiByteStr, int cbMultiByte, LPCCH lpDefaultChar, LPBOOL lpUsedDefaultChar);
#include <processthreadsapi.h>
#include <wchar.h>
#include <locale.h>

View File

@ -281,14 +281,15 @@ void android_main(struct android_app *app)
// Request to end the native activity
ANativeActivity_finish(app->activity);
// Android ALooper_pollAll() variables
// Android ALooper_pollOnce() variables
int pollResult = 0;
int pollEvents = 0;
// Waiting for application events before complete finishing
while (!app->destroyRequested)
{
while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&platform.source)) >= 0)
// Poll all events until we reach return value TIMEOUT, meaning no events left to process
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)
{
if (platform.source != NULL) platform.source->process(app, platform.source);
}
@ -682,22 +683,23 @@ void PollInputEvents(void)
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Android ALooper_pollAll() variables
// Android ALooper_pollOnce() variables
int pollResult = 0;
int pollEvents = 0;
// Poll Events (registered events)
// Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll
// NOTE: Activity is paused if not enabled (platform.appEnabled)
while ((pollResult = ALooper_pollAll(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) >= 0)
while ((pollResult = ALooper_pollOnce(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) > ALOOPER_POLL_TIMEOUT)
{
// Process this event
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
// NOTE: Never close window, native activity is controlled by the system!
// NOTE: Allow closing the window in case a configuration change happened.
// The android_main function should be allowed to return to its caller in order for the
// Android OS to relaunch the activity.
if (platform.app->destroyRequested != 0)
{
//CORE.Window.shouldClose = true;
//ANativeActivity_finish(platform.app->activity);
CORE.Window.shouldClose = true;
}
}
}
@ -767,20 +769,20 @@ int InitPlatform(void)
TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Initialized successfully");
// Android ALooper_pollAll() variables
// Android ALooper_pollOnce() variables
int pollResult = 0;
int pollEvents = 0;
// Wait for window to be initialized (display and context)
while (!CORE.Window.ready)
{
// Process events loop
while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&platform.source)) >= 0)
// Process events until we reach TIMEOUT, which indicates no more events queued.
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void**)&platform.source)) > ALOOPER_POLL_TIMEOUT)
{
// Process this event
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
// NOTE: Never close window, native activity is controlled by the system!
// NOTE: It's highly likely destroyRequested will never be non-zero at the start of the activity lifecycle.
//if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true;
}
}
@ -811,6 +813,12 @@ void ClosePlatform(void)
eglTerminate(platform.device);
platform.device = EGL_NO_DISPLAY;
}
// NOTE: Reset global state in case the activity is being relaunched.
if (platform.app->destroyRequested != 0) {
CORE = (CoreData){0};
platform = (PlatformData){0};
}
}
// Initialize display device and framebuffer

View File

@ -109,6 +109,7 @@ static void ErrorCallback(int error, const char *description);
// Window callbacks events
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void WindowPosCallback(GLFWwindow* window, int x, int y); // GLFW3 WindowPos Callback, runs when window is moved
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
@ -147,7 +148,7 @@ void ToggleFullscreen(void)
if (!CORE.Window.fullscreen)
{
// Store previous window position (in case we exit fullscreen)
glfwGetWindowPos(platform.handle, &CORE.Window.position.x, &CORE.Window.position.y);
CORE.Window.previousPosition = CORE.Window.position;
int monitorCount = 0;
int monitorIndex = GetCurrentMonitor();
@ -179,7 +180,11 @@ void ToggleFullscreen(void)
CORE.Window.fullscreen = false;
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
// we update the window position right away
CORE.Window.position.x = CORE.Window.previousPosition.x;
CORE.Window.position.y = CORE.Window.previousPosition.y;
}
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
@ -190,11 +195,11 @@ void ToggleFullscreen(void)
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
// Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
// Leave fullscreen before attempting to set borderless windowed mode
bool wasOnFullscreen = false;
if (CORE.Window.fullscreen)
{
CORE.Window.previousPosition = CORE.Window.position;
// fullscreen already saves the previous position so it does not need to be set here again
ToggleFullscreen();
wasOnFullscreen = true;
}
@ -213,7 +218,7 @@ void ToggleBorderlessWindowed(void)
{
// Store screen position and size
// NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here
if (!wasOnFullscreen) glfwGetWindowPos(platform.handle, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
if (!wasOnFullscreen) CORE.Window.previousPosition = CORE.Window.position;
CORE.Window.previousScreen = CORE.Window.screen;
// Set undecorated and topmost modes and flags
@ -255,6 +260,9 @@ void ToggleBorderlessWindowed(void)
glfwFocusWindow(platform.handle);
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
CORE.Window.position.x = CORE.Window.previousPosition.x;
CORE.Window.position.y = CORE.Window.previousPosition.y;
}
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
@ -592,6 +600,9 @@ void SetWindowTitle(const char *title)
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
// Update CORE.Window.position as well
CORE.Window.position.x = x;
CORE.Window.position.y = y;
glfwSetWindowPos(platform.handle, x, y);
}
@ -614,8 +625,9 @@ void SetWindowMonitor(int monitor)
{
TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
const int screenWidth = CORE.Window.screen.width;
const int screenHeight = CORE.Window.screen.height;
// Here the render width has to be used again in case high dpi flag is enabled
const int screenWidth = CORE.Window.render.width;
const int screenHeight = CORE.Window.render.height;
int monitorWorkareaX = 0;
int monitorWorkareaY = 0;
int monitorWorkareaWidth = 0;
@ -1569,11 +1581,16 @@ int InitPlatform(void)
int monitorHeight = 0;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
int posX = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
int posY = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
// Here CORE.Window.render.width/height should be used instead of CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled.
int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;
if (posX < monitorX) posX = monitorX;
if (posY < monitorY) posY = monitorY;
SetWindowPosition(posX, posY);
// Update CORE.Window.position here so it is correct from the start
CORE.Window.position.x = posX;
CORE.Window.position.y = posY;
}
// Load OpenGL extensions
@ -1585,6 +1602,7 @@ int InitPlatform(void)
//----------------------------------------------------------------------------
// Set window callback events
glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
glfwSetWindowPosCallback(platform.handle, WindowPosCallback);
glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback);
@ -1681,7 +1699,12 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
// NOTE: Postprocessing texture is not scaled to new size
}
static void WindowPosCallback(GLFWwindow* window, int x, int y)
{
// Set current window position
CORE.Window.position.x = x;
CORE.Window.position.y = y;
}
static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley)
{
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);

View File

@ -76,9 +76,7 @@ void CloseWindow(void);
#define Size NSSIZE
#endif
#if defined(_MSC_VER)
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar);
#endif
#include "../external/RGFW.h"
@ -538,10 +536,8 @@ void *GetWindowHandle(void)
{
#ifdef RGFW_WEBASM
return (void*)platform.window->src.ctx;
#elif !defined(RGFW_WINDOWS)
return (void *)platform.window->src.window;
#else
return platform.window->src.hwnd;
return (void*)platform.window->src.window;
#endif
}

View File

@ -206,7 +206,7 @@ static const short linuxToRaylibMap[KEYMAP_SIZE] = {
[BTN_TL] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[BTN_TL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[BTN_TR] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
[BTN_TR2] GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[BTN_TR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[BTN_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[BTN_MODE] = GAMEPAD_BUTTON_MIDDLE,
[BTN_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,

View File

@ -1626,7 +1626,9 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
{
music.ctxType = MUSIC_AUDIO_FLAC;
music.ctxData = ctxFlac;
music.stream = LoadAudioStream(ctxFlac->sampleRate, ctxFlac->bitsPerSample, ctxFlac->channels);
int sampleSize = ctxFlac->bitsPerSample;
if (ctxFlac->bitsPerSample == 24) sampleSize = 16; // Forcing conversion to s16 on UpdateMusicStream()
music.stream = LoadAudioStream(ctxFlac->sampleRate, sampleSize, ctxFlac->channels);
music.frameCount = (unsigned int)ctxFlac->totalPCMFrameCount;
music.looping = true; // Looping enabled by default
musicLoaded = true;

View File

@ -968,8 +968,8 @@ RLAPI bool IsWindowResized(void); // Check if wi
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
@ -1238,7 +1238,7 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
@ -1250,9 +1250,9 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
@ -1443,7 +1443,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G
// Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
@ -1545,6 +1545,8 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source

View File

@ -360,10 +360,15 @@ typedef struct CoreData {
//----------------------------------------------------------------------------------
RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings
CoreData CORE = { 0 }; // Global CORE state context
CoreData CORE = { 0 }; // Global CORE state context
// Flag to note GPU acceleration is available,
// referenced from other modules to support GPU data loading
// NOTE: Useful to allow Texture, RenderTexture, Font.texture, Mesh.vaoId/vboId, Shader loading
bool isGpuReady = false;
#if defined(SUPPORT_SCREEN_CAPTURE)
static int screenshotCounter = 0; // Screenshots counter
static int screenshotCounter = 0; // Screenshots counter
#endif
#if defined(SUPPORT_GIF_RECORDING)
@ -637,28 +642,31 @@ void InitWindow(int width, int height, const char *title)
// Initialize rlgl default data (buffers and shaders)
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
isGpuReady = true; // Flag to note GPU has been initialized successfully
// Setup default viewport
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
// Load default font
// WARNING: External function: Module required: rtext
LoadFontDefault();
#if defined(SUPPORT_MODULE_RSHAPES)
// Set font white rectangle for shapes drawing, so shapes and text can be batched together
// WARNING: rshapes module is required, if not available, default internal white rectangle is used
Rectangle rec = GetFontDefault().recs[95];
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
}
else
{
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
}
#if defined(SUPPORT_MODULE_RTEXT)
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// WARNING: External function: Module required: rtext
LoadFontDefault();
#if defined(SUPPORT_MODULE_RSHAPES)
// Set font white rectangle for shapes drawing, so shapes and text can be batched together
// WARNING: rshapes module is required, if not available, default internal white rectangle is used
Rectangle rec = GetFontDefault().recs[95];
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
}
else
{
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
}
#endif
#endif
#else
#if defined(SUPPORT_MODULE_RSHAPES)
@ -669,7 +677,6 @@ void InitWindow(int width, int height, const char *title)
#endif
#endif
CORE.Time.frameCounter = 0;
CORE.Window.shouldClose = false;
@ -2707,8 +2714,8 @@ void PlayAutomationEvent(AutomationEvent event)
} break;
case INPUT_MOUSE_WHEEL_MOTION: // param[0]: x delta, param[1]: y delta
{
CORE.Input.Mouse.currentWheelMove.x = (float)event.params[0]; break;
CORE.Input.Mouse.currentWheelMove.y = (float)event.params[1]; break;
CORE.Input.Mouse.currentWheelMove.x = (float)event.params[0];
CORE.Input.Mouse.currentWheelMove.y = (float)event.params[1];
} break;
case INPUT_TOUCH_UP: CORE.Input.Touch.currentTouchState[event.params[0]] = false; break; // param[0]: id
case INPUT_TOUCH_DOWN: CORE.Input.Touch.currentTouchState[event.params[0]] = true; break; // param[0]: id
@ -2745,6 +2752,8 @@ void PlayAutomationEvent(AutomationEvent event)
case ACTION_SETTARGETFPS: SetTargetFPS(event.params[0]); break;
default: break;
}
TRACELOG(LOG_INFO, "AUTOMATION PLAY: Frame: %i | Event type: %i | Event parameters: %i, %i, %i", event.frame, event.type, event.params[0], event.params[1], event.params[2]);
}
#endif
}

View File

@ -527,6 +527,10 @@ typedef enum {
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} rlShaderUniformDataType;
@ -665,7 +669,7 @@ RLAPI void rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnableWireMode(void); // Enable wire mode
RLAPI void rlEnablePointMode(void); // Enable point mode
RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
RLAPI void rlDisableWireMode(void); // Disable wire (and point) mode
RLAPI void rlSetLineWidth(float width); // Set the line drawing width
RLAPI float rlGetLineWidth(void); // Get the line drawing width
RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
@ -1949,6 +1953,7 @@ void rlEnableWireMode(void)
#endif
}
// Enable point mode
void rlEnablePointMode(void)
{
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
@ -1957,6 +1962,7 @@ void rlEnablePointMode(void)
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
// Disable wire mode
void rlDisableWireMode(void)
{
@ -4235,8 +4241,16 @@ void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
#if !defined(GRAPHICS_API_OPENGL_ES2)
case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break;
case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break;
case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break;
case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break;
#endif
case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
// TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
}
#endif
}
@ -4411,14 +4425,14 @@ void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSi
// Get SSBO buffer size
unsigned int rlGetShaderBufferSize(unsigned int id)
{
GLint64 size = 0;
#if defined(GRAPHICS_API_OPENGL_43)
GLint64 size = 0;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size);
#endif
return (size > 0)? (unsigned int)size : 0;
#else
return 0;
#endif
}
// Read SSBO buffer data (GPU->CPU)

View File

@ -2016,6 +2016,8 @@ static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, i
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
materials[m] = LoadMaterialDefault();
if (mats == NULL) continue;
// Get default texture, in case no texture is defined
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
@ -3631,6 +3633,30 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
rlDisableWireMode();
}
// Draw a model points
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
{
rlEnablePointMode();
rlDisableBackfaceCulling();
DrawModel(model, position, scale, tint);
rlEnableBackfaceCulling();
rlDisableWireMode();
}
// Draw a model points
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
{
rlEnablePointMode();
rlDisableBackfaceCulling();
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
rlEnableBackfaceCulling();
rlDisableWireMode();
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
{
@ -4049,124 +4075,236 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
// - the mesh is automatically triangulated by tinyobj
static Model LoadOBJ(const char *fileName)
{
tinyobj_attrib_t objAttributes = { 0 };
tinyobj_shape_t* objShapes = NULL;
unsigned int objShapeCount = 0;
tinyobj_material_t* objMaterials = NULL;
unsigned int objMaterialCount = 0;
Model model = { 0 };
model.transform = MatrixIdentity();
tinyobj_attrib_t attrib = { 0 };
tinyobj_shape_t *meshes = NULL;
unsigned int meshCount = 0;
char* fileText = LoadFileText(fileName);
tinyobj_material_t *materials = NULL;
unsigned int materialCount = 0;
char *fileText = LoadFileText(fileName);
if (fileText != NULL)
if (fileText == NULL)
{
unsigned int dataSize = (unsigned int)strlen(fileText);
TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName);
return model;
}
char currentDir[1024] = { 0 };
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
if (CHDIR(workingDir) != 0)
char currentDir[1024] = { 0 };
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
if (CHDIR(workingDir) != 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
}
unsigned int dataSize = (unsigned int)strlen(fileText);
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags);
if (ret != TINYOBJ_SUCCESS)
{
TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName);
return model;
}
UnloadFileText(fileText);
unsigned int faceVertIndex = 0;
unsigned int nextShape = 1;
int lastMaterial = -1;
unsigned int meshIndex = 0;
// count meshes
unsigned int nextShapeEnd = objAttributes.num_face_num_verts;
// see how many verts till the next shape
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
// walk all the faces
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
{
if (faceVertIndex >= nextShapeEnd)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
// try to find the last vert in the next shape
nextShape++;
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
meshIndex++;
}
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
{
meshIndex++;// if this is a new material, we need to allocate a new mesh
}
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags);
lastMaterial = objAttributes.material_ids[faceId];
faceVertIndex += objAttributes.face_num_verts[faceId];
}
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName);
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount);
// allocate the base meshes and materials
model.meshCount = meshIndex + 1;
model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount);
// WARNING: We are not splitting meshes by materials (previous implementation)
// Depending on the provided OBJ that was not the best option and it just crashed
// so, implementation was simplified to prioritize parsed meshes
model.meshCount = meshCount;
if (objMaterialCount > 0)
{
model.materialCount = objMaterialCount;
model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount);
}
else // we must allocate at least one material
{
model.materialCount = 1;
model.materials = (Material*)MemAlloc(sizeof(Material) * 1);
}
// Set number of materials available
// NOTE: There could be more materials available than meshes but it will be resolved at
// model.meshMaterial, just assigning the right material to corresponding mesh
model.materialCount = materialCount;
if (model.materialCount == 0)
model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount);
// see how many verts are in each mesh
unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount);
faceVertIndex = 0;
nextShapeEnd = objAttributes.num_face_num_verts;
lastMaterial = -1;
meshIndex = 0;
unsigned int localMeshVertexCount = 0;
nextShape = 1;
if (objShapeCount > 1)
nextShapeEnd = objShapes[nextShape].face_offset;
// walk all the faces
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
{
bool newMesh = false; // do we need a new mesh?
if (faceVertIndex >= nextShapeEnd)
{
model.materialCount = 1;
TRACELOG(LOG_INFO, "MODEL: No materials provided, setting one default material for all meshes");
// try to find the last vert in the next shape
nextShape++;
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
newMesh = true;
}
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
{
newMesh = true;
}
// Init model meshes and materials
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); // Material index assigned to each mesh
model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material));
lastMaterial = objAttributes.material_ids[faceId];
// Process each provided mesh
for (int i = 0; i < model.meshCount; i++)
if (newMesh)
{
// WARNING: We need to calculate the mesh triangles manually using meshes[i].face_offset
// because in case of triangulated quads, meshes[i].length actually report quads,
// despite the triangulation that is efectively considered on attrib.num_faces
unsigned int tris = 0;
if (i == model.meshCount - 1) tris = attrib.num_faces - meshes[i].face_offset;
else tris = meshes[i + 1].face_offset;
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
model.meshes[i].vertexCount = tris*3;
model.meshes[i].triangleCount = tris; // Face count (triangulated)
model.meshes[i].vertices = (float *)RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
model.meshes[i].texcoords = (float *)RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float));
model.meshes[i].normals = (float *)RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
model.meshMaterial[i] = 0; // By default, assign material 0 to each mesh
// Process all mesh faces
for (unsigned int face = 0, f = meshes[i].face_offset, v = 0, vt = 0, vn = 0; face < tris; face++, f++, v += 3, vt += 3, vn += 3)
{
// Get indices for the face
tinyobj_vertex_index_t idx0 = attrib.faces[f*3 + 0];
tinyobj_vertex_index_t idx1 = attrib.faces[f*3 + 1];
tinyobj_vertex_index_t idx2 = attrib.faces[f*3 + 2];
// Fill vertices buffer (float) using vertex index of the face
for (int n = 0; n < 3; n++) { model.meshes[i].vertices[v*3 + n] = attrib.vertices[idx0.v_idx*3 + n]; }
for (int n = 0; n < 3; n++) { model.meshes[i].vertices[(v + 1)*3 + n] = attrib.vertices[idx1.v_idx*3 + n]; }
for (int n = 0; n < 3; n++) { model.meshes[i].vertices[(v + 2)*3 + n] = attrib.vertices[idx2.v_idx*3 + n]; }
if (attrib.num_texcoords > 0)
{
// Fill texcoords buffer (float) using vertex index of the face
// NOTE: Y-coordinate must be flipped upside-down
model.meshes[i].texcoords[vt*2 + 0] = attrib.texcoords[idx0.vt_idx*2 + 0];
model.meshes[i].texcoords[vt*2 + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1];
model.meshes[i].texcoords[(vt + 1)*2 + 0] = attrib.texcoords[idx1.vt_idx*2 + 0];
model.meshes[i].texcoords[(vt + 1)*2 + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1];
model.meshes[i].texcoords[(vt + 2)*2 + 0] = attrib.texcoords[idx2.vt_idx*2 + 0];
model.meshes[i].texcoords[(vt + 2)*2 + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1];
}
if (attrib.num_normals > 0)
{
// Fill normals buffer (float) using vertex index of the face
for (int n = 0; n < 3; n++) { model.meshes[i].normals[vn*3 + n] = attrib.normals[idx0.vn_idx*3 + n]; }
for (int n = 0; n < 3; n++) { model.meshes[i].normals[(vn + 1)*3 + n] = attrib.normals[idx1.vn_idx*3 + n]; }
for (int n = 0; n < 3; n++) { model.meshes[i].normals[(vn + 2)*3 + n] = attrib.normals[idx2.vn_idx*3 + n]; }
}
}
localMeshVertexCount = 0;
meshIndex++;
}
// Init model materials
if (materialCount > 0) ProcessMaterialsOBJ(model.materials, materials, materialCount);
else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh
faceVertIndex += objAttributes.face_num_verts[faceId];
localMeshVertexCount += objAttributes.face_num_verts[faceId];
}
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
tinyobj_attrib_free(&attrib);
tinyobj_shapes_free(meshes, model.meshCount);
tinyobj_materials_free(materials, materialCount);
for (int i = 0; i < model.meshCount; i++)
{
// allocate the buffers for each mesh
unsigned int vertexCount = localMeshVertexCounts[i];
UnloadFileText(fileText);
model.meshes[i].vertexCount = vertexCount;
model.meshes[i].triangleCount = vertexCount / 3;
// Restore current working directory
if (CHDIR(currentDir) != 0)
model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2);
model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4);
}
MemFree(localMeshVertexCounts);
localMeshVertexCounts = NULL;
// fill meshes
faceVertIndex = 0;
nextShapeEnd = objAttributes.num_face_num_verts;
// see how many verts till the next shape
nextShape = 1;
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
lastMaterial = -1;
meshIndex = 0;
localMeshVertexCount = 0;
// walk all the faces
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
{
bool newMesh = false; // do we need a new mesh?
if (faceVertIndex >= nextShapeEnd)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir);
// try to find the last vert in the next shape
nextShape++;
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
newMesh = true;
}
// if this is a new material, we need to allocate a new mesh
if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
lastMaterial = objAttributes.material_ids[faceId];;
if (newMesh)
{
localMeshVertexCount = 0;
meshIndex++;
}
int matId = 0;
if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount)
matId = lastMaterial;
model.meshMaterial[meshIndex] = matId;
for (int f = 0; f < objAttributes.face_num_verts[faceId]; f++)
{
int vertIndex = objAttributes.faces[faceVertIndex].v_idx;
int normalIndex = objAttributes.faces[faceVertIndex].vn_idx;
int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx;
for (int i = 0; i < 3; i++)
model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i];
for (int i = 0; i < 3; i++)
model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i];
for (int i = 0; i < 2; i++)
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i];
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1];
for (int i = 0; i < 4; i++)
model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255;
faceVertIndex++;
localMeshVertexCount++;
}
}
if (objMaterialCount > 0) ProcessMaterialsOBJ(model.materials, objMaterials, objMaterialCount);
else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh
tinyobj_attrib_free(&objAttributes);
tinyobj_shapes_free(objShapes, objShapeCount);
tinyobj_materials_free(objMaterials, objMaterialCount);
for (int i = 0; i < model.meshCount; i++)
UploadMesh(model.meshes + i, true);
// Restore current working directory
if (CHDIR(currentDir) != 0)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir);
}
return model;

View File

@ -430,17 +430,16 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
}
// Draw a gradient-filled circle
// NOTE: Gradient goes from center (color1) to border (color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color1.r, color1.g, color1.b, color1.a);
rlColor4ub(inner.r, inner.g, inner.b, inner.a);
rlVertex2f((float)centerX, (float)centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
rlColor4ub(outer.r, outer.g, outer.b, outer.a);
rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
rlColor4ub(outer.r, outer.g, outer.b, outer.a);
rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius);
}
rlEnd();
@ -772,22 +771,19 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
}
// Draw a vertical-gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom)
{
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, top, bottom, bottom, top);
}
// Draw a horizontal-gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right)
{
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, left, left, right, right);
}
// Draw a gradient-filled rectangle
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight)
{
rlSetTexture(GetShapesTexture().id);
Rectangle shapeRect = GetShapesTextureRectangle();
@ -796,19 +792,19 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
rlNormal3f(0.0f, 0.0f, 1.0f);
// NOTE: Default raylib font character 95 is a white square
rlColor4ub(col1.r, col1.g, col1.b, col1.a);
rlColor4ub(topLeft.r, topLeft.g, topLeft.b, topLeft.a);
rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
rlVertex2f(rec.x, rec.y);
rlColor4ub(col2.r, col2.g, col2.b, col2.a);
rlColor4ub(bottomLeft.r, bottomLeft.g, bottomLeft.b, bottomLeft.a);
rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
rlVertex2f(rec.x, rec.y + rec.height);
rlColor4ub(col3.r, col3.g, col3.b, col3.a);
rlColor4ub(topRight.r, topRight.g, topRight.b, topRight.a);
rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
rlColor4ub(col4.r, col4.g, col4.b, col4.a);
rlColor4ub(bottomRight.r, bottomRight.g, bottomRight.b, bottomRight.a);
rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
rlVertex2f(rec.x + rec.width, rec.y);
rlEnd();

View File

@ -124,6 +124,7 @@
//----------------------------------------------------------------------------------
// Global variables
//----------------------------------------------------------------------------------
extern bool isGpuReady;
#if defined(SUPPORT_DEFAULT_FONT)
// Default font provided by raylib
// NOTE: Default font is loaded on InitWindow() and disposed on CloseWindow() [module: core]
@ -252,7 +253,7 @@ extern void LoadFontDefault(void)
counter++;
}
defaultFont.texture = LoadTextureFromImage(imFont);
if (isGpuReady) defaultFont.texture = LoadTextureFromImage(imFont);
// Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, glyphCount
//------------------------------------------------------------------------------
@ -308,7 +309,7 @@ extern void LoadFontDefault(void)
extern void UnloadFontDefault(void)
{
for (int i = 0; i < defaultFont.glyphCount; i++) UnloadImage(defaultFont.glyphs[i].image);
UnloadTexture(defaultFont.texture);
if (isGpuReady) UnloadTexture(defaultFont.texture);
RL_FREE(defaultFont.glyphs);
RL_FREE(defaultFont.recs);
}
@ -362,11 +363,14 @@ Font LoadFont(const char *fileName)
UnloadImage(image);
}
if (font.texture.id == 0) TRACELOG(LOG_WARNING, "FONT: [%s] Failed to load font texture -> Using default font", fileName);
else
if (isGpuReady)
{
SetTextureFilter(font.texture, TEXTURE_FILTER_POINT); // By default, we set point filter (the best performance)
TRACELOG(LOG_INFO, "FONT: Data loaded successfully (%i pixel size | %i glyphs)", FONT_TTF_DEFAULT_SIZE, FONT_TTF_DEFAULT_NUMCHARS);
if (font.texture.id == 0) TRACELOG(LOG_WARNING, "FONT: [%s] Failed to load font texture -> Using default font", fileName);
else
{
SetTextureFilter(font.texture, TEXTURE_FILTER_POINT); // By default, we set point filter (the best performance)
TRACELOG(LOG_INFO, "FONT: Data loaded successfully (%i pixel size | %i glyphs)", FONT_TTF_DEFAULT_SIZE, FONT_TTF_DEFAULT_NUMCHARS);
}
}
return font;
@ -487,7 +491,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar)
};
// Set font with all data parsed from image
font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
if (isGpuReady) font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
font.glyphCount = index;
font.glyphPadding = 0;
@ -556,7 +560,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
font.glyphPadding = FONT_TTF_DEFAULT_CHARS_PADDING;
Image atlas = GenImageFontAtlas(font.glyphs, &font.recs, font.glyphCount, font.baseSize, font.glyphPadding, 0);
font.texture = LoadTextureFromImage(atlas);
if (isGpuReady) font.texture = LoadTextureFromImage(atlas);
// Update glyphs[i].image to use alpha, required to be used on ImageDrawText()
for (int i = 0; i < font.glyphCount; i++)
@ -580,7 +584,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
// Check if a font is ready
bool IsFontReady(Font font)
{
return ((font.texture.id > 0) && // Validate OpenGL id fot font texture atlas
return ((font.texture.id > 0) && // Validate OpenGL id for font texture atlas
(font.baseSize > 0) && // Validate font size
(font.glyphCount > 0) && // Validate font contains some glyph
(font.recs != NULL) && // Validate font recs defining glyphs on texture atlas
@ -674,6 +678,8 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL);
chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor);
if (chh > fontSize) TRACELOG(LOG_WARNING, "FONT: Character [0x%08x] size is bigger than expected font size", ch);
// Load characters images
chars[i].image.width = chw;
chars[i].image.height = chh;
@ -946,7 +952,7 @@ void UnloadFont(Font font)
if (font.texture.id != GetFontDefault().texture.id)
{
UnloadFontData(font.glyphs, font.glyphCount);
UnloadTexture(font.texture);
if (isGpuReady) UnloadTexture(font.texture);
RL_FREE(font.recs);
TRACELOGD("FONT: Unloaded font data from RAM and VRAM");
@ -1066,7 +1072,7 @@ bool ExportFontAsCode(Font font, const char *fileName)
byteCount += sprintf(txtData + byteCount, " Image imFont = { fontImageData_%s, %i, %i, 1, %i };\n\n", styleName, image.width, image.height, image.format);
#endif
byteCount += sprintf(txtData + byteCount, " // Load texture from image\n");
byteCount += sprintf(txtData + byteCount, " font.texture = LoadTextureFromImage(imFont);\n");
byteCount += sprintf(txtData + byteCount, " if (isGpuReady) font.texture = LoadTextureFromImage(imFont);\n");
#if defined(SUPPORT_COMPRESSED_FONT_ATLAS)
byteCount += sprintf(txtData + byteCount, " UnloadImage(imFont); // Uncompressed data can be unloaded from memory\n\n");
#endif
@ -1277,7 +1283,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
{
Vector2 textSize = { 0 };
if ((font.texture.id == 0) || (text == NULL)) return textSize; // Security check
if ((isGpuReady && (font.texture.id == 0)) || (text == NULL)) return textSize; // Security check
int size = TextLength(text); // Get size in bytes of text
int tempByteCounter = 0; // Used to count longer text line num chars
@ -1467,8 +1473,7 @@ float TextToFloat(const char *text)
int i = 0;
for (; ((text[i] >= '0') && (text[i] <= '9')); i++) value = value*10.0f + (float)(text[i] - '0');
if (text[i++] != '.') value *= sign;
else
if (text[i++] == '.')
{
float divisor = 10.0f;
for (; ((text[i] >= '0') && (text[i] <= '9')); i++)
@ -1478,7 +1483,7 @@ float TextToFloat(const char *text)
}
}
return value;
return value*sign;
}
#if defined(SUPPORT_TEXT_MANIPULATION)
@ -2258,7 +2263,7 @@ static Font LoadBMFont(const char *fileName)
RL_FREE(imFonts);
font.texture = LoadTextureFromImage(fullFont);
if (isGpuReady) font.texture = LoadTextureFromImage(fullFont);
// Fill font characters info data
font.baseSize = fontSize;
@ -2300,7 +2305,7 @@ static Font LoadBMFont(const char *fileName)
UnloadImage(fullFont);
UnloadFileText(fileText);
if (font.texture.id == 0)
if (isGpuReady && (font.texture.id == 0))
{
UnloadFont(font);
font = GetFontDefault();

View File

@ -371,7 +371,7 @@ Image LoadImageSvg(const char *fileNameOrString, int width, int height)
if (isSvgStringValid)
{
struct NSVGimage *svgImage = nsvgParse(fileData, "px", 96.0f);
struct NSVGimage *svgImage = nsvgParse((char *)fileData, "px", 96.0f);
unsigned char *img = RL_MALLOC(width*height*4);
@ -404,7 +404,7 @@ Image LoadImageSvg(const char *fileNameOrString, int width, int height)
nsvgDeleteRasterizer(rast);
}
if (isSvgStringValid && (fileData != fileNameOrString)) UnloadFileData(fileData);
if (isSvgStringValid && (fileData != (unsigned char *)fileNameOrString)) UnloadFileData(fileData);
}
#else
TRACELOG(LOG_WARNING, "SVG image support not enabled, image can not be loaded");
@ -611,7 +611,7 @@ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, i
(fileData[2] == 'v') &&
(fileData[3] == 'g'))
{
struct NSVGimage *svgImage = nsvgParse(fileData, "px", 96.0f);
struct NSVGimage *svgImage = nsvgParse((char *)fileData, "px", 96.0f);
unsigned char *img = RL_MALLOC(svgImage->width*svgImage->height*4);
// Rasterize
@ -1112,6 +1112,7 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
{
Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color));
float aspectRatio = (float)width / (float)height;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
@ -1119,6 +1120,10 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
float nx = (float)(x + offsetX)*(scale/(float)width);
float ny = (float)(y + offsetY)*(scale/(float)height);
// Apply aspect ratio compensation to wider side
if (width > height) nx *= aspectRatio;
else ny /= aspectRatio;
// Basic perlin noise implementation (not used)
//float p = (stb_perlin_noise3(nx, ny, 0.0f, 0, 0, 0);