Merge branch 'master' of github.com:raysan5/raylib

This commit is contained in:
Jeffery Myers 2024-09-22 13:36:35 -07:00
commit 3f1052db99
29 changed files with 2455 additions and 1340 deletions

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@ -9,7 +9,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib](https://github.com/raysan5/raylib) | **5.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | | [raylib](https://github.com/raysan5/raylib) | **5.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.0** | [Beef](https://www.beeflang.org) | MIT | | [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.0** | [Beef](https://www.beeflang.org) | MIT |
| [raylib-boo](https://github.com/Rabios/raylib-boo) | 3.7 | [Boo](http://boo-language.github.io) | MIT | | [raylib-boo](https://github.com/Rabios/raylib-boo) | 3.7 | [Boo](http://boo-language.github.io) | MIT |
| [raybit](https://github.com/Alex-Velez/raybit) | 3.7 | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT | | [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | | [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | | [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | | [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
@ -78,10 +78,10 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib | | [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib |
| [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib | | [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib |
| [raylib-sunder](https://github.com/ashn-dot-dev/raylib-sunder) | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD | | [raylib-sunder](https://github.com/ashn-dot-dev/raylib-sunder) | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD |
| [rayed-bqn](https://github.com/Brian-ED/rayed-bqn) | **auto** | [BQN](https://mlochbaum.github.io/BQN) | MIT | | [raylib-bqn](https://github.com/Brian-ED/raylib-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |
| [rayjs](https://github.com/mode777/rayjs) | 4.6-dev | [QuickJS](https://bellard.org/quickjs) | MIT | | [rayjs](https://github.com/mode777/rayjs) | 4.6-dev | [QuickJS](https://bellard.org/quickjs) | MIT |
| [raylib-raku](https://github.com/vushu/raylib-raku) | **auto** | [Raku](https://www.raku.org) | Artistic License 2.0 | | [raylib-raku](https://github.com/vushu/raylib-raku) | **auto** | [Raku](https://www.raku.org) | Artistic License 2.0 |
| [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | 4.5 | [Lean4](https://lean-lang.org) | BSD-3-Clause | | [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | **5.5-dev** | [Lean4](https://lean-lang.org) | BSD-3-Clause |
| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain | | [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain |
| [raylib-apl](https://github.com/Brian-ED/raylib-apl) | **5.0** | [Dyalog APL](https://www.dyalog.com/) | MIT | | [raylib-apl](https://github.com/Brian-ED/raylib-apl) | **5.0** | [Dyalog APL](https://www.dyalog.com/) | MIT |
@ -92,6 +92,7 @@ These are utility wrappers for specific languages, they are not required to use
| ---------------------------------------------------- | :------------: | :------------------------------------------: | :-----: | | ---------------------------------------------------- | :------------: | :------------------------------------------: | :-----: |
| [raylib-cpp](https://github.com/robloach/raylib-cpp) | **5.0** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | | [raylib-cpp](https://github.com/robloach/raylib-cpp) | **5.0** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib |
| [claylib](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib | | [claylib](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib |
| [rayed-bqn](https://github.com/Brian-ED/rayed-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |
### Older or Unmaintained Language Bindings ### Older or Unmaintained Language Bindings

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@ -70,8 +70,9 @@ RAYLIB_SRC_PATH ?= ../src
# Locations of raylib.h and libraylib.a/libraylib.so # Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD # NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include DESTDIR ?= /usr/local
RAYLIB_LIB_PATH ?= /usr/local/lib RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include
RAYLIB_LIB_PATH ?= $(DESTDIR)/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll) # Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC RAYLIB_LIBTYPE ?= STATIC
@ -586,7 +587,8 @@ MODELS = \
models/models_rlgl_solar_system \ models/models_rlgl_solar_system \
models/models_skybox \ models/models_skybox \
models/models_waving_cubes \ models/models_waving_cubes \
models/models_yaw_pitch_roll models/models_yaw_pitch_roll \
models/models_gpu_skinning
SHADERS = \ SHADERS = \
shaders/shaders_basic_lighting \ shaders/shaders_basic_lighting \

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@ -35,8 +35,9 @@ RAYLIB_PATH ?= ..
# Locations of raylib.h and libraylib.a/libraylib.so # Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD # NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include DESTDIR ?= /usr/local
RAYLIB_LIB_PATH ?= /usr/local/lib RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include
RAYLIB_LIB_PATH ?= $(DESTDIR)/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll) # Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC RAYLIB_LIBTYPE ?= STATIC

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@ -0,0 +1,117 @@
/*******************************************************************************************
*
* raylib [core] example - Doing skinning on the gpu using a vertex shader
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Daniel Holden (@orangeduck) 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 Daniel Holden (@orangeduck)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - GPU skinning");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
// Load skinning shader
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
characterModel.materials[1].shader = skinningShader;
// Load gltf model animations
int animsCount = 0;
unsigned int animIndex = 0;
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
// Update model animation
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw character
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(modelAnimations, animsCount);
UnloadModel(characterModel); // Unload character model and meshes/material
UnloadShader(skinningShader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,17 @@
#version 100
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
}

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@ -0,0 +1,34 @@
#version 100
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec4 vertexBoneIds;
in vec4 vertexBoneWeights;
#define MAX_BONE_NUM 128
uniform mat4 boneMatrices[MAX_BONE_NUM];
uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
vec4 skinnedPosition =
vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp * skinnedPosition;
}

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@ -0,0 +1,17 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
}

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@ -0,0 +1,34 @@
#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec4 vertexBoneIds;
in vec4 vertexBoneWeights;
#define MAX_BONE_NUM 128
uniform mat4 boneMatrices[MAX_BONE_NUM];
uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
vec4 skinnedPosition =
vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp * skinnedPosition;
}

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@ -41,7 +41,7 @@ OPTIONS:
-f, --format <type> : Define output format for parser data. -f, --format <type> : Define output format for parser data.
Supported types: DEFAULT, JSON, XML, LUA Supported types: DEFAULT, JSON, XML, LUA
-d, --define <DEF> : Define functions specifiers (i.e. RLAPI for raylib.h, RMDEF for raymath.h, etc.) -d, --define <DEF> : Define functions specifiers (i.e. RLAPI for raylib.h, RMAPI for raymath.h, etc.)
NOTE: If no specifier defined, defaults to: RLAPI NOTE: If no specifier defined, defaults to: RLAPI
-t, --truncate <after> : Define string to truncate input after (i.e. "RLGL IMPLEMENTATION" for rlgl.h) -t, --truncate <after> : Define string to truncate input after (i.e. "RLGL IMPLEMENTATION" for rlgl.h)
@ -56,7 +56,7 @@ EXAMPLES:
> raylib_parser --output raylib_data.info --format XML > raylib_parser --output raylib_data.info --format XML
Process <raylib.h> to generate <raylib_data.info> as XML text data Process <raylib.h> to generate <raylib_data.info> as XML text data
> raylib_parser --input raymath.h --output raymath_data.info --format XML > raylib_parser --input raymath.h --output raymath_data.info --format XML --define RMAPI
Process <raymath.h> to generate <raymath_data.info> as XML text data Process <raymath.h> to generate <raymath_data.info> as XML text data
``` ```

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@ -850,12 +850,22 @@
{ {
"type": "unsigned char *", "type": "unsigned char *",
"name": "boneIds", "name": "boneIds",
"description": "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)" "description": "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)"
}, },
{ {
"type": "float *", "type": "float *",
"name": "boneWeights", "name": "boneWeights",
"description": "Vertex bone weight, up to 4 bones influence by vertex (skinning)" "description": "Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)"
},
{
"type": "Matrix *",
"name": "boneMatrices",
"description": "Bones animated transformation matrices"
},
{
"type": "int",
"name": "boneCount",
"description": "Number of bones"
}, },
{ {
"type": "unsigned int", "type": "unsigned int",
@ -2518,6 +2528,21 @@
"name": "SHADER_LOC_MAP_BRDF", "name": "SHADER_LOC_MAP_BRDF",
"value": 25, "value": 25,
"description": "Shader location: sampler2d texture: brdf" "description": "Shader location: sampler2d texture: brdf"
},
{
"name": "SHADER_LOC_VERTEX_BONEIDS",
"value": 26,
"description": "Shader location: vertex attribute: boneIds"
},
{
"name": "SHADER_LOC_VERTEX_BONEWEIGHTS",
"value": 27,
"description": "Shader location: vertex attribute: boneWeights"
},
{
"name": "SHADER_LOC_BONE_MATRICES",
"value": 28,
"description": "Shader location: array of matrices uniform: boneMatrices"
} }
] ]
}, },
@ -4477,6 +4502,17 @@
"description": "Get the directory of the running application (uses static string)", "description": "Get the directory of the running application (uses static string)",
"returnType": "const char *" "returnType": "const char *"
}, },
{
"name": "MakeDirectory",
"description": "Create directories (including full path requested), returns 0 on success",
"returnType": "int",
"params": [
{
"type": "const char *",
"name": "dirPath"
}
]
},
{ {
"name": "ChangeDirectory", "name": "ChangeDirectory",
"description": "Change working directory, return true on success", "description": "Change working directory, return true on success",
@ -4523,7 +4559,7 @@
}, },
{ {
"name": "LoadDirectoryFilesEx", "name": "LoadDirectoryFilesEx",
"description": "Load directory filepaths with extension filtering and recursive directory scan", "description": "Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result",
"returnType": "FilePathList", "returnType": "FilePathList",
"params": [ "params": [
{ {
@ -8780,6 +8816,25 @@
} }
] ]
}, },
{
"name": "ColorLerp",
"description": "Get color lerp interpolation between two colors, factor [0.0f..1.0f]",
"returnType": "Color",
"params": [
{
"type": "Color",
"name": "color1"
},
{
"type": "Color",
"name": "color2"
},
{
"type": "float",
"name": "factor"
}
]
},
{ {
"name": "GetColor", "name": "GetColor",
"description": "Get Color structure from hexadecimal value", "description": "Get Color structure from hexadecimal value",
@ -8862,7 +8917,7 @@
}, },
{ {
"name": "LoadFontEx", "name": "LoadFontEx",
"description": "Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont", "description": "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",
"returnType": "Font", "returnType": "Font",
"params": [ "params": [
{ {
@ -11047,6 +11102,25 @@
} }
] ]
}, },
{
"name": "UpdateModelAnimationBoneMatrices",
"description": "Update model animation mesh bone matrices",
"returnType": "void",
"params": [
{
"type": "Model",
"name": "model"
},
{
"type": "ModelAnimation",
"name": "anim"
},
{
"type": "int",
"name": "frame"
}
]
},
{ {
"name": "CheckCollisionSpheres", "name": "CheckCollisionSpheres",
"description": "Check collision between two spheres", "description": "Check collision between two spheres",

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@ -850,12 +850,22 @@ return {
{ {
type = "unsigned char *", type = "unsigned char *",
name = "boneIds", name = "boneIds",
description = "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)" description = "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)"
}, },
{ {
type = "float *", type = "float *",
name = "boneWeights", name = "boneWeights",
description = "Vertex bone weight, up to 4 bones influence by vertex (skinning)" description = "Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)"
},
{
type = "Matrix *",
name = "boneMatrices",
description = "Bones animated transformation matrices"
},
{
type = "int",
name = "boneCount",
description = "Number of bones"
}, },
{ {
type = "unsigned int", type = "unsigned int",
@ -2518,6 +2528,21 @@ return {
name = "SHADER_LOC_MAP_BRDF", name = "SHADER_LOC_MAP_BRDF",
value = 25, value = 25,
description = "Shader location: sampler2d texture: brdf" description = "Shader location: sampler2d texture: brdf"
},
{
name = "SHADER_LOC_VERTEX_BONEIDS",
value = 26,
description = "Shader location: vertex attribute: boneIds"
},
{
name = "SHADER_LOC_VERTEX_BONEWEIGHTS",
value = 27,
description = "Shader location: vertex attribute: boneWeights"
},
{
name = "SHADER_LOC_BONE_MATRICES",
value = 28,
description = "Shader location: array of matrices uniform: boneMatrices"
} }
} }
}, },
@ -4042,6 +4067,14 @@ return {
description = "Get the directory of the running application (uses static string)", description = "Get the directory of the running application (uses static string)",
returnType = "const char *" returnType = "const char *"
}, },
{
name = "MakeDirectory",
description = "Create directories (including full path requested), returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "dirPath"}
}
},
{ {
name = "ChangeDirectory", name = "ChangeDirectory",
description = "Change working directory, return true on success", description = "Change working directory, return true on success",
@ -4076,7 +4109,7 @@ return {
}, },
{ {
name = "LoadDirectoryFilesEx", name = "LoadDirectoryFilesEx",
description = "Load directory filepaths with extension filtering and recursive directory scan", description = "Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result",
returnType = "FilePathList", returnType = "FilePathList",
params = { params = {
{type = "const char *", name = "basePath"}, {type = "const char *", name = "basePath"},
@ -6377,6 +6410,16 @@ return {
{type = "Color", name = "tint"} {type = "Color", name = "tint"}
} }
}, },
{
name = "ColorLerp",
description = "Get color lerp interpolation between two colors, factor [0.0f..1.0f]",
returnType = "Color",
params = {
{type = "Color", name = "color1"},
{type = "Color", name = "color2"},
{type = "float", name = "factor"}
}
},
{ {
name = "GetColor", name = "GetColor",
description = "Get Color structure from hexadecimal value", description = "Get Color structure from hexadecimal value",
@ -6429,7 +6472,7 @@ return {
}, },
{ {
name = "LoadFontEx", name = "LoadFontEx",
description = "Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont", description = "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",
returnType = "Font", returnType = "Font",
params = { params = {
{type = "const char *", name = "fileName"}, {type = "const char *", name = "fileName"},
@ -7576,6 +7619,16 @@ return {
{type = "ModelAnimation", name = "anim"} {type = "ModelAnimation", name = "anim"}
} }
}, },
{
name = "UpdateModelAnimationBoneMatrices",
description = "Update model animation mesh bone matrices",
returnType = "void",
params = {
{type = "Model", name = "model"},
{type = "ModelAnimation", name = "anim"},
{type = "int", name = "frame"}
}
},
{ {
name = "CheckCollisionSpheres", name = "CheckCollisionSpheres",
description = "Check collision between two spheres", description = "Check collision between two spheres",

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@ -160,7 +160,7 @@
<Field type="float" name="rotation" desc="Camera rotation in degrees" /> <Field type="float" name="rotation" desc="Camera rotation in degrees" />
<Field type="float" name="zoom" desc="Camera zoom (scaling), should be 1.0f by default" /> <Field type="float" name="zoom" desc="Camera zoom (scaling), should be 1.0f by default" />
</Struct> </Struct>
<Struct name="Mesh" fieldCount="15" desc="Mesh, vertex data and vao/vbo"> <Struct name="Mesh" fieldCount="17" desc="Mesh, vertex data and vao/vbo">
<Field type="int" name="vertexCount" desc="Number of vertices stored in arrays" /> <Field type="int" name="vertexCount" desc="Number of vertices stored in arrays" />
<Field type="int" name="triangleCount" desc="Number of triangles stored (indexed or not)" /> <Field type="int" name="triangleCount" desc="Number of triangles stored (indexed or not)" />
<Field type="float *" name="vertices" desc="Vertex position (XYZ - 3 components per vertex) (shader-location = 0)" /> <Field type="float *" name="vertices" desc="Vertex position (XYZ - 3 components per vertex) (shader-location = 0)" />
@ -172,8 +172,10 @@
<Field type="unsigned short *" name="indices" desc="Vertex indices (in case vertex data comes indexed)" /> <Field type="unsigned short *" name="indices" desc="Vertex indices (in case vertex data comes indexed)" />
<Field type="float *" name="animVertices" desc="Animated vertex positions (after bones transformations)" /> <Field type="float *" name="animVertices" desc="Animated vertex positions (after bones transformations)" />
<Field type="float *" name="animNormals" desc="Animated normals (after bones transformations)" /> <Field type="float *" name="animNormals" desc="Animated normals (after bones transformations)" />
<Field type="unsigned char *" name="boneIds" desc="Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)" /> <Field type="unsigned char *" name="boneIds" desc="Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)" />
<Field type="float *" name="boneWeights" desc="Vertex bone weight, up to 4 bones influence by vertex (skinning)" /> <Field type="float *" name="boneWeights" desc="Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)" />
<Field type="Matrix *" name="boneMatrices" desc="Bones animated transformation matrices" />
<Field type="int" name="boneCount" desc="Number of bones" />
<Field type="unsigned int" name="vaoId" desc="OpenGL Vertex Array Object id" /> <Field type="unsigned int" name="vaoId" desc="OpenGL Vertex Array Object id" />
<Field type="unsigned int *" name="vboId" desc="OpenGL Vertex Buffer Objects id (default vertex data)" /> <Field type="unsigned int *" name="vboId" desc="OpenGL Vertex Buffer Objects id (default vertex data)" />
</Struct> </Struct>
@ -505,7 +507,7 @@
<Value name="MATERIAL_MAP_PREFILTER" integer="9" desc="Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)" /> <Value name="MATERIAL_MAP_PREFILTER" integer="9" desc="Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)" />
<Value name="MATERIAL_MAP_BRDF" integer="10" desc="Brdf material" /> <Value name="MATERIAL_MAP_BRDF" integer="10" desc="Brdf material" />
</Enum> </Enum>
<Enum name="ShaderLocationIndex" valueCount="26" desc="Shader location index"> <Enum name="ShaderLocationIndex" valueCount="29" desc="Shader location index">
<Value name="SHADER_LOC_VERTEX_POSITION" integer="0" desc="Shader location: vertex attribute: position" /> <Value name="SHADER_LOC_VERTEX_POSITION" integer="0" desc="Shader location: vertex attribute: position" />
<Value name="SHADER_LOC_VERTEX_TEXCOORD01" integer="1" desc="Shader location: vertex attribute: texcoord01" /> <Value name="SHADER_LOC_VERTEX_TEXCOORD01" integer="1" desc="Shader location: vertex attribute: texcoord01" />
<Value name="SHADER_LOC_VERTEX_TEXCOORD02" integer="2" desc="Shader location: vertex attribute: texcoord02" /> <Value name="SHADER_LOC_VERTEX_TEXCOORD02" integer="2" desc="Shader location: vertex attribute: texcoord02" />
@ -532,6 +534,9 @@
<Value name="SHADER_LOC_MAP_IRRADIANCE" integer="23" desc="Shader location: samplerCube texture: irradiance" /> <Value name="SHADER_LOC_MAP_IRRADIANCE" integer="23" desc="Shader location: samplerCube texture: irradiance" />
<Value name="SHADER_LOC_MAP_PREFILTER" integer="24" desc="Shader location: samplerCube texture: prefilter" /> <Value name="SHADER_LOC_MAP_PREFILTER" integer="24" desc="Shader location: samplerCube texture: prefilter" />
<Value name="SHADER_LOC_MAP_BRDF" integer="25" desc="Shader location: sampler2d texture: brdf" /> <Value name="SHADER_LOC_MAP_BRDF" integer="25" desc="Shader location: sampler2d texture: brdf" />
<Value name="SHADER_LOC_VERTEX_BONEIDS" integer="26" desc="Shader location: vertex attribute: boneIds" />
<Value name="SHADER_LOC_VERTEX_BONEWEIGHTS" integer="27" desc="Shader location: vertex attribute: boneWeights" />
<Value name="SHADER_LOC_BONE_MATRICES" integer="28" desc="Shader location: array of matrices uniform: boneMatrices" />
</Enum> </Enum>
<Enum name="ShaderUniformDataType" valueCount="9" desc="Shader uniform data type"> <Enum name="ShaderUniformDataType" valueCount="9" desc="Shader uniform data type">
<Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" /> <Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" />
@ -670,7 +675,7 @@
<Param type="unsigned int" name="frames" desc="" /> <Param type="unsigned int" name="frames" desc="" />
</Callback> </Callback>
</Callbacks> </Callbacks>
<Functions count="575"> <Functions count="578">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context"> <Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" /> <Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" /> <Param type="int" name="height" desc="" />
@ -1069,6 +1074,9 @@
</Function> </Function>
<Function name="GetApplicationDirectory" retType="const char *" paramCount="0" desc="Get the directory of the running application (uses static string)"> <Function name="GetApplicationDirectory" retType="const char *" paramCount="0" desc="Get the directory of the running application (uses static string)">
</Function> </Function>
<Function name="MakeDirectory" retType="int" paramCount="1" desc="Create directories (including full path requested), returns 0 on success">
<Param type="const char *" name="dirPath" desc="" />
</Function>
<Function name="ChangeDirectory" retType="bool" paramCount="1" desc="Change working directory, return true on success"> <Function name="ChangeDirectory" retType="bool" paramCount="1" desc="Change working directory, return true on success">
<Param type="const char *" name="dir" desc="" /> <Param type="const char *" name="dir" desc="" />
</Function> </Function>
@ -1081,7 +1089,7 @@
<Function name="LoadDirectoryFiles" retType="FilePathList" paramCount="1" desc="Load directory filepaths"> <Function name="LoadDirectoryFiles" retType="FilePathList" paramCount="1" desc="Load directory filepaths">
<Param type="const char *" name="dirPath" desc="" /> <Param type="const char *" name="dirPath" desc="" />
</Function> </Function>
<Function name="LoadDirectoryFilesEx" retType="FilePathList" paramCount="3" desc="Load directory filepaths with extension filtering and recursive directory scan"> <Function name="LoadDirectoryFilesEx" retType="FilePathList" paramCount="3" desc="Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result">
<Param type="const char *" name="basePath" desc="" /> <Param type="const char *" name="basePath" desc="" />
<Param type="const char *" name="filter" desc="" /> <Param type="const char *" name="filter" desc="" />
<Param type="bool" name="scanSubdirs" desc="" /> <Param type="bool" name="scanSubdirs" desc="" />
@ -2219,6 +2227,11 @@
<Param type="Color" name="src" desc="" /> <Param type="Color" name="src" desc="" />
<Param type="Color" name="tint" desc="" /> <Param type="Color" name="tint" desc="" />
</Function> </Function>
<Function name="ColorLerp" retType="Color" paramCount="3" desc="Get color lerp interpolation between two colors, factor [0.0f..1.0f]">
<Param type="Color" name="color1" desc="" />
<Param type="Color" name="color2" desc="" />
<Param type="float" name="factor" desc="" />
</Function>
<Function name="GetColor" retType="Color" paramCount="1" desc="Get Color structure from hexadecimal value"> <Function name="GetColor" retType="Color" paramCount="1" desc="Get Color structure from hexadecimal value">
<Param type="unsigned int" name="hexValue" desc="" /> <Param type="unsigned int" name="hexValue" desc="" />
</Function> </Function>
@ -2241,7 +2254,7 @@
<Function name="LoadFont" retType="Font" paramCount="1" desc="Load font from file into GPU memory (VRAM)"> <Function name="LoadFont" retType="Font" paramCount="1" desc="Load font from file into GPU memory (VRAM)">
<Param type="const char *" name="fileName" desc="" /> <Param type="const char *" name="fileName" desc="" />
</Function> </Function>
<Function name="LoadFontEx" retType="Font" paramCount="4" desc="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont"> <Function name="LoadFontEx" retType="Font" paramCount="4" desc="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">
<Param type="const char *" name="fileName" desc="" /> <Param type="const char *" name="fileName" desc="" />
<Param type="int" name="fontSize" desc="" /> <Param type="int" name="fontSize" desc="" />
<Param type="int *" name="codepoints" desc="" /> <Param type="int *" name="codepoints" desc="" />
@ -2817,6 +2830,11 @@
<Param type="Model" name="model" desc="" /> <Param type="Model" name="model" desc="" />
<Param type="ModelAnimation" name="anim" desc="" /> <Param type="ModelAnimation" name="anim" desc="" />
</Function> </Function>
<Function name="UpdateModelAnimationBoneMatrices" retType="void" paramCount="3" desc="Update model animation mesh bone matrices">
<Param type="Model" name="model" desc="" />
<Param type="ModelAnimation" name="anim" desc="" />
<Param type="int" name="frame" desc="" />
</Function>
<Function name="CheckCollisionSpheres" retType="bool" paramCount="4" desc="Check collision between two spheres"> <Function name="CheckCollisionSpheres" retType="bool" paramCount="4" desc="Check collision between two spheres">
<Param type="Vector3" name="center1" desc="" /> <Param type="Vector3" name="center1" desc="" />
<Param type="float" name="radius1" desc="" /> <Param type="float" name="radius1" desc="" />

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@ -72,7 +72,7 @@
#define MAX_CALLBACKS_TO_PARSE 64 // Maximum number of callbacks to parse #define MAX_CALLBACKS_TO_PARSE 64 // Maximum number of callbacks to parse
#define MAX_FUNCS_TO_PARSE 1024 // Maximum number of functions to parse #define MAX_FUNCS_TO_PARSE 1024 // Maximum number of functions to parse
#define MAX_LINE_LENGTH 512 // Maximum length of one line (including comments) #define MAX_LINE_LENGTH 1024 // Maximum length of one line (including comments)
#define MAX_STRUCT_FIELDS 64 // Maximum number of struct fields #define MAX_STRUCT_FIELDS 64 // Maximum number of struct fields
#define MAX_ENUM_VALUES 512 // Maximum number of enum values #define MAX_ENUM_VALUES 512 // Maximum number of enum values
@ -139,7 +139,7 @@ typedef struct EnumInfo {
// Function info data // Function info data
typedef struct FunctionInfo { typedef struct FunctionInfo {
char name[64]; // Function name char name[64]; // Function name
char desc[128]; // Function description (comment at the end) char desc[512]; // Function description (comment at the end)
char retType[32]; // Return value type char retType[32]; // Return value type
int paramCount; // Number of function parameters int paramCount; // Number of function parameters
char paramType[MAX_FUNCTION_PARAMETERS][32]; // Parameters type char paramType[MAX_FUNCTION_PARAMETERS][32]; // Parameters type

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@ -30,8 +30,8 @@ target_link_libraries(${PROJECT_NAME} raylib)
# Web Configurations # Web Configurations
if (${PLATFORM} STREQUAL "Web") if (${PLATFORM} STREQUAL "Web")
# Tell Emscripten to build an example.html file. set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") # Tell Emscripten to build an example.html file.
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s GL_ENABLE_GET_PROC_ADDRESS=1")
endif() endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS) # Checks if OSX and links appropriate frameworks (Only required on MacOS)

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@ -22,6 +22,6 @@ Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/
``` bash ``` bash
mkdir build mkdir build
cd build cd build
emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXE_LINKER_FLAGS="-s USE_GLFW=3" -DCMAKE_EXECUTABLE_SUFFIX=".html" emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXECUTABLE_SUFFIX=".html"
emmake make emmake make
``` ```

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@ -113,12 +113,15 @@
#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
// Default shader vertex attribute locations // Default shader vertex attribute locations
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 8
// Default shader vertex attribute names to set location points // Default shader vertex attribute names to set location points
// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience

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@ -996,6 +996,7 @@ const char* _glfwDefaultMappings[] =
"03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,", "03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,",
"03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", "03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,",
"03000000120c0000101e000011010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", "03000000120c0000101e000011010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,",
"03000000af1e00002400000010010000,Clockwork Pi DevTerm,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b9,x:b3,y:b0,platform:Linux,",
#endif // GLFW_BUILD_LINUX_JOYSTICK #endif // GLFW_BUILD_LINUX_JOYSTICK
}; };

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@ -1130,7 +1130,7 @@ static par_shapes__rule* par_shapes__pick_rule(const char* name,
total += rule->weight; total += rule->weight;
} }
} }
float r = (float) rand() / RAND_MAX; float r = (float) rand() / (float) RAND_MAX;
float t = 0; float t = 0;
for (int i = 0; i < nrules; i++) { for (int i = 0; i < nrules; i++) {
rule = rules + i; rule = rules + i;

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@ -694,11 +694,12 @@ void PollInputEvents(void)
// Process this event // Process this event
if (platform.source != NULL) platform.source->process(platform.app, platform.source); 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) if (platform.app->destroyRequested != 0)
{ {
//CORE.Window.shouldClose = true; CORE.Window.shouldClose = true;
//ANativeActivity_finish(platform.app->activity);
} }
} }
} }
@ -781,7 +782,7 @@ int InitPlatform(void)
// Process this event // Process this event
if (platform.source != NULL) platform.source->process(platform.app, platform.source); 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; //if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true;
} }
} }
@ -812,6 +813,12 @@ void ClosePlatform(void)
eglTerminate(platform.device); eglTerminate(platform.device);
platform.device = EGL_NO_DISPLAY; 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 // Initialize display device and framebuffer

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@ -940,7 +940,7 @@ void PollInputEvents(void)
SetupViewport(platform.window->r.w, platform.window->r.h); SetupViewport(platform.window->r.w, platform.window->r.h);
CORE.Window.screen.width = platform.window->r.w; CORE.Window.screen.width = platform.window->r.w;
CORE.Window.screen.height = platform.window->r.h; CORE.Window.screen.height = platform.window->r.h;
CORE.Window.currentFbo.width = platform.window->r.w;; CORE.Window.currentFbo.width = platform.window->r.w;
CORE.Window.currentFbo.height = platform.window->r.h; CORE.Window.currentFbo.height = platform.window->r.h;
CORE.Window.resizedLastFrame = true; CORE.Window.resizedLastFrame = true;
} break; } break;

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@ -206,7 +206,7 @@ static const short linuxToRaylibMap[KEYMAP_SIZE] = {
[BTN_TL] = GAMEPAD_BUTTON_LEFT_TRIGGER_1, [BTN_TL] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[BTN_TL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2, [BTN_TL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[BTN_TR] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1, [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_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[BTN_MODE] = GAMEPAD_BUTTON_MIDDLE, [BTN_MODE] = GAMEPAD_BUTTON_MIDDLE,
[BTN_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT, [BTN_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
@ -763,8 +763,10 @@ int InitPlatform(void)
drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]); drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]);
TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes); TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id)) // In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected.
// This might be a hardware or software limitation like on Raspberry Pi Zero with composite output.
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->encoder_id))
{ {
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected"); TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
platform.connector = con; platform.connector = con;

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@ -352,8 +352,10 @@ typedef struct Mesh {
// Animation vertex data // Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations) float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations) float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
Matrix *boneMatrices; // Bones animated transformation matrices
int boneCount; // Number of bones
// OpenGL identifiers // OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vaoId; // OpenGL Vertex Array Object id
@ -790,7 +792,10 @@ typedef enum {
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
} ShaderLocationIndex; } ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
@ -1122,11 +1127,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
@ -1431,6 +1437,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
@ -1443,7 +1450,7 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G
// Font loading/unloading functions // Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) 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 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 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 RLAPI bool IsFontReady(Font font); // Check if a font is ready
@ -1590,6 +1597,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices
// Collision detection functions // Collision detection functions
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres

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@ -165,6 +165,10 @@ unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
#elif defined(__linux__) #elif defined(__linux__)
#include <unistd.h> #include <unistd.h>
#elif defined(__FreeBSD__)
#include <sys/types.h>
#include <sys/sysctl.h>
#include <unistd.h>
#elif defined(__APPLE__) #elif defined(__APPLE__)
#include <sys/syslimits.h> #include <sys/syslimits.h>
#include <mach-o/dyld.h> #include <mach-o/dyld.h>
@ -187,16 +191,29 @@ unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
#endif #endif
#if defined(_WIN32) #if defined(_WIN32)
#include <direct.h> // Required for: _getch(), _chdir() #include <io.h> // Required for: _access() [Used in FileExists()]
#include <direct.h> // Required for: _getch(), _chdir(), _mkdir()
#define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
#define CHDIR _chdir #define CHDIR _chdir
#include <io.h> // Required for: _access() [Used in FileExists()]
#else #else
#include <unistd.h> // Required for: getch(), chdir() (POSIX), access() #include <unistd.h> // Required for: getch(), chdir() (POSIX), access()
#define GETCWD getcwd #define GETCWD getcwd
#define CHDIR chdir #define CHDIR chdir
#endif #endif
#if defined(_MSC_VER) && ((defined(WIN32) || defined(_WIN32) || defined(__WIN32)) && !defined(__CYGWIN__))
#include <direct.h> // Required for: _mkdir()
#define MKDIR(dir) _mkdir(dir)
#elif defined __GNUC__
#if defined(__linux__)
#define MKDIR(dir) mkdir(dir, 0777);
#else
#include <sys/types.h>
#include <sys/stat.h> // Required for: mkdir()
#define MKDIR(dir) _mkdir(dir) // OLD: mkdir(dir, 0777) -> w64devkit complaints!
#endif
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Defines and Macros // Defines and Macros
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -247,6 +264,10 @@ unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
#define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record #define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record
#endif #endif
#ifndef DIRECTORY_FILTER_TAG
#define DIRECTORY_FILTER_TAG "DIR" // Name tag used to request directory inclusion on directory scan
#endif // NOTE: Used in ScanDirectoryFiles(), ScanDirectoryFilesRecursively() and LoadDirectoryFilesEx()
// Flags operation macros // Flags operation macros
#define FLAG_SET(n, f) ((n) |= (f)) #define FLAG_SET(n, f) ((n) |= (f))
#define FLAG_CLEAR(n, f) ((n) &= ~(f)) #define FLAG_CLEAR(n, f) ((n) &= ~(f))
@ -1295,6 +1316,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
// vertex color location = 3 // vertex color location = 3
// vertex tangent location = 4 // vertex tangent location = 4
// vertex texcoord2 location = 5 // vertex texcoord2 location = 5
// vertex boneIds location = 6
// vertex boneWeights location = 7
// NOTE: If any location is not found, loc point becomes -1 // NOTE: If any location is not found, loc point becomes -1
@ -1310,6 +1333,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
// Get handles to GLSL uniform locations (vertex shader) // Get handles to GLSL uniform locations (vertex shader)
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
@ -1317,6 +1342,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION); shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL); shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL); shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
// Get handles to GLSL uniform locations (fragment shader) // Get handles to GLSL uniform locations (fragment shader)
shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
@ -2161,6 +2187,28 @@ const char *GetApplicationDirectory(void)
appDir[0] = '.'; appDir[0] = '.';
appDir[1] = '/'; appDir[1] = '/';
} }
#elif defined(__FreeBSD__)
size_t size = sizeof(appDir);
int mib[4] = {CTL_KERN, KERN_PROC, KERN_PROC_PATHNAME, -1};
if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0)
{
int len = strlen(appDir);
for (int i = len; i >= 0; --i)
{
if (appDir[i] == '/')
{
appDir[i + 1] = '\0';
break;
}
}
}
else
{
appDir[0] = '.';
appDir[1] = '/';
}
#endif #endif
return appDir; return appDir;
@ -2232,6 +2280,40 @@ void UnloadDirectoryFiles(FilePathList files)
RL_FREE(files.paths); RL_FREE(files.paths);
} }
// Create directories (including full path requested), returns 0 on success
int MakeDirectory(const char *dirPath)
{
if ((dirPath == NULL) || (dirPath[0] == '\0')) return 1; // Path is not valid
if (DirectoryExists(dirPath)) return 0; // Path already exists (is valid)
// Copy path string to avoid modifying original
int len = (int)strlen(dirPath) + 1;
char *pathcpy = (char *)RL_CALLOC(len, 1);
memcpy(pathcpy, dirPath, len);
// Iterate over pathcpy, create each subdirectory as needed
for (int i = 0; (i < len) && (pathcpy[i] != '\0'); i++)
{
if (pathcpy[i] == ':') i++;
else
{
if ((pathcpy[i] == '\\') || (pathcpy[i] == '/'))
{
pathcpy[i] = '\0';
if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
pathcpy[i] = '/';
}
}
}
// Create final directory
if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
RL_FREE(pathcpy);
return 0;
}
// Change working directory, returns true on success // Change working directory, returns true on success
bool ChangeDirectory(const char *dir) bool ChangeDirectory(const char *dir)
{ {
@ -3313,10 +3395,21 @@ static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const
if (filter != NULL) if (filter != NULL)
{ {
if (IsFileExtension(path, filter)) if (IsPathFile(path))
{ {
strcpy(files->paths[files->count], path); if (IsFileExtension(path, filter))
files->count++; {
strcpy(files->paths[files->count], path);
files->count++;
}
}
else
{
if (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0)
{
strcpy(files->paths[files->count], path);
files->count++;
}
} }
} }
else else
@ -3376,7 +3469,22 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
break; break;
} }
} }
else ScanDirectoryFilesRecursively(path, files, filter); else
{
if ((filter != NULL) && (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0))
{
strcpy(files->paths[files->count], path);
files->count++;
}
if (files->count >= files->capacity)
{
TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
break;
}
ScanDirectoryFilesRecursively(path, files, filter);
}
} }
} }

View File

@ -68,12 +68,15 @@
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
@ -324,22 +327,31 @@
// Default shader vertex attribute locations // Default shader vertex attribute locations
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 8
#endif #endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -527,6 +539,10 @@ typedef enum {
RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 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 RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} rlShaderUniformDataType; } rlShaderUniformDataType;
@ -755,6 +771,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName);
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
@ -973,6 +990,12 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#endif #endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
@ -992,6 +1015,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
#endif #endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
#endif
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
#endif #endif
@ -4144,6 +4170,8 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
// NOTE: If some attrib name is no found on the shader, it locations becomes -1 // NOTE: If some attrib name is no found on the shader, it locations becomes -1
@ -4236,9 +4264,15 @@ 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_IVEC2: glUniform2iv(locIndex, count, (int *)value); break;
case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(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; 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; 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"); default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
// TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv() // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
} }
#endif #endif
@ -4273,6 +4307,14 @@ void rlSetUniformMatrix(int locIndex, Matrix mat)
#endif #endif
} }
// Set shader value uniform matrix
void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUniformMatrix4fv(locIndex, count, true, (const float*)matrices);
#endif
}
// Set shader value uniform sampler // Set shader value uniform sampler
void rlSetUniformSampler(int locIndex, unsigned int textureId) void rlSetUniformSampler(int locIndex, unsigned int textureId)
{ {

View File

@ -130,7 +130,7 @@
#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported #define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported
#endif #endif
#ifndef MAX_MESH_VERTEX_BUFFERS #ifndef MAX_MESH_VERTEX_BUFFERS
#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh #define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
#endif #endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -1246,13 +1246,15 @@ void UploadMesh(Mesh *mesh, bool dynamic)
mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int)); mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int));
mesh->vaoId = 0; // Vertex Array Object mesh->vaoId = 0; // Vertex Array Object
mesh->vboId[0] = 0; // Vertex buffer: positions mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = 0; // Vertex buffer: positions
mesh->vboId[1] = 0; // Vertex buffer: texcoords mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = 0; // Vertex buffer: texcoords
mesh->vboId[2] = 0; // Vertex buffer: normals mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = 0; // Vertex buffer: normals
mesh->vboId[3] = 0; // Vertex buffer: colors mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors
mesh->vboId[4] = 0; // Vertex buffer: tangents mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
mesh->vboId[5] = 0; // Vertex buffer: texcoords2 mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
mesh->vboId[6] = 0; // Vertex buffer: indices mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
mesh->vaoId = rlLoadVertexArray(); mesh->vaoId = rlLoadVertexArray();
@ -1262,12 +1264,12 @@ void UploadMesh(Mesh *mesh, bool dynamic)
// Enable vertex attributes: position (shader-location = 0) // Enable vertex attributes: position (shader-location = 0)
void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices; void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices;
mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
// Enable vertex attributes: texcoords (shader-location = 1) // Enable vertex attributes: texcoords (shader-location = 1)
mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
@ -1278,7 +1280,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
{ {
// Enable vertex attributes: normals (shader-location = 2) // Enable vertex attributes: normals (shader-location = 2)
void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals; void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals;
mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL);
} }
@ -1294,7 +1296,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
if (mesh->colors != NULL) if (mesh->colors != NULL)
{ {
// Enable vertex attribute: color (shader-location = 3) // Enable vertex attribute: color (shader-location = 3)
mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, 4, RL_UNSIGNED_BYTE, 1, 0, 0); rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR);
} }
@ -1310,7 +1312,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
if (mesh->tangents != NULL) if (mesh->tangents != NULL)
{ {
// Enable vertex attribute: tangent (shader-location = 4) // Enable vertex attribute: tangent (shader-location = 4)
mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT);
} }
@ -1326,7 +1328,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
if (mesh->texcoords2 != NULL) if (mesh->texcoords2 != NULL)
{ {
// Enable vertex attribute: texcoord2 (shader-location = 5) // Enable vertex attribute: texcoord2 (shader-location = 5)
mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
} }
@ -1338,10 +1340,42 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2); rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
} }
if (mesh->boneIds != NULL)
{
// Enable vertex attribute: boneIds (shader-location = 6)
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
}
else
{
// Default vertex attribute: boneIds
// WARNING: Default value provided to shader if location available
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
}
if (mesh->boneWeights != NULL)
{
// Enable vertex attribute: boneWeights (shader-location = 7)
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
}
else
{
// Default vertex attribute: boneWeights
// WARNING: Default value provided to shader if location available
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
}
if (mesh->indices != NULL) if (mesh->indices != NULL)
{ {
mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic); mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
} }
if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
@ -1451,6 +1485,13 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload model normal matrix (if locations available) // Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
//----------------------------------------------------- //-----------------------------------------------------
// Bind active texture maps (if available) // Bind active texture maps (if available)
@ -1478,19 +1519,19 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (!rlEnableVertexArray(mesh.vaoId)) if (!rlEnableVertexArray(mesh.vaoId))
{ {
// Bind mesh VBO data: vertex position (shader-location = 0) // Bind mesh VBO data: vertex position (shader-location = 0)
rlEnableVertexBuffer(mesh.vboId[0]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1) // Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
{ {
// Bind mesh VBO data: vertex normals (shader-location = 2) // Bind mesh VBO data: vertex normals (shader-location = 2)
rlEnableVertexBuffer(mesh.vboId[2]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
} }
@ -1498,9 +1539,9 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
{ {
if (mesh.vboId[3] != 0) if (mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] != 0)
{ {
rlEnableVertexBuffer(mesh.vboId[3]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
} }
@ -1517,7 +1558,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available) // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
{ {
rlEnableVertexBuffer(mesh.vboId[4]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
} }
@ -1525,12 +1566,28 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
{ {
rlEnableVertexBuffer(mesh.vboId[5]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
} }
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
{
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
}
// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
{
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
}
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
} }
int eyeCount = 1; int eyeCount = 1;
@ -1671,6 +1728,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// Upload model normal matrix (if locations available) // Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
//----------------------------------------------------- //-----------------------------------------------------
// Bind active texture maps (if available) // Bind active texture maps (if available)
@ -1696,19 +1760,19 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
if (!rlEnableVertexArray(mesh.vaoId)) if (!rlEnableVertexArray(mesh.vaoId))
{ {
// Bind mesh VBO data: vertex position (shader-location = 0) // Bind mesh VBO data: vertex position (shader-location = 0)
rlEnableVertexBuffer(mesh.vboId[0]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
// Bind mesh VBO data: vertex texcoords (shader-location = 1) // Bind mesh VBO data: vertex texcoords (shader-location = 1)
rlEnableVertexBuffer(mesh.vboId[1]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]);
if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1)
{ {
// Bind mesh VBO data: vertex normals (shader-location = 2) // Bind mesh VBO data: vertex normals (shader-location = 2)
rlEnableVertexBuffer(mesh.vboId[2]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]);
} }
@ -1716,9 +1780,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// Bind mesh VBO data: vertex colors (shader-location = 3, if available) // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1)
{ {
if (mesh.vboId[3] != 0) if (mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] != 0)
{ {
rlEnableVertexBuffer(mesh.vboId[3]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]);
} }
@ -1735,7 +1799,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available) // Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1)
{ {
rlEnableVertexBuffer(mesh.vboId[4]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]);
} }
@ -1743,12 +1807,28 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1)
{ {
rlEnableVertexBuffer(mesh.vboId[5]); rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
} }
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
{
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
}
// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
{
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
}
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
} }
int eyeCount = 1; int eyeCount = 1;
@ -1825,6 +1905,7 @@ void UnloadMesh(Mesh mesh)
RL_FREE(mesh.animNormals); RL_FREE(mesh.animNormals);
RL_FREE(mesh.boneWeights); RL_FREE(mesh.boneWeights);
RL_FREE(mesh.boneIds); RL_FREE(mesh.boneIds);
RL_FREE(mesh.boneMatrices);
} }
// Export mesh data to file // Export mesh data to file
@ -2016,6 +2097,8 @@ static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, i
// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE // NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
materials[m] = LoadMaterialDefault(); materials[m] = LoadMaterialDefault();
if (mats == NULL) continue;
// Get default texture, in case no texture is defined // Get default texture, in case no texture is defined
// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 // 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 }; materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
@ -2253,6 +2336,50 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
} }
} }
void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
{
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
{
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
for (int i = 0; i < model.meshCount; i++)
{
if (model.meshes[i].boneMatrices)
{
assert(model.meshes[i].boneCount == anim.boneCount);
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
{
Vector3 inTranslation = model.bindPose[boneId].translation;
Quaternion inRotation = model.bindPose[boneId].rotation;
Vector3 inScale = model.bindPose[boneId].scale;
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
Vector3 outScale = anim.framePoses[frame][boneId].scale;
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
Quaternion invRotation = QuaternionInvert(inRotation);
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
Vector3 boneTranslation = Vector3Add(
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
outRotation), outTranslation);
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
Vector3 boneScale = Vector3Multiply(outScale, invScale);
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
QuaternionToMatrix(boneRotation),
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
model.meshes[i].boneMatrices[boneId] = boneMatrix;
}
}
}
}
}
// Unload animation array data // Unload animation array data
void UnloadModelAnimations(ModelAnimation *animations, int animCount) void UnloadModelAnimations(ModelAnimation *animations, int animCount)
{ {
@ -4073,130 +4200,236 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
// - the mesh is automatically triangulated by tinyobj // - the mesh is automatically triangulated by tinyobj
static Model LoadOBJ(const char *fileName) 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 model = { 0 };
model.transform = MatrixIdentity();
tinyobj_attrib_t attrib = { 0 }; char* fileText = LoadFileText(fileName);
tinyobj_shape_t *meshes = NULL;
unsigned int meshCount = 0;
tinyobj_material_t *materials = NULL; if (fileText == NULL)
unsigned int materialCount = 0;
char *fileText = LoadFileText(fileName);
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 }; char currentDir[1024] = { 0 };
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
if (CHDIR(workingDir) != 0) 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; lastMaterial = objAttributes.material_ids[faceId];
int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags); faceVertIndex += objAttributes.face_num_verts[faceId];
}
if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName); // allocate the base meshes and materials
else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount); model.meshCount = meshIndex + 1;
model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount);
// WARNING: We are not splitting meshes by materials (previous implementation) if (objMaterialCount > 0)
// Depending on the provided OBJ that was not the best option and it just crashed {
// so, implementation was simplified to prioritize parsed meshes model.materialCount = objMaterialCount;
model.meshCount = meshCount; 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 model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount);
// 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 // see how many verts are in each mesh
model.materialCount = materialCount; unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount);
if (model.materialCount == 0)
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; // try to find the last vert in the next shape
TRACELOG(LOG_INFO, "MODEL: No materials provided, setting one default material for all meshes"); 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 (model.materialCount > 1 && model.meshCount > 1) else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
{ {
// TEMP warning about multiple materials, to be removed when proper splitting code is implemented newMesh = true;
// any obj with multiple materials will need to have it's materials assigned by the user in code to work at this time
TRACELOG(LOG_INFO, "MODEL: OBJ has multiple materials, manual material assignment will be required.");
} }
// Init model meshes and materials lastMaterial = objAttributes.material_ids[faceId];
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));
// Process each provided mesh if (newMesh)
for (int i = 0; i < model.meshCount; i++)
{ {
// WARNING: We need to calculate the mesh triangles manually using meshes[i].face_offset localMeshVertexCounts[meshIndex] = localMeshVertexCount;
// 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;
model.meshes[i].vertexCount = tris*3; localMeshVertexCount = 0;
model.meshes[i].triangleCount = tris; // Face count (triangulated) meshIndex++;
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]; }
}
}
} }
// Init model materials faceVertIndex += objAttributes.face_num_verts[faceId];
if (materialCount > 0) ProcessMaterialsOBJ(model.materials, materials, materialCount); localMeshVertexCount += objAttributes.face_num_verts[faceId];
else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh }
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
tinyobj_attrib_free(&attrib); for (int i = 0; i < model.meshCount; i++)
tinyobj_shapes_free(meshes, model.meshCount); {
tinyobj_materials_free(materials, materialCount); // 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 model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
if (CHDIR(currentDir) != 0) 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; return model;
@ -4563,6 +4796,17 @@ static Model LoadIQM(const char *fileName)
} }
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
for (int i = 0; i < model.meshCount; i++)
{
model.meshes[i].boneCount = model.boneCount;
model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
for (int j = 0; j < model.meshes[i].boneCount; j++)
{
model.meshes[i].boneMatrices[j] = MatrixIdentity();
}
}
UnloadFileData(fileData); UnloadFileData(fileData);
@ -5646,6 +5890,15 @@ static Model LoadGLTF(const char *fileName)
{ {
memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float)); memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
} }
// Bone Transform Matrices
model.meshes[meshIndex].boneCount = model.boneCount;
model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix));
for (int j = 0; j < model.meshes[meshIndex].boneCount; j++)
{
model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity();
}
meshIndex++; // Move to next mesh meshIndex++; // Move to next mesh
} }
@ -6414,6 +6667,13 @@ static Model LoadM3D(const char *fileName)
{ {
memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float)); memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float)); memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
model.meshes[i].boneCount = model.boneCount;
model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
for (j = 0; j < model.meshes[i].boneCount; j++)
{
model.meshes[i].boneMatrices[j] = MatrixIdentity();
}
} }
} }

View File

@ -260,8 +260,8 @@ extern void LoadFontDefault(void)
// Allocate space for our characters info data // Allocate space for our characters info data
// NOTE: This memory must be freed at end! --> Done by CloseWindow() // NOTE: This memory must be freed at end! --> Done by CloseWindow()
defaultFont.glyphs = (GlyphInfo *)RL_MALLOC(defaultFont.glyphCount*sizeof(GlyphInfo)); defaultFont.glyphs = (GlyphInfo *)RL_CALLOC(defaultFont.glyphCount, sizeof(GlyphInfo));
defaultFont.recs = (Rectangle *)RL_MALLOC(defaultFont.glyphCount*sizeof(Rectangle)); defaultFont.recs = (Rectangle *)RL_CALLOC(defaultFont.glyphCount, sizeof(Rectangle));
int currentLine = 0; int currentLine = 0;
int currentPosX = charsDivisor; int currentPosX = charsDivisor;
@ -677,6 +677,8 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
{ {
stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL); stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL);
chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor); 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 // Load characters images
chars[i].image.width = chw; chars[i].image.width = chw;

View File

@ -4565,6 +4565,9 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
if (source.width < 0) { flipX = true; source.width *= -1; } if (source.width < 0) { flipX = true; source.width *= -1; }
if (source.height < 0) source.y -= source.height; if (source.height < 0) source.y -= source.height;
if (dest.width < 0) dest.width *= -1;
if (dest.height < 0) dest.height *= -1;
Vector2 topLeft = { 0 }; Vector2 topLeft = { 0 };
Vector2 topRight = { 0 }; Vector2 topRight = { 0 };
@ -4985,6 +4988,8 @@ Vector3 ColorToHSV(Color color)
return hsv; return hsv;
} }
// Get a Color from HSV values // Get a Color from HSV values
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion // Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors // NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
@ -5183,6 +5188,22 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
return out; return out;
} }
// Get color lerp interpolation between two colors, factor [0.0f..1.0f]
Color ColorLerp(Color color1, Color color2, float factor)
{
Color color = { 0 };
if (factor < 0.0f) factor = 0.0f;
else if (factor > 1.0f) factor = 1.0f;
color.r = (unsigned char)((1.0f - factor)*color1.r + factor*color2.r);
color.g = (unsigned char)((1.0f - factor)*color1.g + factor*color2.g);
color.b = (unsigned char)((1.0f - factor)*color1.b + factor*color2.b);
color.a = (unsigned char)((1.0f - factor)*color1.a + factor*color2.a);
return color;
}
// Get a Color struct from hexadecimal value // Get a Color struct from hexadecimal value
Color GetColor(unsigned int hexValue) Color GetColor(unsigned int hexValue)
{ {