diff --git a/BINDINGS.md b/BINDINGS.md index 0e71d16e2..4cd22013d 100644 --- a/BINDINGS.md +++ b/BINDINGS.md @@ -24,7 +24,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to | dlang_raylib | 4.0 | [D](https://dlang.org) | MPL-2.0 |https://github.com/rc-05/dlang_raylib | | rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex | | raylib-factor | **4.5** | [Factor](https://factorcode.org/) | BSD | https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor | -| raylib-freebasic | **4.5** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic | +| raylib-freebasic | **5.0** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic | | fortran-raylib | **4.5** | [Fortran](https://fortran-lang.org/) | ISC | https://github.com/interkosmos/fortran-raylib | | raylib for Pascal | **4.5** | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | Modified Zlib | https://github.com/tinyBigGAMES/raylib | | raylib-go | **5.0** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go | diff --git a/CMakeLists.txt b/CMakeLists.txt index 236aa9a64..9619768c8 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0) project(raylib) # Avoid excessive expansion of variables in conditionals. In particular, if -# "PLATFORM" is "DRM" than: +# "PLATFORM" is "DRM" then: # # if (${PLATFORM} MATCHES "DRM") # @@ -13,6 +13,11 @@ project(raylib) # See https://cmake.org/cmake/help/latest/policy/CMP0054.html cmake_policy(SET CMP0054 NEW) +# Makes a hidden visibility preset on a static lib respected +# This is used to hide glfw's symbols from the library exports when building an so/dylib +# See https://cmake.org/cmake/help/latest/policy/CMP0063.html +cmake_policy(SET CMP0063 NEW) + # Directory for easier includes # Anywhere you see include(...) you can check /cmake for that file set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake) diff --git a/cmake/GlfwImport.cmake b/cmake/GlfwImport.cmake index d0c23ca52..77c88e6c3 100644 --- a/cmake/GlfwImport.cmake +++ b/cmake/GlfwImport.cmake @@ -17,14 +17,15 @@ if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MAT set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) set(GLFW_INSTALL OFF CACHE BOOL "" FORCE) set(GLFW_USE_WAYLAND ${USE_WAYLAND} CACHE BOOL "" FORCE) + set(GLFW_LIBRARY_TYPE "OBJECT" CACHE STRING "" FORCE) - set(WAS_SHARED ${BUILD_SHARED_LIBS}) - set(BUILD_SHARED_LIBS OFF CACHE BOOL " " FORCE) add_subdirectory(external/glfw) - set(BUILD_SHARED_LIBS ${WAS_SHARED} CACHE BOOL " " FORCE) - unset(WAS_SHARED) + # Hide glfw's symbols when building a shared lib + if (BUILD_SHARED_LIBS) + set_property(TARGET glfw PROPERTY C_VISIBILITY_PRESET hidden) + endif() list(APPEND raylib_sources $) include_directories(BEFORE SYSTEM external/glfw/include) diff --git a/logo/raylib.icns b/logo/raylib.icns new file mode 100644 index 000000000..5adad08cb Binary files /dev/null and b/logo/raylib.icns differ diff --git a/logo/raylib_1024x1024.png b/logo/raylib_1024x1024.png new file mode 100644 index 000000000..b855a6bf6 Binary files /dev/null and b/logo/raylib_1024x1024.png differ diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 5092bdf47..4335bda5c 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -62,12 +62,10 @@ if (NOT BUILD_SHARED_LIBS) add_library(raylib_static ALIAS raylib) else() MESSAGE(STATUS "Building raylib shared library") - if (WIN32) - target_compile_definitions(raylib - PRIVATE $ - INTERFACE $ - ) - endif () + target_compile_definitions(raylib + PRIVATE $ + INTERFACE $ + ) endif() if (${PLATFORM} MATCHES "Web") @@ -84,6 +82,11 @@ if (WITH_PIC OR BUILD_SHARED_LIBS) set_property(TARGET raylib PROPERTY POSITION_INDEPENDENT_CODE ON) endif () +if (BUILD_SHARED_LIBS) + # Hide raylib's symbols by default so RLAPI can expose them + set_property(TARGET raylib PROPERTY C_VISIBILITY_PRESET hidden) +endif () + target_link_libraries(raylib "${LIBS_PRIVATE}") # Sets some compile time definitions for the pre-processor diff --git a/src/Makefile b/src/Makefile index 3ccea903b..ca978f777 100644 --- a/src/Makefile +++ b/src/Makefile @@ -380,7 +380,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) # -Werror=format-security CFLAGS += -Wa,--noexecstack -Wformat -no-canonical-prefixes # Preprocessor macro definitions - CFLAGS += -D__ANDROID__ -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) -DMAL_NO_OSS + CFLAGS += -D__ANDROID__ -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) endif # Define required compilation flags for raylib SHARED lib @@ -389,7 +389,13 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED) # BE CAREFUL: It seems that for gcc -fpic is not the same as -fPIC # MinGW32 just doesn't need -fPIC, it shows warnings CFLAGS += -fPIC -DBUILD_LIBTYPE_SHARED + + # hide all symbols by default, so RLAPI can expose them + ifeq ($(PLATFORM_OS),$(filter $(PLATFORM_OS), LINUX BSD OSX)) + CFLAGS += -fvisibility=hidden + endif endif + ifeq ($(PLATFORM),PLATFORM_DRM) # without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in # which contains a conflicting type Font diff --git a/src/platforms/rcore_desktop.c b/src/platforms/rcore_desktop.c index 05c390f97..0aca73134 100644 --- a/src/platforms/rcore_desktop.c +++ b/src/platforms/rcore_desktop.c @@ -129,7 +129,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback @@ -1137,7 +1137,7 @@ void PollInputEvents(void) //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; // Map touch position to mouse position for convenience - // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed! + // WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed! // TODO: GLFW does not support multi-touch input just yet // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 0d3b091fe..a274f25dc 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -48,7 +48,7 @@ * **********************************************************************************************/ -#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality) +#include "SDL.h" // SDL base library (window/rendered, input, timing... functionality) #if defined(GRAPHICS_API_OPENGL_ES2) // It seems it does not need to be included to work @@ -499,9 +499,9 @@ void SetWindowIcon(Image image) bmask = 0x001F, amask = 0; depth = 16, pitch = image.width * 2; break; - case PIXELFORMAT_UNCOMPRESSED_R8G8B8: - rmask = 0xFF0000, gmask = 0x00FF00; - bmask = 0x0000FF, amask = 0; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // Uses BGR for 24-bit + rmask = 0x0000FF, gmask = 0x00FF00; + bmask = 0xFF0000, amask = 0; depth = 24, pitch = image.width * 3; break; case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: @@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor) // NOTE: // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3, // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba - // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. + // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false; const int screenWidth = CORE.Window.screen.width; @@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor) // ending up positioned partly outside the target display. // 2. The workaround for that is, previously to moving the window, // setting the window size to the target display size, so they match. - // 3. It was't done here because we can't assume changing the window size automatically + // 3. It wasn't done here because we can't assume changing the window size automatically // is acceptable behavior by the user. SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y); CORE.Window.position.x = usableBounds.x; @@ -941,6 +941,8 @@ int SetGamepadMappings(const char *mappings) // Set mouse position XY void SetMousePosition(int x, int y) { + SDL_WarpMouseInWindow(platform.window, x, y); + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; } @@ -1010,7 +1012,7 @@ void PollInputEvents(void) // Register previous mouse states for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - // Poll input events for current plaform + // Poll input events for current platform //----------------------------------------------------------------------------- /* // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values @@ -1316,7 +1318,7 @@ int InitPlatform(void) // Init OpenGL context platform.glContext = SDL_GL_CreateContext(platform.window); - // Check window and glContext have been initialized succesfully + // Check window and glContext have been initialized successfully if ((platform.window != NULL) && (platform.glContext != NULL)) { CORE.Window.ready = true; @@ -1360,7 +1362,7 @@ int InitPlatform(void) SDL_EventState(SDL_DROPFILE, SDL_ENABLE); //---------------------------------------------------------------------------- - // Initialize timming system + // Initialize timing system //---------------------------------------------------------------------------- // NOTE: No need to call InitTimer(), let SDL manage it internally CORE.Time.previous = GetTime(); // Get time as double diff --git a/src/platforms/rcore_drm.c b/src/platforms/rcore_drm.c index bdfc9e0f5..f51953a63 100644 --- a/src/platforms/rcore_drm.c +++ b/src/platforms/rcore_drm.c @@ -546,9 +546,6 @@ void PollInputEvents(void) CORE.Input.Keyboard.keyPressedQueueCount = 0; CORE.Input.Keyboard.charPressedQueueCount = 0; - // Reset key repeats - for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; - // Reset last gamepad button/axis registered state CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN //CORE.Input.Gamepad.axisCount = 0; @@ -602,7 +599,7 @@ void PollInputEvents(void) if (!platform.eventKeyboardMode) ProcessKeyboard(); // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread() - // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() + // NOTE: Gamepad (Joystick) input events polling is done asynchronously in another pthread - GamepadThread() #endif // Handle the mouse/touch/gestures events: @@ -1709,6 +1706,7 @@ static void PollKeyboardEvents(void) // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL, // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0; + CORE.Input.Keyboard.keyRepeatInFrame[keycode] = (event.value == 2)? 1 : 0; if (event.value >= 1) { CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed diff --git a/src/platforms/rcore_template.c b/src/platforms/rcore_template.c index 5d4721c84..01e52af58 100644 --- a/src/platforms/rcore_template.c +++ b/src/platforms/rcore_template.c @@ -420,7 +420,7 @@ void PollInputEvents(void) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; } - // TODO: Poll input events for current plaform + // TODO: Poll input events for current platform } @@ -561,13 +561,13 @@ int InitPlatform(void) // TODO: Initialize input events system // It could imply keyboard, mouse, gamepad, touch... - // Depending on the platform libraries/SDK it could use a callbacks mechanims + // Depending on the platform libraries/SDK it could use a callback mechanism // For system events and inputs evens polling on a per-frame basis, use PollInputEvents() //---------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------- - // TODO: Initialize timming system + // TODO: Initialize timing system //---------------------------------------------------------------------------- InitTimer(); //---------------------------------------------------------------------------- diff --git a/src/platforms/rcore_web.c b/src/platforms/rcore_web.c index d8fa54305..4353f795c 100644 --- a/src/platforms/rcore_web.c +++ b/src/platforms/rcore_web.c @@ -664,7 +664,7 @@ void PollInputEvents(void) // TODO: This code does not seem to do anything?? //if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) - //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reseted? + //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reset? } //---------------------------------------------------------------------------------- @@ -937,7 +937,7 @@ int InitPlatform(void) emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); //---------------------------------------------------------------------------- - // Initialize timming system + // Initialize timing system //---------------------------------------------------------------------------- InitTimer(); //---------------------------------------------------------------------------- diff --git a/src/raylib.h b/src/raylib.h index 28f052c7f..fd870c188 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -86,17 +86,22 @@ #define RAYLIB_VERSION_PATCH 0 #define RAYLIB_VERSION "5.1-dev" -// Function specifiers in case library is build/used as a shared library (Windows) +// Function specifiers in case library is build/used as a shared library // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +// NOTE: visibility("default") attribute makes symbols "visible" when compiled with -fvisibility=hidden #if defined(_WIN32) + #if defined(__TINYC__) + #define __declspec(x) __attribute__((x)) + #endif #if defined(BUILD_LIBTYPE_SHARED) - #if defined(__TINYC__) - #define __declspec(x) __attribute__((x)) - #endif #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) #elif defined(USE_LIBTYPE_SHARED) #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #endif +#else + #if defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib) + #endif #endif #ifndef RLAPI @@ -1531,9 +1536,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes // Mesh generation functions RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh diff --git a/src/raymath.h b/src/raymath.h index ff6017039..069c9464e 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -59,7 +59,9 @@ // Function specifiers definition #if defined(RAYMATH_IMPLEMENTATION) #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). + #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll) + #elif defined(BUILD_LIBTYPE_SHARED) + #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) #else diff --git a/src/rcamera.h b/src/rcamera.h index 071033fee..4af576221 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -471,31 +471,30 @@ void UpdateCamera(Camera *camera, int mode) if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); // Camera movement - if (!IsGamepadAvailable(0)) + // Camera pan (for CAMERA_FREE) + if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))) { - // Camera pan (for CAMERA_FREE) - if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))) - { - const Vector2 mouseDelta = GetMouseDelta(); - if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane); - if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane); - if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED); - if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED); - } - else - { - // Mouse support - CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); - CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); - } - - // Keyboard support - if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + const Vector2 mouseDelta = GetMouseDelta(); + if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane); + if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane); + if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED); + if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED); } else + { + // Mouse support + CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); + CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); + } + + // Keyboard support + if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + + // Gamepad movement + if (IsGamepadAvailable(0)) { // Gamepad controller support CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); diff --git a/src/rlgl.h b/src/rlgl.h index 27cfaa0d0..4b3184986 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -109,16 +109,18 @@ #define RLGL_VERSION "4.5" -// Function specifiers in case library is build/used as a shared library (Windows) +// Function specifiers in case library is build/used as a shared library // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll -#if defined(_WIN32) - #if defined(BUILD_LIBTYPE_SHARED) - #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) - #elif defined(USE_LIBTYPE_SHARED) - #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) - #endif +// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden +#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) +#elif defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __attribute__((visibility("default"))) // We are building he library as a Unix shared library (.so/.dylib) +#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) + #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #endif + // Function specifiers definition #ifndef RLAPI #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) @@ -555,14 +557,14 @@ typedef enum { extern "C" { // Prevents name mangling of functions #endif -RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed -RLAPI void rlPushMatrix(void); // Push the current matrix to stack -RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack -RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix -RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix -RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix -RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix -RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix +RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed +RLAPI void rlPushMatrix(void); // Push the current matrix to stack +RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack +RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix +RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix +RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix +RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix +RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area @@ -570,15 +572,15 @@ RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ -RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) -RLAPI void rlEnd(void); // Finish vertex providing -RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int -RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float -RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float -RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float -RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float -RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte -RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float +RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) +RLAPI void rlEnd(void); // Finish vertex providing +RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int +RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float +RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float +RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float +RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float +RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte +RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float //------------------------------------------------------------------------------------ @@ -592,13 +594,13 @@ RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array ( RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) -RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element) +RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element) RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index -RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index +RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index #if defined(GRAPHICS_API_OPENGL_11) -RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer -RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer +RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer +RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer #endif // Textures state @@ -621,7 +623,7 @@ RLAPI void rlActiveDrawBuffers(int count); // Activate multiple dra RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer // General render state -RLAPI void rlEnableColorBlend(void); // Enable color blending +RLAPI void rlEnableColorBlend(void); // Enable color blending RLAPI void rlDisableColorBlend(void); // Disable color blending RLAPI void rlEnableDepthTest(void); // Enable depth test RLAPI void rlDisableDepthTest(void); // Disable depth test @@ -634,7 +636,7 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test RLAPI void rlEnableWireMode(void); // Enable wire mode -RLAPI void rlEnablePointMode(void); // Enable point mode +RLAPI void rlEnablePointMode(void); // Enable point mode RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI float rlGetLineWidth(void); // Get the line drawing width @@ -671,48 +673,48 @@ RLAPI int *rlGetShaderLocsDefault(void); // Get default shader lo // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required -RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system -RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system -RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) -RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) -RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch -RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex +RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system +RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system +RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) +RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) +RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch +RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management -RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported -RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute -RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer -RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data -RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data -RLAPI void rlUnloadVertexArray(unsigned int vaoId); -RLAPI void rlUnloadVertexBuffer(unsigned int vboId); -RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); -RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); -RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value -RLAPI void rlDrawVertexArray(int offset, int count); -RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); -RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); -RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); +RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported +RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object +RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object +RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer +RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer +RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao) +RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object +RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); // Set vertex attribute data configuration +RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor +RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided +RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao) +RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements +RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing +RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing // Textures management -RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU -RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) -RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap -RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data -RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats +RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data +RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) +RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data +RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU +RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture -RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data +RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) // Framebuffer management (fbo) RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer -RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer +RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU @@ -723,14 +725,14 @@ RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fSha RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform 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 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) // Compute shader management RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program -RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) +RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) @@ -774,7 +776,8 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #if defined(RLGL_IMPLEMENTATION) // Expose OpenGL functions from glad in raylib -#if defined(BUILD_SHARED_LIBS) +#if defined(BUILD_LIBTYPE_SHARED) + #define GLAD_API_CALL_EXPORT #define GLAD_API_CALL_EXPORT_BUILD #endif @@ -3792,6 +3795,10 @@ unsigned int rlLoadVertexArray(void) void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT + // Additional types (depends on OpenGL version or extensions): + // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, + // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); #endif } diff --git a/src/rmodels.c b/src/rmodels.c index c191f0ac7..84c7d9cbe 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1850,6 +1850,104 @@ bool ExportMesh(Mesh mesh, const char *fileName) return success; } +// Export mesh as code file (.h) defining multiple arrays of vertex attributes +bool ExportMeshAsCode(Mesh mesh, const char *fileName) +{ + bool success = false; + +#ifndef TEXT_BYTES_PER_LINE + #define TEXT_BYTES_PER_LINE 20 +#endif + + // NOTE: Text data buffer size is fixed to 64MB + char *txtData = (char *)RL_CALLOC(64*1024*1024, sizeof(char)); // 64 MB + + int byteCount = 0; + byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// MeshAsCode exporter v1.0 - Mesh vertex data exported as arrays //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); + byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2023 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n"); + + // Get file name from path and convert variable name to uppercase + char varFileName[256] = { 0 }; + strcpy(varFileName, GetFileNameWithoutExt(fileName)); + for (int i = 0; varFileName[i] != '\0'; i++) if ((varFileName[i] >= 'a') && (varFileName[i] <= 'z')) { varFileName[i] = varFileName[i] - 32; } + + // Add image information + byteCount += sprintf(txtData + byteCount, "// Mesh basic information\n"); + byteCount += sprintf(txtData + byteCount, "#define %s_VERTEX_COUNT %i\n", varFileName, mesh.vertexCount); + byteCount += sprintf(txtData + byteCount, "#define %s_TRIANGLE_COUNT %i\n\n", varFileName, mesh.triangleCount); + + // Define vertex attributes data as separate arrays + //----------------------------------------------------------------------------------------- + if (mesh.vertices != NULL) // Vertex position (XYZ - 3 components per vertex - float) + { + byteCount += sprintf(txtData + byteCount, "static float %s_VERTEX_DATA[%i] = { ", varFileName, mesh.vertexCount*3); + for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.vertices[i]); + byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.vertices[mesh.vertexCount*3 - 1]); + } + + if (mesh.texcoords != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) + { + byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD_DATA[%i] = { ", varFileName, mesh.vertexCount*2); + for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords[i]); + byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords[mesh.vertexCount*2 - 1]); + } + + if (mesh.texcoords2 != NULL) // Vertex texture coordinates (UV - 2 components per vertex - float) + { + byteCount += sprintf(txtData + byteCount, "static float %s_TEXCOORD2_DATA[%i] = { ", varFileName, mesh.vertexCount*2); + for (int i = 0; i < mesh.vertexCount*2 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.texcoords2[i]); + byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.texcoords2[mesh.vertexCount*2 - 1]); + } + + if (mesh.normals != NULL) // Vertex normals (XYZ - 3 components per vertex - float) + { + byteCount += sprintf(txtData + byteCount, "static float %s_NORMAL_DATA[%i] = { ", varFileName, mesh.vertexCount*3); + for (int i = 0; i < mesh.vertexCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.normals[i]); + byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.normals[mesh.vertexCount*3 - 1]); + } + + if (mesh.tangents != NULL) // Vertex tangents (XYZW - 4 components per vertex - float) + { + byteCount += sprintf(txtData + byteCount, "static float %s_TANGENT_DATA[%i] = { ", varFileName, mesh.vertexCount*4); + for (int i = 0; i < mesh.vertexCount*4 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%.3ff,\n" : "%.3ff, "), mesh.tangents[i]); + byteCount += sprintf(txtData + byteCount, "%.3ff };\n\n", mesh.tangents[mesh.vertexCount*4 - 1]); + } + + if (mesh.colors != NULL) // Vertex colors (RGBA - 4 components per vertex - unsigned char) + { + byteCount += sprintf(txtData + byteCount, "static unsigned char %s_COLOR_DATA[%i] = { ", varFileName, mesh.vertexCount*4); + for (int i = 0; i < mesh.vertexCount*4 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), mesh.colors[i]); + byteCount += sprintf(txtData + byteCount, "0x%x };\n\n", mesh.colors[mesh.vertexCount*4 - 1]); + } + + if (mesh.indices != NULL) // Vertex indices (3 index per triangle - unsigned short) + { + byteCount += sprintf(txtData + byteCount, "static unsigned short %s_INDEX_DATA[%i] = { ", varFileName, mesh.triangleCount*3); + for (int i = 0; i < mesh.triangleCount*3 - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "%i,\n" : "%i, "), mesh.indices[i]); + byteCount += sprintf(txtData + byteCount, "%i };\n", mesh.indices[mesh.triangleCount*3 - 1]); + } + //----------------------------------------------------------------------------------------- + + // NOTE: Text data size exported is determined by '\0' (NULL) character + success = SaveFileText(fileName, txtData); + + RL_FREE(txtData); + + //if (success != 0) TRACELOG(LOG_INFO, "FILEIO: [%s] Image as code exported successfully", fileName); + //else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to export image as code", fileName); + + return success; +} + + #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) // Process obj materials static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount) diff --git a/src/rshapes.c b/src/rshapes.c index bababf8cf..4b3f2cfd0 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -1549,7 +1549,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) Vector2 delta = { 0 }; float length = 0.0f; float scale = 0.0f; - + for (int i = 0; i < pointCount - 1; i++) { delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y }; @@ -1568,7 +1568,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) DrawTriangleStrip(strip, 4, color); } #if defined(SUPPORT_SPLINE_SEGMENT_CAPS) - + #endif } @@ -1718,7 +1718,7 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color) { if (pointCount < 3) return; - + for (int i = 0; i < pointCount - 2; i++) { DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); @@ -1729,7 +1729,7 @@ void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Col void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color) { if (pointCount < 4) return; - + for (int i = 0; i < pointCount - 3; i++) { DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); @@ -1740,7 +1740,7 @@ void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color c void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) { // NOTE: For the linear spline we don't use subdivisions, just a single quad - + Vector2 delta = { p2.x - p1.x, p2.y - p1.y }; float length = sqrtf(delta.x*delta.x + delta.y*delta.y); @@ -1768,9 +1768,9 @@ void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, floa Vector2 currentPoint = { 0 }; Vector2 nextPoint = { 0 }; float t = 0.0f; - + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; - + float a[4] = { 0 }; float b[4] = { 0 }; @@ -1825,7 +1825,7 @@ void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2 currentPoint = p1; Vector2 nextPoint = { 0 }; float t = 0.0f; - + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) @@ -2132,11 +2132,11 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) { bool collision = false; - int recCenterX = (int)(rec.x + rec.width/2.0f); - int recCenterY = (int)(rec.y + rec.height/2.0f); + float recCenterX = rec.x + rec.width/2.0f; + float recCenterY = rec.y + rec.height/2.0f; - float dx = fabsf(center.x - (float)recCenterX); - float dy = fabsf(center.y - (float)recCenterY); + float dx = fabsf(center.x - recCenterX); + float dy = fabsf(center.y - recCenterY); if (dx > (rec.width/2.0f + radius)) { return false; } if (dy > (rec.height/2.0f + radius)) { return false; } diff --git a/src/rtext.c b/src/rtext.c index dd7c83f39..1ab45277a 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -604,7 +604,6 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz // Fill fontChars in case not provided externally // NOTE: By default we fill glyphCount consecutively, starting at 32 (Space) - if (codepoints == NULL) { codepoints = (int *)RL_MALLOC(codepointCount*sizeof(int)); @@ -612,7 +611,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz genFontChars = true; } - chars = (GlyphInfo *)RL_MALLOC(codepointCount*sizeof(GlyphInfo)); + chars = (GlyphInfo *)RL_CALLOC(codepointCount, sizeof(GlyphInfo)); // NOTE: Using simple packaging, one char after another for (int i = 0; i < codepointCount; i++) @@ -626,54 +625,67 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz // stbtt_GetCodepointBitmapBox() -- how big the bitmap must be // stbtt_MakeCodepointBitmap() -- renders into bitmap you provide - if (type != FONT_SDF) chars[i].image.data = stbtt_GetCodepointBitmap(&fontInfo, scaleFactor, scaleFactor, ch, &chw, &chh, &chars[i].offsetX, &chars[i].offsetY); - else if (ch != 32) chars[i].image.data = stbtt_GetCodepointSDF(&fontInfo, scaleFactor, ch, FONT_SDF_CHAR_PADDING, FONT_SDF_ON_EDGE_VALUE, FONT_SDF_PIXEL_DIST_SCALE, &chw, &chh, &chars[i].offsetX, &chars[i].offsetY); - else chars[i].image.data = NULL; + // Check if a glyph is available in the font + // WARNING: if (index == 0), glyph not found, it could fallback to default .notdef glyph (if defined in font) + int index = stbtt_FindGlyphIndex(&fontInfo, ch); - stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL); - chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor); - - // Load characters images - chars[i].image.width = chw; - chars[i].image.height = chh; - chars[i].image.mipmaps = 1; - chars[i].image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; - - chars[i].offsetY += (int)((float)ascent*scaleFactor); - - // NOTE: We create an empty image for space character, it could be further required for atlas packing - if (ch == 32) + if (index > 0) { - Image imSpace = { - .data = RL_CALLOC(chars[i].advanceX*fontSize, 2), - .width = chars[i].advanceX, - .height = fontSize, - .mipmaps = 1, - .format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE - }; - - chars[i].image = imSpace; - } - - if (type == FONT_BITMAP) - { - // Aliased bitmap (black & white) font generation, avoiding anti-aliasing - // NOTE: For optimum results, bitmap font should be generated at base pixel size - for (int p = 0; p < chw*chh; p++) + switch (type) { - if (((unsigned char *)chars[i].image.data)[p] < FONT_BITMAP_ALPHA_THRESHOLD) ((unsigned char *)chars[i].image.data)[p] = 0; - else ((unsigned char *)chars[i].image.data)[p] = 255; + case FONT_DEFAULT: + case FONT_BITMAP: chars[i].image.data = stbtt_GetCodepointBitmap(&fontInfo, scaleFactor, scaleFactor, ch, &chw, &chh, &chars[i].offsetX, &chars[i].offsetY); break; + case FONT_SDF: if (ch != 32) chars[i].image.data = stbtt_GetCodepointSDF(&fontInfo, scaleFactor, ch, FONT_SDF_CHAR_PADDING, FONT_SDF_ON_EDGE_VALUE, FONT_SDF_PIXEL_DIST_SCALE, &chw, &chh, &chars[i].offsetX, &chars[i].offsetY); break; + default: break; + } + + if (chars[i].image.data != NULL) // Glyph data has been found in the font + { + stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL); + chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor); + + // Load characters images + chars[i].image.width = chw; + chars[i].image.height = chh; + chars[i].image.mipmaps = 1; + chars[i].image.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; + + chars[i].offsetY += (int)((float)ascent*scaleFactor); + } + + // NOTE: We create an empty image for space character, + // it could be further required for atlas packing + if (ch == 32) + { + stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL); + chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor); + + Image imSpace = { + .data = RL_CALLOC(chars[i].advanceX*fontSize, 2), + .width = chars[i].advanceX, + .height = fontSize, + .mipmaps = 1, + .format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE + }; + + chars[i].image = imSpace; + } + + if (type == FONT_BITMAP) + { + // Aliased bitmap (black & white) font generation, avoiding anti-aliasing + // NOTE: For optimum results, bitmap font should be generated at base pixel size + for (int p = 0; p < chw*chh; p++) + { + if (((unsigned char *)chars[i].image.data)[p] < FONT_BITMAP_ALPHA_THRESHOLD) ((unsigned char *)chars[i].image.data)[p] = 0; + else ((unsigned char *)chars[i].image.data)[p] = 255; + } } } - - // Get bounding box for character (maybe offset to account for chars that dip above or below the line) - /* - int chX1, chY1, chX2, chY2; - stbtt_GetCodepointBitmapBox(&fontInfo, ch, scaleFactor, scaleFactor, &chX1, &chY1, &chX2, &chY2); - - TRACELOGD("FONT: Character box measures: %i, %i, %i, %i", chX1, chY1, chX2 - chX1, chY2 - chY1); - TRACELOGD("FONT: Character offsetY: %i", (int)((float)ascent*scaleFactor) + chY1); - */ + else + { + // TODO: Use some fallback glyph for codepoints not found in the font + } } } else TRACELOG(LOG_WARNING, "FONT: Failed to process TTF font data");