This commit is contained in:
lesleyrs 2023-12-04 17:59:02 +01:00
commit 4bdf4724d1
19 changed files with 317 additions and 178 deletions

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@ -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 | | 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 | | 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-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 | | 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 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 | | raylib-go | **5.0** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go |

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@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
project(raylib) project(raylib)
# Avoid excessive expansion of variables in conditionals. In particular, if # Avoid excessive expansion of variables in conditionals. In particular, if
# "PLATFORM" is "DRM" than: # "PLATFORM" is "DRM" then:
# #
# if (${PLATFORM} MATCHES "DRM") # if (${PLATFORM} MATCHES "DRM")
# #
@ -13,6 +13,11 @@ project(raylib)
# See https://cmake.org/cmake/help/latest/policy/CMP0054.html # See https://cmake.org/cmake/help/latest/policy/CMP0054.html
cmake_policy(SET CMP0054 NEW) 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 # Directory for easier includes
# Anywhere you see include(...) you can check <root>/cmake for that file # Anywhere you see include(...) you can check <root>/cmake for that file
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake) set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)

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@ -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_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE) set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
set(GLFW_USE_WAYLAND ${USE_WAYLAND} 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) add_subdirectory(external/glfw)
set(BUILD_SHARED_LIBS ${WAS_SHARED} CACHE BOOL " " FORCE) # Hide glfw's symbols when building a shared lib
unset(WAS_SHARED) if (BUILD_SHARED_LIBS)
set_property(TARGET glfw PROPERTY C_VISIBILITY_PRESET hidden)
endif()
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>) list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
include_directories(BEFORE SYSTEM external/glfw/include) include_directories(BEFORE SYSTEM external/glfw/include)

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@ -62,12 +62,10 @@ if (NOT BUILD_SHARED_LIBS)
add_library(raylib_static ALIAS raylib) add_library(raylib_static ALIAS raylib)
else() else()
MESSAGE(STATUS "Building raylib shared library") MESSAGE(STATUS "Building raylib shared library")
if (WIN32) target_compile_definitions(raylib
target_compile_definitions(raylib PRIVATE $<BUILD_INTERFACE:BUILD_LIBTYPE_SHARED>
PRIVATE $<BUILD_INTERFACE:BUILD_LIBTYPE_SHARED> INTERFACE $<INSTALL_INTERFACE:USE_LIBTYPE_SHARED>
INTERFACE $<INSTALL_INTERFACE:USE_LIBTYPE_SHARED> )
)
endif ()
endif() endif()
if (${PLATFORM} MATCHES "Web") if (${PLATFORM} MATCHES "Web")
@ -84,6 +82,11 @@ if (WITH_PIC OR BUILD_SHARED_LIBS)
set_property(TARGET raylib PROPERTY POSITION_INDEPENDENT_CODE ON) set_property(TARGET raylib PROPERTY POSITION_INDEPENDENT_CODE ON)
endif () endif ()
if (BUILD_SHARED_LIBS)
# Hide raylib's symbols by default so RLAPI can expose them
set_property(TARGET raylib PROPERTY C_VISIBILITY_PRESET hidden)
endif ()
target_link_libraries(raylib "${LIBS_PRIVATE}") target_link_libraries(raylib "${LIBS_PRIVATE}")
# Sets some compile time definitions for the pre-processor # Sets some compile time definitions for the pre-processor

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@ -380,7 +380,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
# -Werror=format-security # -Werror=format-security
CFLAGS += -Wa,--noexecstack -Wformat -no-canonical-prefixes CFLAGS += -Wa,--noexecstack -Wformat -no-canonical-prefixes
# Preprocessor macro definitions # Preprocessor macro definitions
CFLAGS += -D__ANDROID__ -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) -DMAL_NO_OSS CFLAGS += -D__ANDROID__ -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
endif endif
# Define required compilation flags for raylib SHARED lib # Define required compilation flags for raylib SHARED lib
@ -389,7 +389,13 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED)
# BE CAREFUL: It seems that for gcc -fpic is not the same as -fPIC # BE CAREFUL: It seems that for gcc -fpic is not the same as -fPIC
# MinGW32 just doesn't need -fPIC, it shows warnings # MinGW32 just doesn't need -fPIC, it shows warnings
CFLAGS += -fPIC -DBUILD_LIBTYPE_SHARED CFLAGS += -fPIC -DBUILD_LIBTYPE_SHARED
# hide all symbols by default, so RLAPI can expose them
ifeq ($(PLATFORM_OS),$(filter $(PLATFORM_OS), LINUX BSD OSX))
CFLAGS += -fvisibility=hidden
endif
endif endif
ifeq ($(PLATFORM),PLATFORM_DRM) ifeq ($(PLATFORM),PLATFORM_DRM)
# without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in # without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in
# which contains a conflicting type Font # which contains a conflicting type Font

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@ -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 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 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 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 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 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 }; //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 // 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 // TODO: GLFW does not support multi-touch input just yet
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages

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@ -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) #if defined(GRAPHICS_API_OPENGL_ES2)
// It seems it does not need to be included to work // It seems it does not need to be included to work
@ -499,9 +499,9 @@ void SetWindowIcon(Image image)
bmask = 0x001F, amask = 0; bmask = 0x001F, amask = 0;
depth = 16, pitch = image.width * 2; depth = 16, pitch = image.width * 2;
break; break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // Uses BGR for 24-bit
rmask = 0xFF0000, gmask = 0x00FF00; rmask = 0x0000FF, gmask = 0x00FF00;
bmask = 0x0000FF, amask = 0; bmask = 0xFF0000, amask = 0;
depth = 24, pitch = image.width * 3; depth = 24, pitch = image.width * 3;
break; break;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor)
// NOTE: // NOTE:
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3, // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba // 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 bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
const int screenWidth = CORE.Window.screen.width; const int screenWidth = CORE.Window.screen.width;
@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor)
// ending up positioned partly outside the target display. // ending up positioned partly outside the target display.
// 2. The workaround for that is, previously to moving the window, // 2. The workaround for that is, previously to moving the window,
// setting the window size to the target display size, so they match. // 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. // is acceptable behavior by the user.
SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y); SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
CORE.Window.position.x = usableBounds.x; CORE.Window.position.x = usableBounds.x;
@ -941,6 +941,8 @@ int SetGamepadMappings(const char *mappings)
// Set mouse position XY // Set mouse position XY
void SetMousePosition(int x, int y) void SetMousePosition(int x, int y)
{ {
SDL_WarpMouseInWindow(platform.window, x, y);
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
} }
@ -1010,7 +1012,7 @@ void PollInputEvents(void)
// Register previous mouse states // Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; 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 // 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 // Init OpenGL context
platform.glContext = SDL_GL_CreateContext(platform.window); 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)) if ((platform.window != NULL) && (platform.glContext != NULL))
{ {
CORE.Window.ready = true; CORE.Window.ready = true;
@ -1360,7 +1362,7 @@ int InitPlatform(void)
SDL_EventState(SDL_DROPFILE, SDL_ENABLE); SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// Initialize timming system // Initialize timing system
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// NOTE: No need to call InitTimer(), let SDL manage it internally // NOTE: No need to call InitTimer(), let SDL manage it internally
CORE.Time.previous = GetTime(); // Get time as double CORE.Time.previous = GetTime(); // Get time as double

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@ -546,9 +546,6 @@ void PollInputEvents(void)
CORE.Input.Keyboard.keyPressedQueueCount = 0; CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 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 // Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0; //CORE.Input.Gamepad.axisCount = 0;
@ -602,7 +599,7 @@ void PollInputEvents(void)
if (!platform.eventKeyboardMode) ProcessKeyboard(); if (!platform.eventKeyboardMode) ProcessKeyboard();
// NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread() // 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 #endif
// Handle the mouse/touch/gestures events: // 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, // 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 // 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.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
CORE.Input.Keyboard.keyRepeatInFrame[keycode] = (event.value == 2)? 1 : 0;
if (event.value >= 1) if (event.value >= 1)
{ {
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed

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@ -420,7 +420,7 @@ void PollInputEvents(void)
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; 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 // TODO: Initialize input events system
// It could imply keyboard, mouse, gamepad, touch... // 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() // For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// ... // ...
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// TODO: Initialize timming system // TODO: Initialize timing system
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
InitTimer(); InitTimer();
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------

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@ -664,7 +664,7 @@ void PollInputEvents(void)
// TODO: This code does not seem to do anything?? // TODO: This code does not seem to do anything??
//if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) //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); emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// Initialize timming system // Initialize timing system
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
InitTimer(); InitTimer();
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------

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@ -86,17 +86,22 @@
#define RAYLIB_VERSION_PATCH 0 #define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.1-dev" #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: 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(_WIN32)
#if defined(__TINYC__)
#define __declspec(x) __attribute__((x))
#endif
#if defined(BUILD_LIBTYPE_SHARED) #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) #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED) #elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif #endif
#else
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __attribute__((visibility("default"))) // We are building as a Unix shared library (.so/.dylib)
#endif
#endif #endif
#ifndef RLAPI #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 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 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 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 BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents 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 // Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh

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@ -59,7 +59,9 @@
// Function specifiers definition // Function specifiers definition
#if defined(RAYMATH_IMPLEMENTATION) #if defined(RAYMATH_IMPLEMENTATION)
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) #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) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else #else

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@ -471,31 +471,30 @@ void UpdateCamera(Camera *camera, int mode)
if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
// Camera movement // Camera movement
if (!IsGamepadAvailable(0)) // Camera pan (for CAMERA_FREE)
if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)))
{ {
// Camera pan (for CAMERA_FREE) const Vector2 mouseDelta = GetMouseDelta();
if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))) if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane);
{ if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane);
const Vector2 mouseDelta = GetMouseDelta(); if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED);
if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane); if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED);
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);
} }
else 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 // Gamepad controller support
CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);

View File

@ -109,16 +109,18 @@
#define RLGL_VERSION "4.5" #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 // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
#if defined(_WIN32) // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden
#if defined(BUILD_LIBTYPE_SHARED) #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED) #elif defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #define RLAPI __attribute__((visibility("default"))) // We are building he library as a Unix shared library (.so/.dylib)
#endif #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
#endif #endif
// Function specifiers definition // Function specifiers definition
#ifndef RLAPI #ifndef RLAPI
#define RLAPI // Functions defined as 'extern' by default (implicit specifiers) #define RLAPI // Functions defined as 'extern' by default (implicit specifiers)
@ -555,14 +557,14 @@ typedef enum {
extern "C" { // Prevents name mangling of functions extern "C" { // Prevents name mangling of functions
#endif #endif
RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
RLAPI void rlPushMatrix(void); // Push the current matrix to stack RLAPI void rlPushMatrix(void); // Push the current matrix to stack
RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix 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 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 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 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 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 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 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 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 // Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
RLAPI void rlEnd(void); // Finish vertex providing RLAPI void rlEnd(void); // Finish vertex providing
RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int 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 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 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 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 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 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 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 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 rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
RLAPI void rlDisableVertexBuffer(void); // Disable 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 rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index 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) #if defined(GRAPHICS_API_OPENGL_11)
RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
#endif #endif
// Textures state // 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 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 // 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 rlDisableColorBlend(void); // Disable color blending
RLAPI void rlEnableDepthTest(void); // Enable depth test RLAPI void rlEnableDepthTest(void); // Enable depth test
RLAPI void rlDisableDepthTest(void); // Disable 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 rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnableWireMode(void); // Enable wire mode 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 rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI void rlSetLineWidth(float width); // Set the line drawing width
RLAPI float rlGetLineWidth(void); // Get 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 // Render batch management
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // 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 // 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 rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload 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 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 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 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 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 RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
//------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------
// Vertex buffers management // Vertex buffers management
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported 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 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 a new attributes element buffer 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 GPU buffer with new data 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 with new data 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); RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
RLAPI void rlUnloadVertexBuffer(unsigned int vboId); 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); 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); 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 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); RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); 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); RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
// Textures management // Textures management
RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU 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 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 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 GPU texture with new 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 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 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 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 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) RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
// Framebuffer management (fbo) // Framebuffer management (fbo)
RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer 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 bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU 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 void rlUnloadShaderProgram(unsigned int id); // Unload shader program
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform 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 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 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)
// Compute shader management // Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program 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) // Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (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) #if defined(RLGL_IMPLEMENTATION)
// Expose OpenGL functions from glad in raylib // 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 #define GLAD_API_CALL_EXPORT_BUILD
#endif #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) 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) #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); glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
#endif #endif
} }

View File

@ -1850,6 +1850,104 @@ bool ExportMesh(Mesh mesh, const char *fileName)
return success; 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) #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
// Process obj materials // Process obj materials
static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount) static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount)

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@ -1549,7 +1549,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
Vector2 delta = { 0 }; Vector2 delta = { 0 };
float length = 0.0f; float length = 0.0f;
float scale = 0.0f; float scale = 0.0f;
for (int i = 0; i < pointCount - 1; i++) for (int i = 0; i < pointCount - 1; i++)
{ {
delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y }; 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); DrawTriangleStrip(strip, 4, color);
} }
#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) #if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
#endif #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) void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color)
{ {
if (pointCount < 3) return; if (pointCount < 3) return;
for (int i = 0; i < pointCount - 2; i++) for (int i = 0; i < pointCount - 2; i++)
{ {
DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); 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) void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color)
{ {
if (pointCount < 4) return; if (pointCount < 4) return;
for (int i = 0; i < pointCount - 3; i++) for (int i = 0; i < pointCount - 3; i++)
{ {
DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); 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) void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color)
{ {
// NOTE: For the linear spline we don't use subdivisions, just a single quad // NOTE: For the linear spline we don't use subdivisions, just a single quad
Vector2 delta = { p2.x - p1.x, p2.y - p1.y }; Vector2 delta = { p2.x - p1.x, p2.y - p1.y };
float length = sqrtf(delta.x*delta.x + delta.y*delta.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 currentPoint = { 0 };
Vector2 nextPoint = { 0 }; Vector2 nextPoint = { 0 };
float t = 0.0f; float t = 0.0f;
Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
float a[4] = { 0 }; float a[4] = { 0 };
float b[4] = { 0 }; float b[4] = { 0 };
@ -1825,7 +1825,7 @@ void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4,
Vector2 currentPoint = p1; Vector2 currentPoint = p1;
Vector2 nextPoint = { 0 }; Vector2 nextPoint = { 0 };
float t = 0.0f; float t = 0.0f;
Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++)
@ -2132,11 +2132,11 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
{ {
bool collision = false; bool collision = false;
int recCenterX = (int)(rec.x + rec.width/2.0f); float recCenterX = rec.x + rec.width/2.0f;
int recCenterY = (int)(rec.y + rec.height/2.0f); float recCenterY = rec.y + rec.height/2.0f;
float dx = fabsf(center.x - (float)recCenterX); float dx = fabsf(center.x - recCenterX);
float dy = fabsf(center.y - (float)recCenterY); float dy = fabsf(center.y - recCenterY);
if (dx > (rec.width/2.0f + radius)) { return false; } if (dx > (rec.width/2.0f + radius)) { return false; }
if (dy > (rec.height/2.0f + radius)) { return false; } if (dy > (rec.height/2.0f + radius)) { return false; }

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@ -604,7 +604,6 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
// Fill fontChars in case not provided externally // Fill fontChars in case not provided externally
// NOTE: By default we fill glyphCount consecutively, starting at 32 (Space) // NOTE: By default we fill glyphCount consecutively, starting at 32 (Space)
if (codepoints == NULL) if (codepoints == NULL)
{ {
codepoints = (int *)RL_MALLOC(codepointCount*sizeof(int)); codepoints = (int *)RL_MALLOC(codepointCount*sizeof(int));
@ -612,7 +611,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
genFontChars = true; genFontChars = true;
} }
chars = (GlyphInfo *)RL_MALLOC(codepointCount*sizeof(GlyphInfo)); chars = (GlyphInfo *)RL_CALLOC(codepointCount, sizeof(GlyphInfo));
// NOTE: Using simple packaging, one char after another // NOTE: Using simple packaging, one char after another
for (int i = 0; i < codepointCount; i++) 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_GetCodepointBitmapBox() -- how big the bitmap must be
// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide // 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); // Check if a glyph is available in the font
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); // WARNING: if (index == 0), glyph not found, it could fallback to default .notdef glyph (if defined in font)
else chars[i].image.data = NULL; int index = stbtt_FindGlyphIndex(&fontInfo, ch);
stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL); if (index > 0)
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)
{ {
Image imSpace = { switch (type)
.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; case FONT_DEFAULT:
else ((unsigned char *)chars[i].image.data)[p] = 255; 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;
}
} }
} }
else
// Get bounding box for character (maybe offset to account for chars that dip above or below the line) {
/* // TODO: Use some fallback glyph for codepoints not found in the font
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 TRACELOG(LOG_WARNING, "FONT: Failed to process TTF font data"); else TRACELOG(LOG_WARNING, "FONT: Failed to process TTF font data");