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 |
| 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 |

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@ -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 <root>/cmake for that file
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_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 $<TARGET_OBJECTS:glfw>)
include_directories(BEFORE SYSTEM external/glfw/include)

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@ -62,13 +62,11 @@ 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 $<BUILD_INTERFACE:BUILD_LIBTYPE_SHARED>
INTERFACE $<INSTALL_INTERFACE:USE_LIBTYPE_SHARED>
)
endif()
endif()
if (${PLATFORM} MATCHES "Web")
target_link_options(raylib PRIVATE "-sUSE_GLFW=3")
@ -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

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@ -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

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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 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

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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)
// 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

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@ -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

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@ -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();
//----------------------------------------------------------------------------

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@ -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();
//----------------------------------------------------------------------------

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@ -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(BUILD_LIBTYPE_SHARED)
#if defined(__TINYC__)
#define __declspec(x) __attribute__((x))
#endif
#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
#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

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@ -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

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@ -471,8 +471,6 @@ 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)))
{
@ -494,8 +492,9 @@ void UpdateCamera(Camera *camera, int mode)
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
// Gamepad movement
if (IsGamepadAvailable(0))
{
// Gamepad controller support
CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);

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@ -109,15 +109,17 @@
#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)
// 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(USE_LIBTYPE_SHARED)
#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
#endif
// Function specifiers definition
#ifndef RLAPI
@ -684,25 +686,25 @@ RLAPI void rlSetTexture(unsigned int id); // Set current texture f
// 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 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 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
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 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
@ -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
}

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@ -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)

View File

@ -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; }

View File

@ -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++)
@ -626,10 +625,22 @@ 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);
if (index > 0)
{
switch (type)
{
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);
@ -640,10 +651,15 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
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
// 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,
@ -665,15 +681,11 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
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");