Merge branch 'raysan5:master' into master
This commit is contained in:
commit
8e1ce316ea
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@ -546,9 +546,6 @@ void PollInputEvents(void)
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CORE.Input.Keyboard.keyPressedQueueCount = 0;
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CORE.Input.Keyboard.charPressedQueueCount = 0;
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// Reset key repeats
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
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// Reset last gamepad button/axis registered state
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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//CORE.Input.Gamepad.axisCount = 0;
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@ -1709,6 +1706,7 @@ static void PollKeyboardEvents(void)
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// Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
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// absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
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CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
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CORE.Input.Keyboard.keyRepeatInFrame[keycode] = (event.value == 2)? 1 : 0;
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if (event.value >= 1)
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{
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
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@ -1536,9 +1536,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
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RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
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RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
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// Mesh generation functions
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RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
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111
src/rlgl.h
111
src/rlgl.h
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@ -557,14 +557,14 @@ typedef enum {
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extern "C" { // Prevents name mangling of functions
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#endif
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
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RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed
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RLAPI void rlPushMatrix(void); // Push the current matrix to stack
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RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack
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RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix
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RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
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RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix
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RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
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RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix
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RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
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@ -572,15 +572,15 @@ RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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//------------------------------------------------------------------------------------
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RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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RLAPI void rlEnd(void); // Finish vertex providing
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RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
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RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
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RLAPI void rlEnd(void); // Finish vertex providing
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RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
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RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
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RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
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RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
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RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
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RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte
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RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
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RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
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//------------------------------------------------------------------------------------
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@ -594,13 +594,13 @@ RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (
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RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported)
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RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO)
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RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO)
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RLAPI void rlEnableVertexBufferElement(unsigned int id);// Enable vertex buffer element (VBO element)
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RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element)
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RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
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RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
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RLAPI void rlDisableVertexAttribute(unsigned int index);// Disable vertex attribute index
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RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
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#if defined(GRAPHICS_API_OPENGL_11)
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RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
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RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
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RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
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RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
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#endif
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// Textures state
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@ -623,7 +623,7 @@ RLAPI void rlActiveDrawBuffers(int count); // Activate multiple dra
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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
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// General render state
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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RLAPI void rlEnableColorBlend(void); // Enable color blending
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RLAPI void rlDisableColorBlend(void); // Disable color blending
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RLAPI void rlEnableDepthTest(void); // Enable depth test
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RLAPI void rlDisableDepthTest(void); // Disable depth test
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@ -636,7 +636,7 @@ RLAPI void rlEnableScissorTest(void); // Enable scissor test
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RLAPI void rlDisableScissorTest(void); // Disable scissor test
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RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
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||||
RLAPI void rlEnableWireMode(void); // Enable wire mode
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RLAPI void rlEnablePointMode(void); // Enable point mode
|
||||
RLAPI void rlEnablePointMode(void); // Enable point mode
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||||
RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename
|
||||
RLAPI void rlSetLineWidth(float width); // Set the line drawing width
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||||
RLAPI float rlGetLineWidth(void); // Get the line drawing width
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||||
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@ -673,48 +673,48 @@ RLAPI int *rlGetShaderLocsDefault(void); // Get default shader lo
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|||
// Render batch management
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||||
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
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||||
// but this render batch API is exposed in case of custom batches are required
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||||
RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
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||||
RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
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||||
RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
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||||
RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
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RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
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RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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||||
RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system
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RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system
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RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset)
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||||
RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal)
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RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch
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RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex
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||||
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||||
RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits
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||||
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||||
//------------------------------------------------------------------------------------------------------------------------
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||||
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||||
// Vertex buffers management
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||||
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
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RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
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||||
RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
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RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
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RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
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RLAPI void rlUnloadVertexArray(unsigned int vaoId);
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RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
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||||
RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
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||||
RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
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||||
RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
|
||||
RLAPI void rlDrawVertexArray(int offset, int count);
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||||
RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
|
||||
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
|
||||
RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
|
||||
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
|
||||
RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
|
||||
RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
|
||||
RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
|
||||
RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
|
||||
RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
|
||||
RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object
|
||||
RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer); // Set vertex attribute data configuration
|
||||
RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor
|
||||
RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided
|
||||
RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao)
|
||||
RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements
|
||||
RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing
|
||||
RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing
|
||||
|
||||
// Textures management
|
||||
RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
||||
RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
|
||||
RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
|
||||
RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
|
||||
RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
|
||||
RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
|
||||
RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
|
||||
RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data
|
||||
RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
|
||||
RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
|
||||
RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
|
||||
RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
|
||||
RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture
|
||||
RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
|
||||
RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data
|
||||
RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
||||
|
||||
// Framebuffer management (fbo)
|
||||
RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
|
||||
RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
|
||||
RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
|
||||
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
|
||||
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
|
||||
|
||||
|
|
@ -725,14 +725,14 @@ RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fSha
|
|||
RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
|
||||
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
|
||||
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
|
||||
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
|
||||
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
|
||||
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
|
||||
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
|
||||
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
|
||||
|
||||
// Compute shader management
|
||||
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
|
||||
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
||||
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline)
|
||||
|
||||
// Shader buffer storage object management (ssbo)
|
||||
RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
|
||||
|
|
@ -776,7 +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
|
||||
|
||||
|
|
@ -3794,6 +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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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; }
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user