Merge branch 'raysan5:master' into master

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Colleague Riley 2024-07-09 17:20:33 -04:00 committed by GitHub
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39 changed files with 3335 additions and 2998 deletions

1
.gitignore vendored
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@ -104,6 +104,7 @@ GRTAGS
GTAGS
# Zig programming language
.zig-cache/
zig-cache/
zig-out/
build/

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@ -20,7 +20,7 @@ Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib)
[![Subreddit Subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?label=reddit%20r%2Fraylib&logo=reddit)](https://www.reddit.com/r/raylib/)
[![Reddit Static Badge](https://img.shields.io/badge/-r%2Fraylib-red?style=flat&logo=reddit&label=reddit)](https://www.reddit.com/r/raylib/)
[![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib)
[![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5)

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@ -4,7 +4,9 @@
#
# This file supports building raylib examples for the following platforms:
#
# > PLATFORM_DESKTOP (GLFW backend):
# > PLATFORM_DESKTOP
# - Defaults to PLATFORM_DESKTOP_GLFW
# > PLATFORM_DESKTOP_GFLW (GLFW backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - macOS/OSX (x64, arm64)
@ -52,9 +54,15 @@
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
else
TARGET_PLATFORM = $(PLATFORM)
endif
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 5.0.0
RAYLIB_VERSION ?= 5.5.0
RAYLIB_PATH ?= ..
# Define raylib source code path
@ -91,7 +99,7 @@ BUILD_WEB_RESOURCES ?= TRUE
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
# Determine PLATFORM_OS when required
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB PLATFORM_DESKTOP_RGFW))
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
@ -118,7 +126,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLA
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
@ -127,7 +135,7 @@ endif
# RAYLIB_PATH adjustment for LINUX platform
# TODO: Do we really need this?
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
@ -135,14 +143,14 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
# Default path for raylib on Raspberry Pi
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
@ -158,7 +166,7 @@ endif
#------------------------------------------------------------------------------------------------
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
@ -168,7 +176,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
# WARNING: To compile to HTML5, code must be redesigned
# to use emscripten.h and emscripten_set_main_loop()
@ -179,15 +187,15 @@ endif
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
MAKE = emmake make
endif
@ -206,11 +214,11 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g -D_DEBUG
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
CFLAGS += -sASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
CFLAGS += -O3
else
@ -227,7 +235,7 @@ endif
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
@ -238,7 +246,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
@ -248,7 +256,7 @@ endif
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
@ -256,10 +264,10 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
@ -273,7 +281,7 @@ endif
#------------------------------------------------------------------------------------------------
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
@ -289,7 +297,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
@ -300,7 +308,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
endif
LDFLAGS += -L$(SDL_LIBRARY_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
@ -347,7 +355,7 @@ endif
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
@ -393,7 +401,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDLIBS += -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lraylib -lSDL2 -lSDL2main -lopengl32 -lgdi32
@ -421,7 +429,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
LDLIBS += -latomic
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = ..\src\libraylib.a -lgdi32 -lwinmm -lopengl32
@ -446,12 +454,12 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
LDLIBS += -framework Foundation -framework AppKit -framework OpenGL -framework CoreVideo
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
@ -638,17 +646,17 @@ others: $(OTHERS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
%: %.c
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
else ifeq ($(PLATFORM),PLATFORM_WEB)
else ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
$(MAKE) -f Makefile.Web $@
else
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -D$(TARGET_PLATFORM)
endif
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
@ -661,11 +669,11 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.wasm *.html *.js *.data
else

27
examples/examples.rc Normal file
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@ -0,0 +1,27 @@
GLFW_ICON ICON "raylib.ico"
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
//BLOCK "080904E4" // English UK
BLOCK "040904E4" // English US
BEGIN
VALUE "CompanyName", "raylib technologies"
VALUE "FileDescription", "raylib example"
VALUE "FileVersion", "1.0"
VALUE "InternalName", "raylib-example"
VALUE "LegalCopyright", "(c) 2024 raylib technologies (@raylibtech)"
//VALUE "OriginalFilename", "raylib_app.exe"
VALUE "ProductName", "raylib-example"
VALUE "ProductVersion", "1.0"
END
END
BLOCK "VarFileInfo"
BEGIN
//VALUE "Translation", 0x809, 1252 // English UK
VALUE "Translation", 0x409, 1252 // English US
END
END

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@ -44,10 +44,12 @@ int main(void)
// NOTE: Billboard locked on axis-Y
Vector3 billUp = { 0.0f, 1.0f, 0.0f };
// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
Vector2 size = { source.width/source.height, 1.0f };
// Rotate around origin
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
Vector2 origin = Vector2Scale(size, 0.5f);
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
@ -84,11 +86,11 @@ int main(void)
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
}
else
{
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
}

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@ -30,11 +30,11 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf animations");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
@ -42,6 +42,7 @@ int main(void)
// Load gltf model
Model model = LoadModel("resources/models/gltf/robot.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load gltf model animations
int animsCount = 0;
@ -49,10 +50,6 @@ int main(void)
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -61,7 +58,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
UpdateCamera(&camera, CAMERA_ORBITAL);
// Select current animation
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
@ -79,10 +77,8 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
@ -101,3 +97,6 @@ int main(void)
return 0;
}

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@ -0,0 +1,106 @@
/*******************************************************************************************
*
* raylib [textures] example - Retrive image channel (mask)
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev
*
* Example contributed by Bruno Cabral (github.com/brccabral) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2024-2024 Bruno Cabral (github.com/brccabral) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image");
Image fudesumiImage = LoadImage("resources/fudesumi.png");
Image imageAlpha = ImageFromChannel(fudesumiImage, 3);
ImageAlphaMask(&imageAlpha, imageAlpha);
Image imageRed = ImageFromChannel(fudesumiImage, 0);
ImageAlphaMask(&imageRed, imageAlpha);
Image imageGreen = ImageFromChannel(fudesumiImage, 1);
ImageAlphaMask(&imageGreen, imageAlpha);
Image imageBlue = ImageFromChannel(fudesumiImage, 2);
ImageAlphaMask(&imageBlue, imageAlpha);
Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
Texture2D textureRed = LoadTextureFromImage(imageRed);
Texture2D textureGreen = LoadTextureFromImage(imageGreen);
Texture2D textureBlue = LoadTextureFromImage(imageBlue);
Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
UnloadImage(fudesumiImage);
UnloadImage(imageAlpha);
UnloadImage(imageRed);
UnloadImage(imageGreen);
UnloadImage(imageBlue);
UnloadImage(backgroundImage);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
DrawTexture(backgroundTexture, 0, 0, WHITE);
DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE);
DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED);
DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN);
DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE);
DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(backgroundTexture);
UnloadTexture(fudesumiTexture);
UnloadTexture(textureRed);
UnloadTexture(textureGreen);
UnloadTexture(textureBlue);
UnloadTexture(textureAlpha);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -15,7 +15,7 @@
{
"name": "RAYLIB_VERSION_MINOR",
"type": "INT",
"value": 1,
"value": 5,
"description": ""
},
{
@ -27,7 +27,7 @@
{
"name": "RAYLIB_VERSION",
"type": "STRING",
"value": "5.1-dev",
"value": "5.5",
"description": ""
},
{
@ -1058,7 +1058,7 @@
{
"type": "Vector3",
"name": "direction",
"description": "Ray direction"
"description": "Ray direction (normalized)"
}
]
},
@ -7183,6 +7183,21 @@
}
]
},
{
"name": "ImageFromChannel",
"description": "Create an image from a selected channel of another image (GRAYSCALE)",
"returnType": "Image",
"params": [
{
"type": "Image",
"name": "image"
},
{
"type": "int",
"name": "selectedChannel"
}
]
},
{
"name": "ImageText",
"description": "Create an image from text (default font)",
@ -10385,7 +10400,7 @@
},
{
"type": "float",
"name": "size"
"name": "scale"
},
{
"type": "Color",

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@ -15,7 +15,7 @@ return {
{
name = "RAYLIB_VERSION_MINOR",
type = "INT",
value = 1,
value = 5,
description = ""
},
{
@ -27,7 +27,7 @@ return {
{
name = "RAYLIB_VERSION",
type = "STRING",
value = "5.1-dev",
value = "5.5",
description = ""
},
{
@ -1058,7 +1058,7 @@ return {
{
type = "Vector3",
name = "direction",
description = "Ray direction"
description = "Ray direction (normalized)"
}
}
},
@ -5521,6 +5521,15 @@ return {
{type = "Rectangle", name = "rec"}
}
},
{
name = "ImageFromChannel",
description = "Create an image from a selected channel of another image (GRAYSCALE)",
returnType = "Image",
params = {
{type = "Image", name = "image"},
{type = "int", name = "selectedChannel"}
}
},
{
name = "ImageText",
description = "Create an image from text (default font)",
@ -7221,7 +7230,7 @@ return {
{type = "Camera", name = "camera"},
{type = "Texture2D", name = "texture"},
{type = "Vector3", name = "position"},
{type = "float", name = "size"},
{type = "float", name = "scale"},
{type = "Color", name = "tint"}
}
},

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@ -3,9 +3,9 @@
<Defines count="57">
<Define name="RAYLIB_H" type="GUARD" value="" desc="" />
<Define name="RAYLIB_VERSION_MAJOR" type="INT" value="5" desc="" />
<Define name="RAYLIB_VERSION_MINOR" type="INT" value="1" desc="" />
<Define name="RAYLIB_VERSION_MINOR" type="INT" value="5" desc="" />
<Define name="RAYLIB_VERSION_PATCH" type="INT" value="0" desc="" />
<Define name="RAYLIB_VERSION" type="STRING" value="5.1-dev" desc="" />
<Define name="RAYLIB_VERSION" type="STRING" value="5.5" desc="" />
<Define name="__declspec(x)" type="MACRO" value="__attribute__((x))" desc="" />
<Define name="RLAPI" type="UNKNOWN" value="__declspec(dllexport)" desc="We are building the library as a Win32 shared library (.dll)" />
<Define name="PI" type="FLOAT" value="3.14159265358979323846" desc="" />
@ -220,7 +220,7 @@
</Struct>
<Struct name="Ray" fieldCount="2" desc="Ray, ray for raycasting">
<Field type="Vector3" name="position" desc="Ray position (origin)" />
<Field type="Vector3" name="direction" desc="Ray direction" />
<Field type="Vector3" name="direction" desc="Ray direction (normalized)" />
</Struct>
<Struct name="RayCollision" fieldCount="4" desc="RayCollision, ray hit information">
<Field type="bool" name="hit" desc="Did the ray hit something?" />
@ -670,7 +670,7 @@
<Param type="unsigned int" name="frames" desc="" />
</Callback>
</Callbacks>
<Functions count="572">
<Functions count="573">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
@ -1798,6 +1798,10 @@
<Param type="Image" name="image" desc="" />
<Param type="Rectangle" name="rec" desc="" />
</Function>
<Function name="ImageFromChannel" retType="Image" paramCount="2" desc="Create an image from a selected channel of another image (GRAYSCALE)">
<Param type="Image" name="image" desc="" />
<Param type="int" name="selectedChannel" desc="" />
</Function>
<Function name="ImageText" retType="Image" paramCount="3" desc="Create an image from text (default font)">
<Param type="const char *" name="text" desc="" />
<Param type="int" name="fontSize" desc="" />
@ -2641,7 +2645,7 @@
<Param type="Camera" name="camera" desc="" />
<Param type="Texture2D" name="texture" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="float" name="size" desc="" />
<Param type="float" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawBillboardRec" retType="void" paramCount="6" desc="Draw a billboard texture defined by source">

View File

@ -5,7 +5,7 @@ project(example)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Dependencies
set(RAYLIB_VERSION 5.0)
set(RAYLIB_VERSION 5.5)
find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED
if (NOT raylib_FOUND) # If there's none, fetch and build raylib
include(FetchContent)

View File

@ -376,6 +376,9 @@
<ItemGroup>
<ClCompile Include="..\..\..\examples\models\models_loading_gltf.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\..\examples\examples.rc" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>

View File

@ -1,7 +1,7 @@
# Setup the project and settings
project(raylib C)
set(PROJECT_VERSION 5.0.0)
set(API_VERSION 500)
set(PROJECT_VERSION 5.5.0)
set(API_VERSION 550)
include(GNUInstallDirs)
include(JoinPaths)

View File

@ -4,7 +4,9 @@
#
# This file supports building raylib library for the following platforms:
#
# > PLATFORM_DESKTOP (GLFW backend):
# > PLATFORM_DESKTOP
# - Defaults to PLATFORM_DESKTOP_GLFW
# > PLATFORM_DESKTOP_GLFW (GLFW backend):
# - Windows (Win32, Win64)
# - Linux (X11/Wayland desktop mode)
# - macOS/OSX (x64, arm64)
@ -55,12 +57,18 @@
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
# Define target platform
PLATFORM ?= PLATFORM_DESKTOP
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
else
TARGET_PLATFORM = $(PLATFORM)
endif
# Define required raylib variables
RAYLIB_VERSION = 5.0.0
RAYLIB_API_VERSION = 500
RAYLIB_VERSION = 5.5.0
RAYLIB_API_VERSION = 550
# Define raylib source code path
RAYLIB_SRC_PATH ?= ../src
@ -119,7 +127,7 @@ HOST_PLATFORM_OS ?= WINDOWS
PLATFORM_OS ?= WINDOWS
# Determine PLATFORM_OS when required
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB PLATFORM_ANDROID PLATFORM_DESKTOP_RGFW))
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_ANDROID))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
@ -152,7 +160,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLA
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS = LINUX
@ -161,7 +169,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
PLATFORM_SHELL = sh
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),LINUX)
ifndef PLATFORM_SHELL
PLATFORM_SHELL = sh
@ -169,7 +177,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS), WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
@ -181,7 +189,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# Android architecture
# Starting at 2019 using arm64 is mandatory for published apps,
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
@ -221,7 +229,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
endif
# Define raylib graphics api depending on selected platform
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
# By default use OpenGL 3.3 on desktop platforms
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
@ -229,28 +237,28 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
# By default use OpenGL 3.3 on desktop platforms
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
# By default use OpenGL 3.3 on desktop platform with SDL backend
GRAPHICS ?= GRAPHICS_API_OPENGL_33
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
# By default use OpenGL 3.3 on desktop platforms
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# On DRM OpenGL ES 2.0 must be used
GRAPHICS = GRAPHICS_API_OPENGL_ES2
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# On HTML5 OpenGL ES 2.0 is used, emscripten translates it to WebGL 1.0
GRAPHICS = GRAPHICS_API_OPENGL_ES2
#GRAPHICS = GRAPHICS_API_OPENGL_ES3 # Uncomment to use ES3/WebGL2 (preliminary support).
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# By default use OpenGL ES 2.0 on Android
GRAPHICS = GRAPHICS_API_OPENGL_ES2
endif
@ -260,7 +268,7 @@ endif
CC = gcc
AR = ar
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
@ -271,7 +279,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
# Define RPI cross-compiler
#CC = armv6j-hardfloat-linux-gnueabi-gcc
@ -279,12 +287,12 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
AR = $(RPI_TOOLCHAIN)/bin/$(RPI_TOOLCHAIN_NAME)-ar
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
CC = emcc
AR = emar
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# Android toolchain (must be provided for desired architecture and compiler)
ifeq ($(ANDROID_ARCH),arm)
CC = $(ANDROID_TOOLCHAIN)/bin/$(ANDROID_COMPILER_ARCH)-linux-androideabi$(ANDROID_API_VERSION)-clang
@ -316,13 +324,13 @@ endif
# -D_GNU_SOURCE access to lots of nonstandard GNU/Linux extension functions
# -Werror=pointer-arith catch unportable code that does direct arithmetic on void pointers
# -fno-strict-aliasing jar_xm.h does shady stuff (breaks strict aliasing)
CFLAGS = -Wall -D_GNU_SOURCE -D$(PLATFORM) -D$(GRAPHICS) -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing
CFLAGS = -Wall -D_GNU_SOURCE -D$(TARGET_PLATFORM) -D$(GRAPHICS) -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing
ifneq ($(RAYLIB_CONFIG_FLAGS), NONE)
CFLAGS += -DEXTERNAL_CONFIG_FLAGS $(RAYLIB_CONFIG_FLAGS)
endif
ifeq ($(PLATFORM), PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM), PLATFORM_WEB)
# NOTE: When using multi-threading in the user code, it requires -pthread enabled
CFLAGS += -std=gnu99
else
@ -338,13 +346,13 @@ ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
endif
ifeq ($(RAYLIB_BUILD_MODE),RELEASE)
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
CFLAGS += -Os
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
CFLAGS += -O1
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
CFLAGS += -O2
endif
endif
@ -354,10 +362,10 @@ endif
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
CFLAGS += -Werror=implicit-function-declaration
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0
# -sUSE_GLFW=3 # Use glfw3 library (context/input management) -> Only for linker!
@ -375,7 +383,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
#CFLAGS += -sGL_ENABLE_GET_PROC_ADDRESS
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),arm)
CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
@ -411,19 +419,18 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED)
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in
# which contains a conflicting type Font
CFLAGS += -DEGL_NO_X11
CFLAGS += -Werror=implicit-function-declaration
endif
# Use Wayland display on Linux desktop
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS), LINUX)
ifeq ($(GLFW_LINUX_ENABLE_X11),TRUE)
CFLAGS += -D_GLFW_X11
endif
ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE)
CFLAGS += -D_GLFW_WAYLAND
LDFLAGS += $(shell pkg-config wayland-client wayland-cursor wayland-egl xkbcommon --libs)
@ -457,26 +464,26 @@ CFLAGS += $(CUSTOM_CFLAGS)
INCLUDE_PATHS = -I.
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
INCLUDE_PATHS += -Iexternal/glfw/include
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I/usr/local/include
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
INCLUDE_PATHS += -Iexternal/glfw/include
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I/usr/include/libdrm
ifeq ($(USE_RPI_CROSSCOMPILER), TRUE)
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/usr/include
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue
# Include android_native_app_glue.h
INCLUDE_PATHS += -I$(NATIVE_APP_GLUE)
@ -502,7 +509,7 @@ endif
#------------------------------------------------------------------------------------------------
LDFLAGS = $(CUSTOM_LDFLAGS) -L. -L$(RAYLIB_RELEASE_PATH)
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
ifneq ($(CC), tcc)
LDFLAGS += -Wl,--out-implib,$(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME)dll.a
@ -518,17 +525,17 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).$(RAYLIB_API_VERSION).so -Lsrc -L/usr/local/lib
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION)
LDFLAGS += -L$(SDL_LIBRARY_PATH)
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION)
ifeq ($(USE_RPI_CROSSCOMPILER), TRUE)
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib -L$(RPI_TOOLCHAIN_SYSROOT)/usr/lib
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
LDFLAGS += -Wl,-soname,libraylib.$(RAYLIB_API_VERSION).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
@ -542,7 +549,7 @@ endif
# Define libraries required on linking: LDLIBS
# NOTE: This is only required for dynamic library generation
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(PLATFORM_OS),WINDOWS)
ifeq ($(CC), tcc)
LDLIBS = -lopengl32 -lgdi32 -lwinmm -lshell32
@ -570,7 +577,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
LDLIBS = -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
ifeq ($(PLATFORM_OS),WINDOWS)
LDLIBS = -static-libgcc -lopengl32 -lgdi32
endif
@ -582,16 +589,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL)
endif
LDLIBS += -lSDL2 -lSDL2main
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
LDLIBS = -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl
ifeq ($(RAYLIB_MODULE_AUDIO),TRUE)
LDLIBS += -latomic
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
LDLIBS = -lgdi32 -lwinmm -lopengl32
@ -615,6 +613,15 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_RGFW)
LDLIBS += -lm -framework Foundation -framework AppKit -framework OpenGL -framework CoreVideo
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
LDLIBS = -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl
ifeq ($(RAYLIB_MODULE_AUDIO),TRUE)
LDLIBS += -latomic
endif
endif
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm
endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
@ -624,8 +631,7 @@ OBJS = rcore.o \
rtext.o \
utils.o
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
OBJS += rglfw.o
endif
@ -640,7 +646,7 @@ ifeq ($(RAYLIB_MODULE_RAYGUI),TRUE)
OBJS += raygui.o
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
OBJS += android_native_app_glue.o
endif
@ -652,14 +658,14 @@ all: raylib
# Compile raylib library
# NOTE: Release directory is created if not exist
raylib: $(OBJS)
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
# Compile raylib libray for web
#$(CC) $(OBJS) -r -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).bc
$(AR) rcs $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(OBJS)
@echo "raylib library generated (lib$(RAYLIB_LIB_NAME).a)!"
else
ifeq ($(RAYLIB_LIBTYPE),SHARED)
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: Linking with provided resource file
$(CC) -shared -o $(RAYLIB_RELEASE_PATH)/$(RAYLIB_LIB_NAME).dll $(OBJS) $(RAYLIB_RES_FILE) $(LDFLAGS) $(LDLIBS)
@ -688,7 +694,7 @@ else
cd $(RAYLIB_RELEASE_PATH) && ln -fs lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so lib$(RAYLIB_LIB_NAME).so
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# Compile raylib shared library version $(RAYLIB_VERSION).
# WARNING: you should type "make clean" before doing this target
$(CC) -shared -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_VERSION) $(OBJS) $(LDFLAGS) $(LDLIBS)
@ -696,7 +702,7 @@ else
cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_VERSION) lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION)
cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) lib$(RAYLIB_LIB_NAME).so
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
$(CC) -shared -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so $(OBJS) $(LDFLAGS) $(LDLIBS)
@echo "raylib shared library generated (lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so)!"
# WARNING: symbolic links creation on Windows should be done using mklink command, no ln available
@ -851,7 +857,7 @@ clean: clean_shell_$(PLATFORM_SHELL)
clean_shell_sh:
rm -fv *.o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).bc $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so* raygui.c $(RAYLIB_RELEASE_PATH)/*-protocol.h $(RAYLIB_RELEASE_PATH)/*-protocol-code.h
ifeq ($(PLATFORM),PLATFORM_ANDROID)
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
rm -fv $(NATIVE_APP_GLUE)/android_native_app_glue.o
endif

View File

@ -207,15 +207,9 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
const cache_include = std.fs.path.join(b.allocator, &.{ b.sysroot.?, "cache", "sysroot", "include" }) catch @panic("Out of memory");
defer b.allocator.free(cache_include);
if (comptime builtin.zig_version.minor > 12) {
var dir = std.fs.cwd().openDir(cache_include, std.fs.Dir.OpenDirOptions{ .access_sub_paths = true, .no_follow = true }) catch @panic("No emscripten cache. Generate it!");
dir.close();
raylib.addIncludePath(b.path(cache_include));
} else {
var dir = std.fs.openDirAbsolute(cache_include, std.fs.Dir.OpenDirOptions{ .access_sub_paths = true, .no_follow = true }) catch @panic("No emscripten cache. Generate it!");
dir.close();
raylib.addIncludePath(.{ .path = cache_include });
}
raylib.addIncludePath(.{ .cwd_relative = cache_include });
},
else => {
@panic("Unsupported OS");

4036
src/external/RGFW.h vendored

File diff suppressed because it is too large Load Diff

View File

@ -81,7 +81,7 @@ static PlatformData platform = { 0 }; // Platform specific data
// Local Variables Definition
//----------------------------------------------------------------------------------
#define KEYCODE_MAP_SIZE 162
static const KeyboardKey KeycodeMap[KEYCODE_MAP_SIZE] = {
static const KeyboardKey mapKeycode[KEYCODE_MAP_SIZE] = {
KEY_NULL, // AKEYCODE_UNKNOWN
0, // AKEYCODE_SOFT_LEFT
0, // AKEYCODE_SOFT_RIGHT
@ -1201,7 +1201,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
return 1; // Handled gamepad button
}
KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE) ? KeycodeMap[keycode] : KEY_NULL;
KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE)? mapKeycode[keycode] : KEY_NULL;
if (key != KEY_NULL)
{
// Save current key and its state

View File

@ -1147,7 +1147,7 @@ void PollInputEvents(void)
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
for (int k = 0; (buttons != NULL) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
int button = -1; // GamepadButton enum values assigned
@ -1189,7 +1189,7 @@ void PollInputEvents(void)
// Get current axis state
const float *axes = state.axes;
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++)
{
CORE.Input.Gamepad.axisState[i][k] = axes[k];
}
@ -1617,6 +1617,10 @@ int InitPlatform(void)
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
#if defined(__NetBSD__)
// Workaround for NetBSD
char *glfwPlatform = "X11";
#else
char *glfwPlatform = "";
switch (glfwGetPlatform())
{
@ -1626,6 +1630,7 @@ int InitPlatform(void)
case GLFW_PLATFORM_X11: glfwPlatform = "X11"; break;
case GLFW_PLATFORM_NULL: glfwPlatform = "Null"; break;
}
#endif
TRACELOG(LOG_INFO, "GLFW platform: %s", glfwPlatform);
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW): Initialized successfully");
@ -1664,23 +1669,9 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
if (IsWindowFullscreen()) return;
// Set current screen size
#if defined(__APPLE__)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
#else
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
Vector2 windowScaleDPI = GetWindowScaleDPI();
CORE.Window.screen.width = (unsigned int)(width/windowScaleDPI.x);
CORE.Window.screen.height = (unsigned int)(height/windowScaleDPI.y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
#endif
// NOTE: Postprocessing texture is not scaled to new size
}

View File

@ -8,19 +8,17 @@
* - MacOS (Cocoa)
*
* LIMITATIONS:
* - Limitation 01
* - Limitation 02
* - TODO
*
* POSSIBLE IMPROVEMENTS:
* - Improvement 01
* - Improvement 02
* - TODO
*
* ADDITIONAL NOTES:
* - TRACELOG() function is located in raylib [utils] module
*
* CONFIGURATION:
* #define RCORE_PLATFORM_CUSTOM_FLAG
* Custom flag for rcore on target platform -not used-
* #define RCORE_PLATFORM_RGFW
* Custom flag for rcore on target platform RGFW
*
* DEPENDENCIES:
* - RGFW.h (main library): Windowing and inputs management
@ -55,7 +53,7 @@
void ShowCursor(void);
void CloseWindow(void);
#ifdef __linux__
#if defined(__linux__)
#define _INPUT_EVENT_CODES_H
#endif
@ -73,19 +71,17 @@ void CloseWindow(void);
#define _APISETSTRING_
#endif
#ifdef __APPLE__
#if defined(__APPLE__)
#define Point NSPOINT
#define Size NSSIZE
#endif
#ifdef _MSC_VER
#if defined(_MSC_VER)
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar);
#endif
#include "../external/RGFW.h"
#if defined(__WIN32) || defined(__WIN64)
#undef DrawText
#undef ShowCursor
@ -93,19 +89,18 @@ __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage,
#undef Rectangle
#endif
#ifdef __APPLE__
#if defined(__APPLE__)
#undef Point
#undef Size
#endif
#include <stdbool.h>
#include <string.h> // Required for: strcmp()
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct {
// TODO: Define the platform specific variables required
RGFW_window *window; // Native display device (physical screen connection)
} PlatformData;
@ -116,7 +111,9 @@ extern CoreData CORE; // Global CORE state context
static PlatformData platform = { NULL }; // Platform specific
static const unsigned short RGFWKeyToRayKey[] = {
static bool RGFW_disableCursor = false;
static const unsigned short keyMappingRGFW[] = {
[RGFW_KEY_NULL] = KEY_NULL,
[RGFW_Quote] = KEY_APOSTROPHE,
[RGFW_Comma] = KEY_COMMA,
@ -254,10 +251,10 @@ void ToggleFullscreen(void)
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
CORE.Window.flags & FLAG_WINDOW_UNDECORATED;
if (platform.window != NULL)
TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() after window creation not available on target platform");
{
RGFW_window_setBorder(platform.window, CORE.Window.flags & FLAG_WINDOW_UNDECORATED);
}
}
// Set window state: maximized, if resizable
@ -294,6 +291,7 @@ void SetWindowState(unsigned int flags)
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
printf("%i %i\n", platform.window->r.w, platform.window->r.h);
RGFW_window_setMaxSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
RGFW_window_setMinSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h));
}
@ -315,7 +313,7 @@ void SetWindowState(unsigned int flags)
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
@ -327,7 +325,7 @@ void SetWindowState(unsigned int flags)
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW");
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT post window creation post window creation is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
@ -335,7 +333,7 @@ void SetWindowState(unsigned int flags)
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
RGFW_window_setMousePassthrough(platform.window, flags & FLAG_WINDOW_MOUSE_PASSTHROUGH);
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
@ -410,7 +408,7 @@ void ClearWindowState(unsigned int flags)
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
//SDL_SetWindowGrab(platform.window, SDL_TRUE);
RGFW_window_setMousePassthrough(platform.window, flags & FLAG_WINDOW_MOUSE_PASSTHROUGH);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
@ -432,31 +430,32 @@ void SetWindowIcon(Image image)
{
i32 channels = 4;
switch (image.format) {
switch (image.format)
{
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
case PIXELFORMAT_UNCOMPRESSED_R16: // 16 bpp (1 channel - half float)
case PIXELFORMAT_UNCOMPRESSED_R32: // 32 bpp (1 channel - float)
{
channels = 1;
break;
} break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: // 8*2 bpp (2 channels)
case PIXELFORMAT_UNCOMPRESSED_R5G6B5: // 16 bpp
case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // 24 bpp
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: // 16 bpp (1 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: // 16 bpp (4 bit alpha)
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: // 32 bpp
{
channels = 2;
break;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32: // 32*3 bpp (3 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16: // 16*3 bpp (3 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGB: // 4 bpp (no alpha)
case PIXELFORMAT_COMPRESSED_ETC1_RGB: // 4 bpp
case PIXELFORMAT_COMPRESSED_ETC2_RGB: // 4 bpp
case PIXELFORMAT_COMPRESSED_PVRT_RGB: // 4 bpp
{
channels = 3;
break;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: // 32*4 bpp (4 channels - float)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: // 16*4 bpp (4 channels - half float)
case PIXELFORMAT_COMPRESSED_DXT1_RGBA: // 4 bpp (1 bit alpha)
@ -466,9 +465,9 @@ void SetWindowIcon(Image image)
case PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 4 bpp
case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 8 bpp
case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 2 bpp
{
channels = 4;
break;
} break;
default: break;
}
@ -547,14 +546,21 @@ void *GetWindowHandle(void)
// Get number of monitors
int GetMonitorCount(void)
{
#define MAX_MONITORS_SUPPORTED 6
int count = MAX_MONITORS_SUPPORTED;
RGFW_monitor *mons = RGFW_getMonitors();
size_t i;
for (i = 0; i < 6; i++) {
for (int i = 0; i < 6; i++)
{
if (!mons[i].rect.x && !mons[i].rect.y && !mons[i].rect.w && mons[i].rect.h)
return i;
{
count = i;
break;
}
}
return 6;
return count;
}
// Get number of monitors
@ -563,11 +569,9 @@ int GetCurrentMonitor(void)
RGFW_monitor *mons = RGFW_getMonitors();
RGFW_monitor mon = RGFW_window_getMonitor(platform.window);
size_t i;
for (i = 0; i < 6; i++) {
if (mons[i].rect.x == mon.rect.x &&
mons[i].rect.y == mon.rect.y)
return i;
for (int i = 0; i < 6; i++)
{
if ((mons[i].rect.x == mon.rect.x) && (mons[i].rect.y == mon.rect.y)) return i;
}
return 0;
@ -595,7 +599,6 @@ int GetMonitorHeight(int monitor)
RGFW_monitor *mons = RGFW_getMonitors();
return mons[monitor].rect.h;
return 0;
}
// Get selected monitor physical width in millimetres
@ -670,8 +673,6 @@ void HideCursor(void)
CORE.Input.Mouse.cursorHidden = true;
}
bool RGFW_disableCursor = false;
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
@ -688,6 +689,7 @@ void EnableCursor(void)
void DisableCursor(void)
{
RGFW_disableCursor = true;
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
@ -725,7 +727,7 @@ void OpenURL(const char *url)
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else
{
// TODO:
// TODO: Open URL implementation
}
}
@ -756,6 +758,58 @@ void SetMouseCursor(int cursor)
static KeyboardKey ConvertScancodeToKey(u32 keycode);
// TODO: Review function to avoid duplicate with RSGL
char RSGL_keystrToChar(const char *str)
{
if (str[1] == 0) return str[0];
static const char *map[] = {
"asciitilde", "`",
"grave", "~",
"exclam", "!",
"at", "@",
"numbersign", "#",
"dollar", "$",
"percent", "%%",
"asciicircum", "^",
"ampersand", "&",
"asterisk", "*",
"parenleft", "(",
"parenright", ")",
"underscore", "_",
"minus", "-",
"plus", "+",
"equal", "=",
"braceleft", "{",
"bracketleft", "[",
"bracketright", "]",
"braceright", "}",
"colon", ":",
"semicolon", ";",
"quotedbl", "\"",
"apostrophe", "'",
"bar", "|",
"backslash", "\'",
"less", "<",
"comma", ",",
"greater", ">",
"period", ".",
"question", "?",
"slash", "/",
"space", " ",
"Return", "\n",
"Enter", "\n",
"enter", "\n",
};
for (unsigned char i = 0; i < (sizeof(map)/sizeof(char *)); i += 2)
{
if (strcmp(map[i], str) == 0) return *map[i + 1];
}
return '\0';
}
// Register all input events
void PollInputEvents(void)
{
@ -808,22 +862,22 @@ 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];
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Poll input events for current platform
//-----------------------------------------------------------------------------
CORE.Window.resizedLastFrame = false;
#define RGFW_HOLD_MOUSE (1L<<2)
#if defined(RGFW_X11) //|| defined(RGFW_MACOS)
if (platform.window->src.winArgs & RGFW_HOLD_MOUSE)
{
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
}
else {
else
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
}
#endif
@ -831,7 +885,8 @@ void PollInputEvents(void)
while (RGFW_window_checkEvent(platform.window))
{
if (platform.window->event.type >= RGFW_jsButtonPressed && platform.window->event.type <= RGFW_jsAxisMove) {
if ((platform.window->event.type >= RGFW_jsButtonPressed) && (platform.window->event.type <= RGFW_jsAxisMove))
{
if (!CORE.Input.Gamepad.ready[platform.window->event.joystick])
{
CORE.Input.Gamepad.ready[platform.window->event.joystick] = true;
@ -848,11 +903,10 @@ void PollInputEvents(void)
switch (event->type)
{
case RGFW_quit: CORE.Window.shouldClose = true; break;
case RGFW_dnd: // Dropped file
{
size_t i;
for (i = 0; i < event->droppedFilesCount; i++) {
for (int i = 0; i < event->droppedFilesCount; i++)
{
if (CORE.Window.dropFileCount == 0)
{
// When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
@ -897,7 +951,8 @@ void PollInputEvents(void)
{
KeyboardKey key = ConvertScancodeToKey(event->keyCode);
if (key != KEY_NULL) {
if (key != KEY_NULL)
{
// If key was up, add it to the key pressed queue
if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
{
@ -919,11 +974,10 @@ void PollInputEvents(void)
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character (codepoint) to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = RGFW_keystrToChar(event->keyName);
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = RSGL_keystrToChar(event->keyName);
CORE.Input.Keyboard.charPressedQueueCount++;
}
} break;
case RGFW_keyReleased:
{
KeyboardKey key = ConvertScancodeToKey(event->keyCode);
@ -933,7 +987,8 @@ void PollInputEvents(void)
// Check mouse events
case RGFW_mouseButtonPressed:
{
if (event->button == RGFW_mouseScrollUp || event->button == RGFW_mouseScrollDown) {
if ((event->button == RGFW_mouseScrollUp) || (event->button == RGFW_mouseScrollDown))
{
CORE.Input.Mouse.currentWheelMove.y = event->scroll;
break;
}
@ -951,7 +1006,8 @@ void PollInputEvents(void)
case RGFW_mouseButtonReleased:
{
if (event->button == RGFW_mouseScrollUp || event->button == RGFW_mouseScrollDown) {
if ((event->button == RGFW_mouseScrollUp) || (event->button == RGFW_mouseScrollDown))
{
CORE.Input.Mouse.currentWheelMove.y = event->scroll;
break;
}
@ -968,8 +1024,8 @@ void PollInputEvents(void)
} break;
case RGFW_mousePosChanged:
{
if (platform.window->src.winArgs & RGFW_HOLD_MOUSE) {
if (platform.window->src.winArgs & RGFW_HOLD_MOUSE)
{
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
if ((event->point.x - (platform.window->r.w/2))*2)
@ -980,7 +1036,8 @@ void PollInputEvents(void)
CORE.Input.Mouse.currentPosition.x = (event->point.x - (platform.window->r.w/2))*2;
CORE.Input.Mouse.currentPosition.y = (event->point.y - (platform.window->r.h/2))*2;
}
else {
else
{
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
CORE.Input.Mouse.currentPosition.x = (float)event->point.x;
CORE.Input.Mouse.currentPosition.y = (float)event->point.y;
@ -989,7 +1046,6 @@ void PollInputEvents(void)
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
touchAction = 2;
} break;
case RGFW_jsButtonPressed:
{
int button = -1;
@ -1061,25 +1117,30 @@ void PollInputEvents(void)
case RGFW_jsAxisMove:
{
int axis = -1;
size_t i;
for (i = 0; i < event->axisesCount; i++)
for (int i = 0; i < event->axisesCount; i++)
{
switch(i)
{
switch(i) {
case 0:
if (abs(event->axis[i].x) > abs(event->axis[i].y)) {
{
if (abs(event->axis[i].x) > abs(event->axis[i].y))
{
axis = GAMEPAD_AXIS_LEFT_X;
break;
}
axis = GAMEPAD_AXIS_LEFT_Y;
break;
} break;
case 1:
if (abs(event->axis[i].x) > abs(event->axis[i].y)) {
axis = GAMEPAD_AXIS_RIGHT_X; break;
{
if (abs(event->axis[i].x) > abs(event->axis[i].y))
{
axis = GAMEPAD_AXIS_RIGHT_X;
break;
}
axis = GAMEPAD_AXIS_RIGHT_Y; break;
axis = GAMEPAD_AXIS_RIGHT_Y;
} break;
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case 3: axis = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
default: break;
@ -1098,6 +1159,7 @@ void PollInputEvents(void)
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (value > 0.1f);
CORE.Input.Gamepad.currentButtonState[event->joystick][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
@ -1137,9 +1199,7 @@ void PollInputEvents(void)
#endif
}
if (RGFW_disableCursor && platform.window->event.inFocus)
RGFW_window_mouseHold(platform.window, RGFW_AREA(0, 0));
if (RGFW_disableCursor && platform.window->event.inFocus) RGFW_window_mouseHold(platform.window, RGFW_AREA(0, 0));
//-----------------------------------------------------------------------------
}
@ -1151,15 +1211,7 @@ void PollInputEvents(void)
// Initialize platform: graphics, inputs and more
int InitPlatform(void)
{
// TODO: Initialize graphic device: display/window
// It usually requires setting up the platform display system configuration
// and connexion with the GPU through some system graphic API
// raylib uses OpenGL so, platform should create that kind of connection
// Below example illustrates that process using EGL library
//----------------------------------------------------------------------------
// Initialize RGFW internal global state, only required systems
// Initialize graphic device: display/window and graphic context
//----------------------------------------------------------------------------
unsigned int flags = RGFW_CENTER | RGFW_ALLOW_DND;
// Check window creation flags
@ -1199,8 +1251,7 @@ int InitPlatform(void)
platform.window = RGFW_createWindow(CORE.Window.title, RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags);
if (CORE.Window.flags & FLAG_VSYNC_HINT)
RGFW_window_swapInterval(platform.window, 1);
if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1);
RGFW_window_makeCurrent(platform.window);
@ -1241,7 +1292,7 @@ int InitPlatform(void)
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
// TODO: Load OpenGL extensions
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
//----------------------------------------------------------------------------
rlLoadExtensions((void*)RGFW_getProcAddress);
@ -1255,12 +1306,12 @@ int InitPlatform(void)
// ...
//----------------------------------------------------------------------------
// TODO: Initialize timing system
// Initialize timing system
//----------------------------------------------------------------------------
InitTimer();
//----------------------------------------------------------------------------
// TODO: Initialize storage system
// Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory();
//----------------------------------------------------------------------------
@ -1281,14 +1332,12 @@ int InitPlatform(void)
void ClosePlatform(void)
{
RGFW_window_close(platform.window);
// TODO: De-initialize graphics, inputs and more
}
// Keycode mapping
static KeyboardKey ConvertScancodeToKey(u32 keycode)
{
if (keycode > sizeof(keyMappingRGFW)/sizeof(unsigned short)) return 0;
static KeyboardKey ConvertScancodeToKey(u32 keycode) {
if (keycode > sizeof(RGFWKeyToRayKey) / sizeof(unsigned short))
return 0;
return RGFWKeyToRayKey[keycode];
return keyMappingRGFW[keycode];
}
// EOF

View File

@ -64,7 +64,7 @@ typedef struct {
SDL_Window *window;
SDL_GLContext glContext;
SDL_Joystick *gamepad[MAX_GAMEPADS];
SDL_GameController *gamepad[MAX_GAMEPADS];
SDL_Cursor *cursor;
bool cursorRelative;
} PlatformData;
@ -80,7 +80,7 @@ static PlatformData platform = { 0 }; // Platform specific data
// Local Variables Definition
//----------------------------------------------------------------------------------
#define SCANCODE_MAPPED_NUM 232
static const KeyboardKey ScancodeToKey[SCANCODE_MAPPED_NUM] = {
static const KeyboardKey mapScancodeToKey[SCANCODE_MAPPED_NUM] = {
KEY_NULL, // SDL_SCANCODE_UNKNOWN
0,
0,
@ -478,7 +478,7 @@ void SetWindowIcon(Image image)
{
SDL_Surface *iconSurface = NULL;
Uint32 rmask, gmask, bmask, amask;
unsigned int rmask = 0, gmask = 0, bmask = 0, amask = 0;
int depth = 0; // Depth in bits
int pitch = 0; // Pixel spacing (pitch) in bytes
@ -549,15 +549,10 @@ void SetWindowIcon(Image image)
bmask = 0xFFFF, amask = 0xFFFF;
depth = 64, pitch = image.width*8;
break;
default:
// Compressed formats are not supported
return;
default: return; // Compressed formats are not supported
}
iconSurface = SDL_CreateRGBSurfaceFrom(
image.data, image.width, image.height, depth, pitch,
rmask, gmask, bmask, amask
);
iconSurface = SDL_CreateRGBSurfaceFrom( image.data, image.width, image.height, depth, pitch, rmask, gmask, bmask, amask );
if (iconSurface)
{
@ -949,7 +944,7 @@ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
if (IsGamepadAvailable(gamepad))
{
SDL_JoystickRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
}
}
@ -1132,7 +1127,8 @@ void PollInputEvents(void)
{
KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
if (key != KEY_NULL) {
if (key != KEY_NULL)
{
// If key was up, add it to the key pressed queue
if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
{
@ -1249,15 +1245,15 @@ void PollInputEvents(void)
if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
{
platform.gamepad[jid] = SDL_JoystickOpen(jid);
platform.gamepad[jid] = SDL_GameControllerOpen(jid);
if (platform.gamepad[jid])
{
CORE.Input.Gamepad.ready[jid] = true;
CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(platform.gamepad[jid]);
CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[jid], SDL_JoystickName(platform.gamepad[jid]), 63);
strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), 63);
CORE.Input.Gamepad.name[jid][63] = '\0';
}
else
@ -1270,15 +1266,15 @@ void PollInputEvents(void)
{
int jid = event.jdevice.which;
if (jid == SDL_JoystickInstanceID(platform.gamepad[jid]))
if (jid == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])))
{
SDL_JoystickClose(platform.gamepad[jid]);
platform.gamepad[jid] = SDL_JoystickOpen(0);
SDL_GameControllerClose(platform.gamepad[jid]);
platform.gamepad[jid] = SDL_GameControllerOpen(0);
CORE.Input.Gamepad.ready[jid] = false;
memset(CORE.Input.Gamepad.name[jid], 0, 64);
}
} break;
case SDL_JOYBUTTONDOWN:
case SDL_CONTROLLERBUTTONDOWN:
{
int button = -1;
@ -1312,7 +1308,7 @@ void PollInputEvents(void)
CORE.Input.Gamepad.lastButtonPressed = button;
}
} break;
case SDL_JOYBUTTONUP:
case SDL_CONTROLLERBUTTONUP:
{
int button = -1;
@ -1346,7 +1342,7 @@ void PollInputEvents(void)
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
} break;
case SDL_JOYAXISMOTION:
case SDL_CONTROLLERAXISMOTION:
{
int axis = -1;
@ -1552,14 +1548,15 @@ int InitPlatform(void)
// Initialize gamepads
for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
{
platform.gamepad[i] = SDL_JoystickOpen(i);
platform.gamepad[i] = SDL_GameControllerOpen(i);
if (platform.gamepad[i])
{
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(platform.gamepad[i]);
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_JoystickName(platform.gamepad[i]), 63);
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), 63);
CORE.Input.Gamepad.name[i][63] = '\0';
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
@ -1585,7 +1582,9 @@ int InitPlatform(void)
// Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage
// Define base path for storage
CORE.Storage.basePath = SDL_GetBasePath(); // Alternative: GetWorkingDirectory();
CHDIR(CORE.Storage.basePath);
//----------------------------------------------------------------------------
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully");
@ -1607,8 +1606,9 @@ static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode)
{
if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM)
{
return ScancodeToKey[sdlScancode];
return mapScancodeToKey[sdlScancode];
}
return KEY_NULL; // No equivalent key in Raylib
}
// EOF

View File

@ -1136,7 +1136,8 @@ void ClosePlatform(void)
// Close the evdev devices
if (platform.mouseFd != -1) {
if (platform.mouseFd != -1)
{
close(platform.mouseFd);
platform.mouseFd = -1;
}
@ -1924,9 +1925,7 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt
const int nearestHeightDiff = abs(platform.connector->modes[nearestIndex].vdisplay - height);
const int nearestFpsDiff = abs(platform.connector->modes[nearestIndex].vrefresh - fps);
if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) {
nearestIndex = i;
}
if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i;
}
return nearestIndex;

View File

@ -190,7 +190,8 @@ void ToggleFullscreen(void)
if (enterFullscreen)
{
// NOTE: The setTimeouts handle the browser mode change delay
EM_ASM(
EM_ASM
(
setTimeout(function()
{
Module.requestFullscreen(false, false);
@ -298,7 +299,8 @@ void ToggleBorderlessWindowed(void)
{
// NOTE: 1. The setTimeouts handle the browser mode change delay
// 2. The style unset handles the possibility of a width="value%" like on the default shell.html file
EM_ASM(
EM_ASM
(
setTimeout(function()
{
Module.requestFullscreen(false, true);

View File

@ -1,8 +1,8 @@
GLFW_ICON ICON "raylib.ico"
1 VERSIONINFO
FILEVERSION 5,0,0,0
PRODUCTVERSION 5,0,0,0
FILEVERSION 5,5,0,0
PRODUCTVERSION 5,5,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
@ -11,12 +11,12 @@ BEGIN
BEGIN
//VALUE "CompanyName", "raylib technologies"
VALUE "FileDescription", "raylib dynamic library (www.raylib.com)"
VALUE "FileVersion", "5.0.0"
VALUE "FileVersion", "5.5.0"
VALUE "InternalName", "raylib.dll"
VALUE "LegalCopyright", "(c) 2023 Ramon Santamaria (@raysan5)"
VALUE "LegalCopyright", "(c) 2024 Ramon Santamaria (@raysan5)"
VALUE "OriginalFilename", "raylib.dll"
VALUE "ProductName", "raylib"
VALUE "ProductVersion", "5.0.0"
VALUE "ProductVersion", "5.5.0"
END
END
BLOCK "VarFileInfo"

Binary file not shown.

View File

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib v5.1-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
@ -82,9 +82,9 @@
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 1
#define RAYLIB_VERSION_MINOR 5
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.1-dev"
#define RAYLIB_VERSION "5.5"
// 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
@ -421,7 +421,7 @@ typedef struct ModelAnimation {
// Ray, ray for raycasting
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
Vector3 direction; // Ray direction (normalized)
} Ray;
// RayCollision, ray hit information
@ -1332,6 +1332,7 @@ RLAPI Image GenImageText(int width, int height, const char *text);
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
@ -1545,7 +1546,7 @@ RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, floa
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation

View File

@ -1,8 +1,8 @@
GLFW_ICON ICON "raylib.ico"
1 VERSIONINFO
FILEVERSION 5,0,0,0
PRODUCTVERSION 5,0,0,0
FILEVERSION 5,5,0,0
PRODUCTVERSION 5,5,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
@ -11,12 +11,12 @@ BEGIN
BEGIN
//VALUE "CompanyName", "raylib technologies"
VALUE "FileDescription", "raylib application (www.raylib.com)"
VALUE "FileVersion", "5.0.0"
VALUE "FileVersion", "5.5.0"
VALUE "InternalName", "raylib app"
VALUE "LegalCopyright", "(c) 2023 Ramon Santamaria (@raysan5)"
//VALUE "OriginalFilename", "raylib_app.exe"
VALUE "LegalCopyright", "(c) 2024 Ramon Santamaria (@raysan5)"
//VALUE "OriginalFilename", "raylib_app"
VALUE "ProductName", "raylib app"
VALUE "ProductVersion", "5.0.0"
VALUE "ProductVersion", "5.5.0"
END
END
BLOCK "VarFileInfo"

Binary file not shown.

View File

@ -2533,7 +2533,7 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
translation->y = mat.m13;
translation->z = mat.m14;
// Extract upper-left for determinant computation.
// Extract upper-left for determinant computation
const float a = mat.m0;
const float b = mat.m4;
const float c = mat.m8;
@ -2547,24 +2547,29 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
const float B = f*g - d*i;
const float C = d*h - e*g;
// Extract scale.
// Extract scale
const float det = a*A + b*B + c*C;
float scalex = Vector3Length((Vector3) {a, b, c});
float scaley = Vector3Length((Vector3) {d, e, f});
float scalez = Vector3Length((Vector3) {g, h, i});
Vector3 abc = { a, b, c };
Vector3 def = { d, e, f };
Vector3 ghi = { g, h, i };
float scalex = Vector3Length(abc);
float scaley = Vector3Length(def);
float scalez = Vector3Length(ghi);
Vector3 s = { scalex, scaley, scalez };
if (det < 0) s = Vector3Negate(s);
*scale = s;
// Remove scale from the matrix if it is not close to zero.
// Remove scale from the matrix if it is not close to zero
Matrix clone = mat;
if (!FloatEquals(det, 0))
{
clone.m0 /= s.x;
clone.m5 /= s.y;
clone.m10 /= s.z;
// Extract rotation
*rotation = QuaternionFromMatrix(clone);
}

View File

@ -3,7 +3,7 @@
* rcore - Window/display management, Graphic device/context management and input management
*
* PLATFORMS SUPPORTED:
* > PLATFORM_DESKTOP (GLFW backend):
* > PLATFORM_DESKTOP_GLFW (GLFW backend):
* - Windows (Win32, Win64)
* - Linux (X11/Wayland desktop mode)
* - macOS/OSX (x64, arm64)
@ -493,9 +493,13 @@ void __stdcall Sleep(unsigned long msTimeout); // Required for: Wai
const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed'
#endif // !SUPPORT_MODULE_RTEXT
// Include platform-specific submodules
#if defined(PLATFORM_DESKTOP)
#include "platforms/rcore_desktop.c"
#define PLATFORM_DESKTOP_GLFW
#endif
// Include platform-specific submodules
#if defined(PLATFORM_DESKTOP_GLFW)
#include "platforms/rcore_desktop_glfw.c"
#elif defined(PLATFORM_DESKTOP_SDL)
#include "platforms/rcore_desktop_sdl.c"
#elif defined(PLATFORM_DESKTOP_RGFW)
@ -564,10 +568,12 @@ void InitWindow(int width, int height, const char *title)
{
TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
#if defined(PLATFORM_DESKTOP)
#if defined(PLATFORM_DESKTOP_GLFW)
TRACELOG(LOG_INFO, "Platform backend: DESKTOP (GLFW)");
#elif defined(PLATFORM_DESKTOP_SDL)
TRACELOG(LOG_INFO, "Platform backend: DESKTOP (SDL)");
#elif defined(PLATFORM_DESKTOP_RGFW)
TRACELOG(LOG_INFO, "Platform backend: DESKTOP (RGFW)");
#elif defined(PLATFORM_WEB)
TRACELOG(LOG_INFO, "Platform backend: WEB (HTML5)");
#elif defined(PLATFORM_DRM)

View File

@ -844,9 +844,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#define GL_GLEXT_PROTOTYPES
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP,
// NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
#define GLAD_GLES2_IMPLEMENTATION
#include "external/glad_gles2.h"
#else
@ -2390,7 +2390,7 @@ void rlLoadExtensions(void *loader)
#elif defined(GRAPHICS_API_OPENGL_ES2)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
// TODO: Support GLAD loader for OpenGL ES 3.0
if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully");

View File

@ -424,6 +424,11 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
// Draw sphere with extended parameters
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
#if 0
// Basic implementation, do not use it!
// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
// New optimized version below only requires 4 cos()/sin() calls
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
@ -459,6 +464,51 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
}
rlEnd();
rlPopMatrix();
#endif
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels
float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians
float cosring = cosf(ringangle);
float sinring = sinf(ringangle);
float cosslice = cosf(sliceangle);
float sinslice = sinf(sliceangle);
Vector3 vertices[4] = { 0 }; // Required to store face vertices
vertices[2] = (Vector3){ 0, 1, 0 };
vertices[3] = (Vector3){ sinring, cosring, 0 };
for (int i = 0; i < rings + 1; i++)
{
for (int j = 0; j < slices; j++)
{
vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
vertices[1] = vertices[3];
vertices[2] = (Vector3){ cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z }; // Rotation matrix around y axis
vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z };
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
}
vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring
vertices[3] = (Vector3){ cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z }; // Rotation matrix around z axis
}
rlEnd();
rlPopMatrix();
}
// Draw sphere wires
@ -1022,16 +1072,10 @@ void DrawGrid(int slices, float spacing)
if (i == 0)
{
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
@ -3588,11 +3632,11 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint);
DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
@ -3601,116 +3645,82 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
}
// Draw a billboard with additional parameters
// NOTE: Size defines the destination rectangle size, stretching the source texture as required
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size.x*fabsf((float)source.width/source.height), size.y };
// Compute the up vector and the right vector
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
right = Vector3Scale(right, size.x);
up = Vector3Scale(up, size.y);
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(rightScaled, upScaled);
Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
Vector3 topLeft = Vector3Scale(p2, -1);
Vector3 topRight = p1;
Vector3 bottomRight = p2;
Vector3 bottomLeft = Vector3Scale(p1, -1);
if (rotation != 0.0f)
// Flip the content of the billboard while maintaining the counterclockwise edge rendering order
if (size.x < 0.0f)
{
float sinRotation = sinf(rotation*DEG2RAD);
float cosRotation = cosf(rotation*DEG2RAD);
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
float rotateAboutX = sizeRatio.x*origin.x/2;
float rotateAboutY = sizeRatio.y*origin.y/2;
float xtvalue, ytvalue;
float rotatedX, rotatedY;
xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
source.x += size.x;
source.width *= -1.0;
right = Vector3Negate(right);
origin.x *= -1.0f;
}
if (size.y < 0.0f)
{
source.y += size.y;
source.height *= -1.0;
up = Vector3Negate(up);
origin.y *= -1.0f;
}
// Translate points to the draw center (position)
topLeft = Vector3Add(topLeft, position);
topRight = Vector3Add(topRight, position);
bottomRight = Vector3Add(bottomRight, position);
bottomLeft = Vector3Add(bottomLeft, position);
// Draw the texture region described by source on the following rectangle in 3D space:
//
// size.x <--.
// 3 ^---------------------------+ 2 \ rotation
// | | /
// | |
// | origin.x position |
// up |.............. | size.y
// | . |
// | . origin.y |
// | . |
// 0 +---------------------------> 1
// right
Vector3 forward;
if (rotation != 0.0) forward = Vector3CrossProduct(right, up);
Vector3 origin3D = Vector3Add(Vector3Scale(Vector3Normalize(right), origin.x), Vector3Scale(Vector3Normalize(up), origin.y));
Vector3 points[4];
points[0] = Vector3Zero();
points[1] = right;
points[2] = Vector3Add(up, right);
points[3] = up;
for (int i = 0; i < 4; i++)
{
points[i] = Vector3Subtract(points[i], origin3D);
if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation * DEG2RAD);
points[i] = Vector3Add(points[i], position);
}
Vector2 texcoords[4];
texcoords[0] = (Vector2) { (float)source.x/texture.width, (float)(source.y + source.height)/texture.height };
texcoords[1] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height };
texcoords[2] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)source.y/texture.height };
texcoords[3] = (Vector2) { (float)source.x/texture.width, (float)source.y/texture.height };
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
if (sizeRatio.x*sizeRatio.y >= 0.0f)
for (int i = 0; i < 4; i++)
{
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(topRight.x, topRight.y, topRight.z);
}
else
{
// Reverse vertex order if the size has only one negative dimension
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(topRight.x, topRight.y, topRight.z);
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
rlTexCoord2f(texcoords[i].x, texcoords[i].y);
rlVertex3f(points[i].x, points[i].y, points[i].z);
}
rlEnd();
rlSetTexture(0);
}
@ -5156,7 +5166,7 @@ static Model LoadGLTF(const char *fileName)
// Transform the vertices
float *vertices = model.meshes[meshIndex].vertices;
for (int k = 0; k < attribute->count; k++)
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix);
vertices[3*k] = vt.x;
@ -5180,7 +5190,7 @@ static Model LoadGLTF(const char *fileName)
// Transform the normals
float *normals = model.meshes[meshIndex].normals;
for (int k = 0; k < attribute->count; k++)
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals);
normals[3*k] = nt.x;
@ -5204,7 +5214,7 @@ static Model LoadGLTF(const char *fileName)
// Transform the tangents
float *tangents = model.meshes[meshIndex].tangents;
for (int k = 0; k < attribute->count; k++)
for (unsigned int k = 0; k < attribute->count; k++)
{
Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix);
tangents[3*k] = tt.x;
@ -5649,7 +5659,7 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
}
// Constant animation, no need to interpolate
if (FloatEquals(tend, tstart)) return false;
if (FloatEquals(tend, tstart)) return true;
float duration = fmaxf((tend - tstart), EPSILON);
float t = (time - tstart)/duration;

View File

@ -337,7 +337,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (((unsigned int)segments%2) == 1)
if ((((unsigned int)segments)%2) == 1)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -2172,7 +2172,9 @@ bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
{
bool collision = false;
collision = CheckCollisionCircles(point, 0, center, radius);
float distanceSquared = (point.x - center.x)*(point.x - center.x) + (point.y - center.y)*(point.y - center.y);
if (distanceSquared <= radius*radius) collision = true;
return collision;
}

View File

@ -1630,6 +1630,174 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
return imText;
}
// Create an image from a selected channel of another image
Image ImageFromChannel(Image image, int selectedChannel)
{
Image result = { 0 };
// Security check to avoid program crash
if ((image.data == NULL) || (image.width == 0) || (image.height == 0)) return result;
// Check selected channel is valid
if (selectedChannel < 0)
{
TRACELOG(LOG_WARNING, "Channel cannot be negative. Setting channel to 0.");
selectedChannel = 0;
}
if (image.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE ||
image.format == PIXELFORMAT_UNCOMPRESSED_R32 ||
image.format == PIXELFORMAT_UNCOMPRESSED_R16)
{
if (selectedChannel > 0)
{
TRACELOG(LOG_WARNING, "This image has only 1 channel. Setting channel to it.");
selectedChannel = 0;
}
}
else if (image.format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA)
{
if (selectedChannel > 1)
{
TRACELOG(LOG_WARNING, "This image has only 2 channels. Setting channel to alpha.");
selectedChannel = 1;
}
}
else if (image.format == PIXELFORMAT_UNCOMPRESSED_R5G6B5 ||
image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8 ||
image.format == PIXELFORMAT_UNCOMPRESSED_R32G32B32 ||
image.format == PIXELFORMAT_UNCOMPRESSED_R16G16B16)
{
if (selectedChannel > 2)
{
TRACELOG(LOG_WARNING, "This image has only 3 channels. Setting channel to red.");
selectedChannel = 0;
}
}
// Check for RGBA formats
if (selectedChannel > 3)
{
TRACELOG(LOG_WARNING, "ImageFromChannel supports channels 0 to 3 (rgba). Setting channel to alpha.");
selectedChannel = 3;
}
// TODO: Consider other one-channel formats: R16, R32
result.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE;
result.height = image.height;
result.width = image.width;
result.mipmaps = 1;
unsigned char *pixels = (unsigned char *)RL_CALLOC(image.width*image.height, sizeof(unsigned char)); // Values from 0 to 255
if (image.format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "IMAGE: Pixel data retrieval not supported for compressed image formats");
else
{
for (int i = 0, k = 0; i < image.width*image.height; i++)
{
float pixelValue = -1;
switch (image.format)
{
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
{
pixelValue = (float)((unsigned char *)image.data)[i + selectedChannel]/255.0f;
} break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
{
pixelValue = (float)((unsigned char *)image.data)[k + selectedChannel]/255.0f;
k += 2;
} break;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
{
unsigned short pixel = ((unsigned short *)image.data)[i];
if (selectedChannel == 0) pixelValue = (float)((pixel & 0b1111100000000000) >> 11)*(1.0f/31);
else if (selectedChannel == 1) pixelValue = (float)((pixel & 0b0000011111000000) >> 6)*(1.0f/31);
else if (selectedChannel == 2) pixelValue = (float)((pixel & 0b0000000000111110) >> 1)*(1.0f/31);
else if (selectedChannel == 3) pixelValue = ((pixel & 0b0000000000000001) == 0)? 0.0f : 1.0f;
} break;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
{
unsigned short pixel = ((unsigned short *)image.data)[i];
if (selectedChannel == 0) pixelValue = (float)((pixel & 0b1111100000000000) >> 11)*(1.0f/31);
else if (selectedChannel == 1) pixelValue = (float)((pixel & 0b0000011111100000) >> 5)*(1.0f/63);
else if (selectedChannel == 2) pixelValue = (float)(pixel & 0b0000000000011111)*(1.0f/31);
} break;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4:
{
unsigned short pixel = ((unsigned short *)image.data)[i];
if (selectedChannel == 0) pixelValue = (float)((pixel & 0b1111000000000000) >> 12)*(1.0f/15);
else if (selectedChannel == 1) pixelValue = (float)((pixel & 0b0000111100000000) >> 8)*(1.0f/15);
else if (selectedChannel == 2) pixelValue = (float)((pixel & 0b0000000011110000) >> 4)*(1.0f/15);
else if (selectedChannel == 3) pixelValue = (float)(pixel & 0b0000000000001111)*(1.0f/15);
} break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8:
{
pixelValue = (float)((unsigned char *)image.data)[k + selectedChannel]/255.0f;
k += 4;
} break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8:
{
pixelValue = (float)((unsigned char *)image.data)[k + selectedChannel]/255.0f;
k += 3;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32:
{
pixelValue = ((float *)image.data)[k];
k += 1;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
{
pixelValue = ((float *)image.data)[k + selectedChannel];
k += 3;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
{
pixelValue = ((float *)image.data)[k + selectedChannel];
k += 4;
} break;
case PIXELFORMAT_UNCOMPRESSED_R16:
{
pixelValue = HalfToFloat(((unsigned short *)image.data)[k]);
k += 1;
} break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
{
pixelValue = HalfToFloat(((unsigned short *)image.data)[k+selectedChannel]);
k += 3;
} break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
{
pixelValue = HalfToFloat(((unsigned short *)image.data)[k + selectedChannel]);
k += 4;
} break;
default: break;
}
pixels[i] = (unsigned char)(pixelValue*255);
}
}
result.data = pixels;
return result;
}
// Resize and image to new size using Nearest-Neighbor scaling algorithm
void ImageResizeNN(Image *image,int newWidth,int newHeight)
{
@ -2943,6 +3111,7 @@ Color *LoadImageColors(Image image)
pixels[i].b = 0;
pixels[i].a = 255;
k += 1;
} break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
{
@ -2956,9 +3125,9 @@ Color *LoadImageColors(Image image)
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
{
pixels[i].r = (unsigned char)(((float *)image.data)[k]*255.0f);
pixels[i].g = (unsigned char)(((float *)image.data)[k]*255.0f);
pixels[i].b = (unsigned char)(((float *)image.data)[k]*255.0f);
pixels[i].a = (unsigned char)(((float *)image.data)[k]*255.0f);
pixels[i].g = (unsigned char)(((float *)image.data)[k + 1]*255.0f);
pixels[i].b = (unsigned char)(((float *)image.data)[k + 2]*255.0f);
pixels[i].a = (unsigned char)(((float *)image.data)[k + 3]*255.0f);
k += 4;
} break;
@ -2969,6 +3138,7 @@ Color *LoadImageColors(Image image)
pixels[i].b = 0;
pixels[i].a = 255;
k += 1;
} break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
{
@ -2982,9 +3152,9 @@ Color *LoadImageColors(Image image)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
{
pixels[i].r = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f);
pixels[i].g = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f);
pixels[i].b = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f);
pixels[i].a = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f);
pixels[i].g = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k + 1])*255.0f);
pixels[i].b = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k + 2])*255.0f);
pixels[i].a = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k + 3])*255.0f);
k += 4;
} break;
@ -3488,7 +3658,7 @@ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color co
{
// Line is more horizontal
// Calculate half the width of the line
int wy = (thick - 1)*sqrtf(dx*dx + dy*dy)/(2*abs(dx));
int wy = (thick - 1)*(int)sqrtf((float)(dx*dx + dy*dy))/(2*abs(dx));
// Draw additional lines above and below the main line
for (int i = 1; i <= wy; i++)
@ -3501,7 +3671,7 @@ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color co
{
// Line is more vertical or perfectly horizontal
// Calculate half the width of the line
int wx = (thick - 1)*sqrtf(dx*dx + dy*dy)/(2*abs(dy));
int wx = (thick - 1)*(int)sqrtf((float)(dx*dx + dy*dy))/(2*abs(dy));
// Draw additional lines to the left and right of the main line
for (int i = 1; i <= wx; i++)