Merge branch 'master' of https://github.com/raysan5/raylib into pure
This commit is contained in:
commit
dbfc10ca72
51
BINDINGS.md
51
BINDINGS.md
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@ -6,11 +6,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| Name | raylib Version | Language | License |
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| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
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| [raylib](https://github.com/raysan5/raylib) | **5.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
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| [raylib](https://github.com/raysan5/raylib) | **5.5** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
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| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
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| [raylib-boo](https://github.com/Rabios/raylib-boo) | 3.7 | [Boo](http://boo-language.github.io) | MIT |
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| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
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| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
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| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
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| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib55.c3l) | **5.5** | [C3](https://c3-lang.org) | MIT |
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| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.5** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
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| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
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| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
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| [Raylib-CSharp](https://github.com/MrScautHD/Raylib-CSharp) | **5.1-dev** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MIT |
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@ -18,36 +18,41 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [claylib/wrap](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib |
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| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 |
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| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 |
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| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT |
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| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 |
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| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
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| [dart-raylib](https://gitlab.com/wolfenrain/dart-raylib) | 4.0 | [Dart](https://dart.dev) | MIT |
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| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
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| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
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| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
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| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib |
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| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
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| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
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| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
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| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
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| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.0** | [Go](https://golang.org) | Zlib |
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| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.5** | [Go](https://golang.org) | Zlib |
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| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
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| [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** |
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| [h-raylib](https://github.com/Anut-py/h-raylib) | **5.5-dev** | [Haskell](https://haskell.org) | Apache-2.0 |
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| [raylib-hx](https://github.com/foreignsasquatch/raylib-hx) | 4.2 | [Haxe](https://haxe.org) | Zlib |
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| [hb-raylib](https://github.com/MarcosLeonardoMendezGerencir/hb-raylib) | 3.5 | [Harbour](https://harbour.github.io) | MIT |
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| [jaylib](https://github.com/janet-lang/jaylib) | **5.0** | [Janet](https://janet-lang.org) | MIT |
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| [jaylib](https://github.com/electronstudio/jaylib/) | 4.5 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE |
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| [jaylib](https://github.com/electronstudio/jaylib/) | **5.5** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE |
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| [raylib-j](https://github.com/CreedVI/Raylib-J) | 4.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib |
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| [Raylib.jl](https://github.com/chengchingwen/Raylib.jl) | 4.2 | [Julia](https://julialang.org) | Zlib |
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| [Raylib.jl](https://github.com/chengchingwen/Raylib.jl) | 4.2 | [Julia](https://julialang.org) | Zlib |
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| [kaylib](https://github.com/electronstudio/kaylib) | 3.7 | [Kotlin/native](https://kotlinlang.org) | **???** |
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| [KaylibKit](https://codeberg.org/Kenta/KaylibKit) | 4.5 | [Kotlin/native](https://kotlinlang.org) | Zlib |
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| [raylib-lua](https://github.com/TSnake41/raylib-lua) | 4.5 | [Lua](http://www.lua.org) | ISC |
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| [raylua](https://github.com/Rabios/raylua) | 4.0 | [Lua](http://www.lua.org) | MIT |
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| [raylib-matte](https://github.com/jcorks/raylib-matte) | 4.6-dev | [Matte](https://github.com/jcorks/matte) | MIT |
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| [raylib-lua](https://github.com/TSnake41/raylib-lua) | 5.0 | [Lua](http://www.lua.org) | ISC |
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| [raylib-lua-bindings (WIP)](https://github.com/legendaryredfox/raylib-lua-bindings) | 5.5 | [Lua](http://www.lua.org) | ISC |
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| [ReiLua](https://github.com/nullstare/ReiLua) | 5.5 | [Lua](http://www.lua.org) | MIT |
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| [raylib-lua-sol](https://github.com/RobLoach/raylib-lua-sol) | 5.5 | [Lua](http://www.lua.org) | Zlib |
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| [raylib-luajit](https://github.com/homma/raylib-luajit) | 5.5 | [Lua](http://www.lua.org) | MIT |
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| [raylib-luajit-generated](https://github.com/james2doyle/raylib-luajit-generated) | 5.5 | [Lua](http://www.lua.org) | MIT |
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| [raylib-matte](https://github.com/jcorks/raylib-matte) | 4.6-dev | [Matte](https://github.com/jcorks/matte) | **???** |
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| [Raylib.nelua](https://github.com/AuzFox/Raylib.nelua) | **5.0** | [nelua](https://nelua.io) | Zlib |
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| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 4.5 | [Ruby](https://www.ruby-lang.org/en) | Zlib |
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| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib |
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| [naylib](https://github.com/planetis-m/naylib) | **5.1-dev** | [Nim](https://nim-lang.org) | MIT |
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| [node-raylib](https://github.com/RobLoach/node-raylib) | 4.5 | [Node.js](https://nodejs.org/en) | Zlib |
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| [raylib-odin](https://github.com/odin-lang/Odin/tree/master/vendor/raylib) | **5.0** | [Odin](https://odin-lang.org) | BSD-3Clause |
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| [raylib-odin](https://github.com/odin-lang/Odin/tree/master/vendor/raylib) | **5.5** | [Odin](https://odin-lang.org) | BSD-3Clause |
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| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
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| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT |
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| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
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@ -55,25 +60,26 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
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| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
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| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
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| [raylibpyctbg](https://github.com/overdev/raylibpyctbg) | 4.5 | [Python](https://www.python.org) | MIT |
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||||
| [raylibpyctbg](https://github.com/overdev/raylibpyctbg) | 5.5 | [Python](https://www.python.org) | MIT |
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| [raylib-py](https://github.com/overdev/raylib-py) | 5.5 | [Python](https://www.python.org) | MIT |
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| [raylib-python-ctypes](https://github.com/sDos280/raylib-python-ctypes) | 4.6-dev | [Python](https://www.python.org) | MIT |
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| [raylib-pkpy-bindings](https://github.com/blueloveTH/pkpy-bindings) | 4.6-dev | [pocketpy](https://pocketpy.dev) | MIT |
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| [raylib-pkpy-bindings](https://github.com/blueloveTH/pkpy-bindings) | 5.1-dev | [pocketpy](https://pocketpy.dev) | MIT |
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| [raylib-php](https://github.com/joseph-montanez/raylib-php) | 4.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib |
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| [raylib-phpcpp](https://github.com/oraoto/raylib-phpcpp) | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib |
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| [raylibr](https://github.com/jeroenjanssens/raylibr) | 4.0 | [R](https://www.r-project.org) | MIT |
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| [raylib-ffi](https://github.com/ewpratten/raylib-ffi) | 4.5 | [Rust](https://www.rust-lang.org) | GPLv3 |
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| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.0** | [Rust](https://www.rust-lang.org) | Zlib |
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| [raylib-ffi](https://github.com/ewpratten/raylib-ffi) | 5.5 | [Rust](https://www.rust-lang.org) | GPLv3 |
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| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
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| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
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| [racket-raylib](https://github.com/eutro/racket-raylib) | 4.0 | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
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| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
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| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
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| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.0** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 |
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| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.5** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 |
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| [raylib-umka](https://github.com/robloach/raylib-umka) | 4.5 | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib |
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| [raylib-for-v](https://github.com/EmmaTheMartian/raylib-for-v) | 5.5 | [V](https://vlang.io) | MIT/Unlicense |
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| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib |
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| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **5.0** | [Vala](https://vala.dev) | Zlib |
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| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.0 | [Wren](http://wren.io) | ISC |
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| [raylib-zig](https://github.com/Not-Nik/raylib-zig) | **5.0** | [Zig](https://ziglang.org) | MIT |
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| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC |
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| [raylib-zig](https://github.com/Not-Nik/raylib-zig) | **5.5** | [Zig](https://ziglang.org) | MIT |
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| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT |
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| [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib |
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| [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib |
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@ -84,6 +90,8 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | **5.5-dev** | [Lean4](https://lean-lang.org) | BSD-3-Clause |
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| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain |
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| [raylib-apl](https://github.com/Brian-ED/raylib-apl) | **5.0** | [Dyalog APL](https://www.dyalog.com/) | MIT |
|
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| [raylib-jai](https://github.com/ahmedqarmout2/raylib-jai) | **5.5** | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | MIT |
|
||||
| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT |
|
||||
|
||||
### Utility Wrapers
|
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|
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|
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@ -93,6 +101,7 @@ These are utility wrappers for specific languages, they are not required to use
|
|||
| [raylib-cpp](https://github.com/robloach/raylib-cpp) | **5.5** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib |
|
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| [claylib](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib |
|
||||
| [rayed-bqn](https://github.com/Brian-ED/rayed-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |
|
||||
| [DOOR](https://github.com/RealDoigt/DOOR) | 4.0 | [D](https://dlang.org) | MIT |
|
||||
|
||||
### Older or Unmaintained Language Bindings
|
||||
|
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|
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@ -152,7 +161,7 @@ These are older raylib bindings that are more than 2 versions old or have not be
|
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| [ray.mod](https://github.com/bmx-ng/ray.mod) | 3.0 | [BlitzMax](https://blitzmax.org) |
|
||||
| [raylib-mosaic](https://github.com/pluckyporcupine/raylib-mosaic) | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) |
|
||||
| [raylib-xdpw](https://github.com/vtereshkov/raylib-xdpw) | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) |
|
||||
| [raylib-carp](https://github.com/sacredbirdman/raylib-carp) | 3.0 | [Carp](https://github.com/carp-lang/Carp) |
|
||||
| [raylib-carp](https://github.com/sacredbirdman/raylib-carp) | 3.0 | [Carp](https://github.com/carp-lang/Carp) |
|
||||
| [raylib-fb](https://github.com/IchMagBier/raylib-fb) | 3.0 | [FreeBasic](https://www.freebasic.net) |
|
||||
| [raylib-purebasic](https://github.com/D-a-n-i-l-o/raylib-purebasic) | 3.0 | [PureBasic](https://www.purebasic.com) |
|
||||
| [raylib-ats2](https://github.com/mephistopheles-8/raylib-ats2) | 3.0 | [ATS2](http://www.ats-lang.org) |
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
cmake_minimum_required(VERSION 3.5)
|
||||
cmake_minimum_required(VERSION 3.12)
|
||||
project(raylib)
|
||||
|
||||
# Avoid excessive expansion of variables in conditionals. In particular, if
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system G
|
|||
option(GLFW_BUILD_WAYLAND "Build the bundled GLFW with Wayland support" OFF)
|
||||
option(GLFW_BUILD_X11 "Build the bundled GLFW with X11 support" ON)
|
||||
|
||||
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF)
|
||||
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage)" OFF)
|
||||
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
|
||||
|
||||
include(ParseConfigHeader)
|
||||
|
|
|
|||
|
|
@ -54,7 +54,7 @@ To open new issues for raylib (bug, enhancement, discussion...), just try to fol
|
|||
- If applicable, attach some screenshot of the issue and a .zip file with the code sample and required resources.
|
||||
- On issue description, add a brackets tag about the raylib module that relates to this issue.
|
||||
If don't know which module, just report the issue, I will review it.
|
||||
- You can check other issues to see how is being done!
|
||||
- You can check other issues to see how it's being done!
|
||||
|
||||
### Sending a Pull-Request
|
||||
|
||||
|
|
|
|||
2
FAQ.md
2
FAQ.md
|
|
@ -90,7 +90,7 @@ I personally consider raylib a graphics library with some high-level features ra
|
|||
|
||||
### What does raylib provide that other engines or libraries don't?
|
||||
|
||||
I would say "simplicity" and "enjoyment" at a really low level of coding but actually is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try.
|
||||
I would say "simplicity" and "enjoyment" at a really low level of coding but actually it is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try.
|
||||
|
||||
### How does raylib compare to Unity/Unreal/Godot?
|
||||
|
||||
|
|
|
|||
|
|
@ -401,6 +401,7 @@ pub fn build(b: *std.Build) !void {
|
|||
const lib = try compileRaylib(b, target, optimize, Options.getOptions(b));
|
||||
|
||||
lib.installHeader(b.path("src/raylib.h"), "raylib.h");
|
||||
lib.installHeader(b.path("src/rcamera.h"), "rcamera.h");
|
||||
lib.installHeader(b.path("src/raymath.h"), "raymath.h");
|
||||
lib.installHeader(b.path("src/rlgl.h"), "rlgl.h");
|
||||
|
||||
|
|
|
|||
|
|
@ -12,18 +12,12 @@ endif()
|
|||
# Also adding only on desktop (web also uses glfw but it is more limited and is added using an emcc linker flag)
|
||||
if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MATCHES "Desktop")
|
||||
MESSAGE(STATUS "Using raylib's GLFW")
|
||||
set(INTERNAL_GLFW ON CACHE INTERNAL "" FORCE)
|
||||
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
||||
set(GLFW_LIBRARY_TYPE "OBJECT" CACHE STRING "" FORCE)
|
||||
|
||||
|
||||
if (NOT BUILD_SHARED_LIBS)
|
||||
message(STATUS "Enabling install of GLFW static libs because raylib will be built statically")
|
||||
set(GLFW_INSTALL ON CACHE BOOL "" FORCE)
|
||||
endif ()
|
||||
|
||||
|
||||
add_subdirectory(external/glfw)
|
||||
|
||||
|
|
@ -31,7 +25,7 @@ if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MAT
|
|||
if (BUILD_SHARED_LIBS)
|
||||
set_property(TARGET glfw PROPERTY C_VISIBILITY_PRESET hidden)
|
||||
endif()
|
||||
|
||||
|
||||
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
|
||||
include_directories(BEFORE SYSTEM external/glfw/include)
|
||||
elseif("${PLATFORM}" STREQUAL "DRM")
|
||||
|
|
|
|||
|
|
@ -18,8 +18,10 @@ endif ()
|
|||
join_paths(libdir_for_pc_file "\${exec_prefix}" "${CMAKE_INSTALL_LIBDIR}")
|
||||
join_paths(includedir_for_pc_file "\${prefix}" "${CMAKE_INSTALL_INCLUDEDIR}")
|
||||
configure_file(../raylib.pc.in raylib.pc @ONLY)
|
||||
configure_file(../cmake/raylib-config-version.cmake raylib-config-version.cmake @ONLY)
|
||||
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib.pc DESTINATION "${CMAKE_INSTALL_LIBDIR}/pkgconfig")
|
||||
include(SetupCmakeConfig)
|
||||
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
|
||||
install(FILES ${PROJECT_SOURCE_DIR}/../cmake/raylib-config.cmake DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/raylib")
|
||||
|
||||
# populates raylib_{FOUND, INCLUDE_DIRS, LIBRARIES, LDFLAGS, DEFINITIONS}
|
||||
include(PopulateConfigVariablesLocally)
|
||||
|
|
|
|||
|
|
@ -125,3 +125,7 @@ if (NOT GRAPHICS)
|
|||
endif ()
|
||||
|
||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} ${OPENAL_LIBRARY})
|
||||
|
||||
if (${PLATFORM} MATCHES "Desktop")
|
||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||
endif ()
|
||||
|
|
|
|||
|
|
@ -1,23 +0,0 @@
|
|||
include(CMakePackageConfigHelpers)
|
||||
include(GNUInstallDirs)
|
||||
|
||||
# Setup install of exported targets
|
||||
install(EXPORT raylib-targets
|
||||
DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/raylib
|
||||
)
|
||||
|
||||
# Macro to write config
|
||||
write_basic_package_version_file(
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake"
|
||||
VERSION ${raylib_VERSION}
|
||||
COMPATIBILITY SameMajorVersion
|
||||
)
|
||||
|
||||
# Setup install of version config
|
||||
install(
|
||||
FILES
|
||||
"../cmake/raylib-config.cmake"
|
||||
"${CMAKE_CURRENT_BINARY_DIR}/raylib-config-version.cmake"
|
||||
DESTINATION
|
||||
${CMAKE_INSTALL_LIBDIR}/cmake/raylib
|
||||
)
|
||||
21
cmake/raylib-config-version.cmake
Normal file
21
cmake/raylib-config-version.cmake
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
set(PACKAGE_VERSION "@PROJECT_VERSION@")
|
||||
|
||||
if(PACKAGE_FIND_VERSION VERSION_EQUAL PACKAGE_VERSION)
|
||||
set(PACKAGE_VERSION_EXACT TRUE)
|
||||
endif()
|
||||
if(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
|
||||
set(PACKAGE_VERSION_COMPATIBLE TRUE)
|
||||
else(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
|
||||
set(PACKAGE_VERSION_UNSUITABLE TRUE)
|
||||
endif(NOT PACKAGE_FIND_VERSION VERSION_GREATER PACKAGE_VERSION)
|
||||
|
||||
# if the installed or the using project don't have CMAKE_SIZEOF_VOID_P set, ignore it:
|
||||
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "" OR "@CMAKE_SIZEOF_VOID_P@" STREQUAL "")
|
||||
return()
|
||||
endif()
|
||||
|
||||
if(NOT CMAKE_SIZEOF_VOID_P STREQUAL "@CMAKE_SIZEOF_VOID_P@")
|
||||
math(EXPR installedBits "8 * 8")
|
||||
set(PACKAGE_VERSION "${PACKAGE_VERSION} (${installedBits}bit)")
|
||||
set(PACKAGE_VERSION_UNSUITABLE TRUE)
|
||||
endif()
|
||||
|
|
@ -1 +1,79 @@
|
|||
include("${CMAKE_CURRENT_LIST_DIR}/raylib-targets.cmake")
|
||||
# - Try to find raylib
|
||||
# Options:
|
||||
# raylib_USE_STATIC_LIBS - OFF by default
|
||||
# raylib_VERBOSE - OFF by default
|
||||
# Once done, this defines a raylib target that can be passed to
|
||||
# target_link_libraries as well as following variables:
|
||||
#
|
||||
# raylib_FOUND - System has raylib installed
|
||||
# raylib_INCLUDE_DIRS - The include directories for the raylib header(s)
|
||||
# raylib_LIBRARIES - The libraries needed to use raylib
|
||||
# raylib_LDFLAGS - The linker flags needed with raylib
|
||||
# raylib_DEFINITIONS - Compiler switches required for using raylib
|
||||
|
||||
if (NOT TARGET raylib)
|
||||
set(XPREFIX PC_RAYLIB)
|
||||
|
||||
find_package(PkgConfig QUIET)
|
||||
pkg_check_modules(${XPREFIX} QUIET raylib)
|
||||
|
||||
if (raylib_USE_STATIC_LIBS)
|
||||
set(XPREFIX ${XPREFIX}_STATIC)
|
||||
endif()
|
||||
|
||||
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
|
||||
|
||||
find_path(raylib_INCLUDE_DIR
|
||||
NAMES raylib.h
|
||||
HINTS ${${XPREFIX}_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
set(RAYLIB_NAMES raylib)
|
||||
|
||||
if (raylib_USE_STATIC_LIBS)
|
||||
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
|
||||
endif()
|
||||
|
||||
find_library(raylib_LIBRARY
|
||||
NAMES ${RAYLIB_NAMES}
|
||||
HINTS ${${XPREFIX}_LIBRARY_DIRS}
|
||||
)
|
||||
|
||||
set(raylib_LIBRARIES ${raylib_LIBRARY})
|
||||
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
|
||||
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
|
||||
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
|
||||
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
|
||||
|
||||
include(FindPackageHandleStandardArgs)
|
||||
find_package_handle_standard_args(raylib DEFAULT_MSG
|
||||
raylib_LIBRARY
|
||||
raylib_INCLUDE_DIR
|
||||
)
|
||||
|
||||
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
|
||||
|
||||
if (raylib_USE_STATIC_LIBS)
|
||||
add_library(raylib STATIC IMPORTED GLOBAL)
|
||||
else()
|
||||
add_library(raylib SHARED IMPORTED GLOBAL)
|
||||
endif()
|
||||
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
|
||||
|
||||
set_target_properties(raylib
|
||||
PROPERTIES
|
||||
IMPORTED_LOCATION "${raylib_LIBRARIES}"
|
||||
IMPORTED_IMPLIB "${raylib_LIBRARIES}"
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
|
||||
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
|
||||
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
|
||||
)
|
||||
|
||||
if (raylib_VERBOSE)
|
||||
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
|
||||
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
|
||||
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
|
||||
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
|
||||
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
|
||||
endif()
|
||||
endif()
|
||||
|
|
|
|||
|
|
@ -56,10 +56,15 @@
|
|||
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_WEB_RGFW
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
|
||||
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
|
||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
|
||||
TARGET_PLATFORM := $(PLATFORM)
|
||||
override PLATFORM = PLATFORM_DESKTOP
|
||||
else
|
||||
TARGET_PLATFORM = $(PLATFORM)
|
||||
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
|
||||
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
|
||||
else
|
||||
TARGET_PLATFORM = $(PLATFORM)
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define required raylib variables
|
||||
|
|
@ -484,7 +489,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
|||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
|
||||
endif
|
||||
|
||||
# Define source code object files required
|
||||
|
|
@ -660,7 +665,7 @@ OTHERS = \
|
|||
ifeq ($(TARGET_PLATFORM), PLATFORM_DESKTOP_GFLW)
|
||||
OTHERS += others/rlgl_standalone
|
||||
endif
|
||||
|
||||
|
||||
|
||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||
|
||||
|
|
|
|||
|
|
@ -370,7 +370,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
|
|||
endif
|
||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
|
||||
endif
|
||||
|
||||
# Define source code object files required
|
||||
|
|
|
|||
|
|
@ -6,7 +6,8 @@
|
|||
*
|
||||
* Example create by GreenSnakeLinux (@GreenSnakeLinux),
|
||||
* lighter by oblerion (@oblerion) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
* reviewed by Ramon Santamaria (@raysan5) and
|
||||
* improved by danilwhale (@danilwhale)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
|
|
@ -17,6 +18,16 @@
|
|||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
typedef enum {
|
||||
BUTTON_NONE = -1,
|
||||
BUTTON_UP,
|
||||
BUTTON_LEFT,
|
||||
BUTTON_RIGHT,
|
||||
BUTTON_DOWN,
|
||||
BUTTON_MAX
|
||||
} PadButton;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
|
|
@ -29,24 +40,38 @@ int main(void)
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls");
|
||||
|
||||
const float dpadX = 90;
|
||||
const float dpadY = 300;
|
||||
const float dpadRad = 25.0f;//radius of each pad
|
||||
Color dpadColor = BLUE;
|
||||
int dpadKeydown = -1;//-1 if not down, else 0,1,2,3
|
||||
Vector2 padPosition = { 100, 350 };
|
||||
float buttonRadius = 30;
|
||||
|
||||
|
||||
const float dpadCollider[4][2]= // collider array with x,y position
|
||||
Vector2 buttonPositions[BUTTON_MAX] =
|
||||
{
|
||||
{dpadX,dpadY-dpadRad*1.5f},//up
|
||||
{dpadX-dpadRad*1.5f,dpadY},//left
|
||||
{dpadX+dpadRad*1.5f,dpadY},//right
|
||||
{dpadX,dpadY+dpadRad*1.5f}//down
|
||||
{ padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up
|
||||
{ padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left
|
||||
{ padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right
|
||||
{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
|
||||
};
|
||||
const char dpadLabel[4]="XYBA";//label of Dpad
|
||||
|
||||
float playerX=100;
|
||||
float playerY=100;
|
||||
const char *buttonLabels[BUTTON_MAX] =
|
||||
{
|
||||
"Y", // Up
|
||||
"X", // Left
|
||||
"B", // Right
|
||||
"A" // Down
|
||||
};
|
||||
|
||||
Color buttonLabelColors[BUTTON_MAX] =
|
||||
{
|
||||
YELLOW, // Up
|
||||
BLUE, // Left
|
||||
RED, // Right
|
||||
GREEN // Down
|
||||
};
|
||||
|
||||
int pressedButton = BUTTON_NONE;
|
||||
Vector2 inputPosition = { 0, 0 };
|
||||
|
||||
Vector2 playerPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
float playerSpeed = 75;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -54,63 +79,89 @@ int main(void)
|
|||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//--------------------------------------------------------------------------
|
||||
dpadKeydown = -1; //reset
|
||||
int inputX = 0;
|
||||
int inputY = 0;
|
||||
if(GetTouchPointCount()>0)
|
||||
{//use touch pos
|
||||
inputX = GetTouchX();
|
||||
inputY = GetTouchY();
|
||||
// Update
|
||||
//--------------------------------------------------------------------------
|
||||
if ((GetTouchPointCount() > 0))
|
||||
{
|
||||
// Use touch position
|
||||
inputPosition = GetTouchPosition(0);
|
||||
}
|
||||
else
|
||||
{//use mouse pos
|
||||
inputX = GetMouseX();
|
||||
inputY = GetMouseY();
|
||||
}
|
||||
for(int i=0;i<4;i++)
|
||||
{
|
||||
//test distance each collider and input < radius
|
||||
if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad)
|
||||
{
|
||||
dpadKeydown = i;
|
||||
break;
|
||||
}
|
||||
// Use mouse position
|
||||
inputPosition = GetMousePosition();
|
||||
}
|
||||
// move player
|
||||
switch(dpadKeydown){
|
||||
case 0: playerY -= 50*GetFrameTime();
|
||||
break;
|
||||
case 1: playerX -= 50*GetFrameTime();
|
||||
break;
|
||||
case 2: playerX += 50*GetFrameTime();
|
||||
break;
|
||||
case 3: playerY += 50*GetFrameTime();
|
||||
default:;
|
||||
};
|
||||
//--------------------------------------------------------------------------
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
for(int i=0;i<4;i++)
|
||||
|
||||
// Reset pressed button to none
|
||||
pressedButton = BUTTON_NONE;
|
||||
|
||||
// Make sure user is pressing left mouse button if they're from desktop
|
||||
if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
|
||||
{
|
||||
// Find nearest D-Pad button to the input position
|
||||
for (int i = 0; i < BUTTON_MAX; i++)
|
||||
{
|
||||
//draw all pad
|
||||
DrawCircleV((Vector2) { dpadCollider[i][0], dpadCollider[i][1] }, dpadRad, dpadColor);
|
||||
if(i!=dpadKeydown)
|
||||
float distX = fabsf(buttonPositions[i].x - inputPosition.x);
|
||||
float distY = fabsf(buttonPositions[i].y - inputPosition.y);
|
||||
|
||||
if ((distX + distY < buttonRadius))
|
||||
{
|
||||
//draw label
|
||||
DrawText(TextSubtext(dpadLabel,i,1),
|
||||
(int)dpadCollider[i][0]-7,
|
||||
(int)dpadCollider[i][1]-8,20,BLACK);
|
||||
pressedButton = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move player according to pressed button
|
||||
switch (pressedButton)
|
||||
{
|
||||
case BUTTON_UP:
|
||||
{
|
||||
playerPosition.y -= playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_LEFT:
|
||||
{
|
||||
playerPosition.x -= playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_RIGHT:
|
||||
{
|
||||
playerPosition.x += playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_DOWN:
|
||||
{
|
||||
playerPosition.y += playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw world
|
||||
DrawCircleV(playerPosition, 50, MAROON);
|
||||
|
||||
// Draw GUI
|
||||
for (int i = 0; i < BUTTON_MAX; i++)
|
||||
{
|
||||
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
|
||||
|
||||
DrawText(buttonLabels[i],
|
||||
(int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8,
|
||||
20, buttonLabelColors[i]);
|
||||
}
|
||||
|
||||
DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);
|
||||
|
||||
DrawRectangleRec((Rectangle) { playerX - 4, playerY - 4, 75, 28 }, RED);
|
||||
DrawText("Player", (int)playerX, (int)playerY, 20, WHITE);
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
|
|
|
|||
Binary file not shown.
|
Before Width: | Height: | Size: 8.9 KiB After Width: | Height: | Size: 1.8 KiB |
|
|
@ -1,6 +1,6 @@
|
|||
#version 100
|
||||
|
||||
precision highp float;
|
||||
precision highp float;
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
|
|
@ -24,7 +24,6 @@ varying vec3 fragNormal;
|
|||
varying vec4 shadowPos;
|
||||
varying mat3 TBN;
|
||||
|
||||
|
||||
// Input uniform values
|
||||
uniform int numOfLights;
|
||||
uniform sampler2D albedoMap;
|
||||
|
|
@ -153,4 +152,4 @@ void main()
|
|||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec3 vertexTangent;
|
||||
attribute vec4 vertexColor;
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec3 vertexTangent;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
|
|
@ -72,4 +72,4 @@ void main()
|
|||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@ void main()
|
|||
// Send vertex attributes to fragment shader
|
||||
fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0));
|
||||
fragTexCoord = vertexTexCoord;
|
||||
//fragColor = vertexColor;
|
||||
fragColor = vec4(1.0);
|
||||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||
|
||||
// Calculate final vertex position, note that we multiply mvp by instanceTransform
|
||||
|
|
|
|||
|
|
@ -95,11 +95,19 @@ int main(void)
|
|||
|
||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||
|
||||
// Since we are storing position and normal data in these textures,
|
||||
// we need to use a floating point format.
|
||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
||||
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
|
||||
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
|
||||
// depth, and the inverse view/projection matrices.
|
||||
|
||||
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
|
||||
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
|
||||
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
|
||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility.
|
||||
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations.
|
||||
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
||||
// Albedo (diffuse color) and specular strength can be combined into one texture.
|
||||
// The color in RGB, and the specular strength in the alpha channel.
|
||||
gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
|
|
|
|||
|
|
@ -61,7 +61,7 @@ int main(void)
|
|||
{
|
||||
Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
|
||||
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
|
||||
float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
|
||||
float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
|
||||
Matrix rotation = MatrixRotate(axis, angle);
|
||||
|
||||
transforms[i] = MatrixMultiply(rotation, translation);
|
||||
|
|
@ -73,7 +73,6 @@ int main(void)
|
|||
// Get shader locations
|
||||
shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
|
||||
|
||||
// Set shader value: ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
|
|
|
|||
|
|
@ -2543,6 +2543,11 @@
|
|||
"name": "SHADER_LOC_BONE_MATRICES",
|
||||
"value": 28,
|
||||
"description": "Shader location: array of matrices uniform: boneMatrices"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_LOC_VERTEX_INSTANCE_TX",
|
||||
"value": 29,
|
||||
"description": "Shader location: vertex attribute: instanceTransform"
|
||||
}
|
||||
]
|
||||
},
|
||||
|
|
@ -2591,8 +2596,28 @@
|
|||
"description": "Shader uniform type: ivec4 (4 int)"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_UNIFORM_SAMPLER2D",
|
||||
"name": "SHADER_UNIFORM_UINT",
|
||||
"value": 8,
|
||||
"description": "Shader uniform type: unsigned int"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_UNIFORM_UIVEC2",
|
||||
"value": 9,
|
||||
"description": "Shader uniform type: uivec2 (2 unsigned int)"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_UNIFORM_UIVEC3",
|
||||
"value": 10,
|
||||
"description": "Shader uniform type: uivec3 (3 unsigned int)"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_UNIFORM_UIVEC4",
|
||||
"value": 11,
|
||||
"description": "Shader uniform type: uivec4 (4 unsigned int)"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_UNIFORM_SAMPLER2D",
|
||||
"value": 12,
|
||||
"description": "Shader uniform type: sampler2d"
|
||||
}
|
||||
]
|
||||
|
|
@ -4881,6 +4906,17 @@
|
|||
"description": "Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty",
|
||||
"returnType": "int"
|
||||
},
|
||||
{
|
||||
"name": "GetKeyName",
|
||||
"description": "Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)",
|
||||
"returnType": "const char *",
|
||||
"params": [
|
||||
{
|
||||
"type": "int",
|
||||
"name": "key"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "SetExitKey",
|
||||
"description": "Set a custom key to exit program (default is ESC)",
|
||||
|
|
@ -9765,7 +9801,7 @@
|
|||
},
|
||||
{
|
||||
"name": "TextToInteger",
|
||||
"description": "Get integer value from text (negative values not supported)",
|
||||
"description": "Get integer value from text",
|
||||
"returnType": "int",
|
||||
"params": [
|
||||
{
|
||||
|
|
@ -9776,7 +9812,7 @@
|
|||
},
|
||||
{
|
||||
"name": "TextToFloat",
|
||||
"description": "Get float value from text (negative values not supported)",
|
||||
"description": "Get float value from text",
|
||||
"returnType": "float",
|
||||
"params": [
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2543,6 +2543,11 @@ return {
|
|||
name = "SHADER_LOC_BONE_MATRICES",
|
||||
value = 28,
|
||||
description = "Shader location: array of matrices uniform: boneMatrices"
|
||||
},
|
||||
{
|
||||
name = "SHADER_LOC_VERTEX_INSTANCE_TX",
|
||||
value = 29,
|
||||
description = "Shader location: vertex attribute: instanceTransform"
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
@ -2591,8 +2596,28 @@ return {
|
|||
description = "Shader uniform type: ivec4 (4 int)"
|
||||
},
|
||||
{
|
||||
name = "SHADER_UNIFORM_SAMPLER2D",
|
||||
name = "SHADER_UNIFORM_UINT",
|
||||
value = 8,
|
||||
description = "Shader uniform type: unsigned int"
|
||||
},
|
||||
{
|
||||
name = "SHADER_UNIFORM_UIVEC2",
|
||||
value = 9,
|
||||
description = "Shader uniform type: uivec2 (2 unsigned int)"
|
||||
},
|
||||
{
|
||||
name = "SHADER_UNIFORM_UIVEC3",
|
||||
value = 10,
|
||||
description = "Shader uniform type: uivec3 (3 unsigned int)"
|
||||
},
|
||||
{
|
||||
name = "SHADER_UNIFORM_UIVEC4",
|
||||
value = 11,
|
||||
description = "Shader uniform type: uivec4 (4 unsigned int)"
|
||||
},
|
||||
{
|
||||
name = "SHADER_UNIFORM_SAMPLER2D",
|
||||
value = 12,
|
||||
description = "Shader uniform type: sampler2d"
|
||||
}
|
||||
}
|
||||
|
|
@ -4326,6 +4351,14 @@ return {
|
|||
description = "Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty",
|
||||
returnType = "int"
|
||||
},
|
||||
{
|
||||
name = "GetKeyName",
|
||||
description = "Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)",
|
||||
returnType = "const char *",
|
||||
params = {
|
||||
{type = "int", name = "key"}
|
||||
}
|
||||
},
|
||||
{
|
||||
name = "SetExitKey",
|
||||
description = "Set a custom key to exit program (default is ESC)",
|
||||
|
|
@ -6936,7 +6969,7 @@ return {
|
|||
},
|
||||
{
|
||||
name = "TextToInteger",
|
||||
description = "Get integer value from text (negative values not supported)",
|
||||
description = "Get integer value from text",
|
||||
returnType = "int",
|
||||
params = {
|
||||
{type = "const char *", name = "text"}
|
||||
|
|
@ -6944,7 +6977,7 @@ return {
|
|||
},
|
||||
{
|
||||
name = "TextToFloat",
|
||||
description = "Get float value from text (negative values not supported)",
|
||||
description = "Get float value from text",
|
||||
returnType = "float",
|
||||
params = {
|
||||
{type = "const char *", name = "text"}
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -507,7 +507,7 @@
|
|||
<Value name="MATERIAL_MAP_PREFILTER" integer="9" desc="Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)" />
|
||||
<Value name="MATERIAL_MAP_BRDF" integer="10" desc="Brdf material" />
|
||||
</Enum>
|
||||
<Enum name="ShaderLocationIndex" valueCount="29" desc="Shader location index">
|
||||
<Enum name="ShaderLocationIndex" valueCount="30" desc="Shader location index">
|
||||
<Value name="SHADER_LOC_VERTEX_POSITION" integer="0" desc="Shader location: vertex attribute: position" />
|
||||
<Value name="SHADER_LOC_VERTEX_TEXCOORD01" integer="1" desc="Shader location: vertex attribute: texcoord01" />
|
||||
<Value name="SHADER_LOC_VERTEX_TEXCOORD02" integer="2" desc="Shader location: vertex attribute: texcoord02" />
|
||||
|
|
@ -537,8 +537,9 @@
|
|||
<Value name="SHADER_LOC_VERTEX_BONEIDS" integer="26" desc="Shader location: vertex attribute: boneIds" />
|
||||
<Value name="SHADER_LOC_VERTEX_BONEWEIGHTS" integer="27" desc="Shader location: vertex attribute: boneWeights" />
|
||||
<Value name="SHADER_LOC_BONE_MATRICES" integer="28" desc="Shader location: array of matrices uniform: boneMatrices" />
|
||||
<Value name="SHADER_LOC_VERTEX_INSTANCE_TX" integer="29" desc="Shader location: vertex attribute: instanceTransform" />
|
||||
</Enum>
|
||||
<Enum name="ShaderUniformDataType" valueCount="9" desc="Shader uniform data type">
|
||||
<Enum name="ShaderUniformDataType" valueCount="13" desc="Shader uniform data type">
|
||||
<Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" />
|
||||
<Value name="SHADER_UNIFORM_VEC2" integer="1" desc="Shader uniform type: vec2 (2 float)" />
|
||||
<Value name="SHADER_UNIFORM_VEC3" integer="2" desc="Shader uniform type: vec3 (3 float)" />
|
||||
|
|
@ -547,7 +548,11 @@
|
|||
<Value name="SHADER_UNIFORM_IVEC2" integer="5" desc="Shader uniform type: ivec2 (2 int)" />
|
||||
<Value name="SHADER_UNIFORM_IVEC3" integer="6" desc="Shader uniform type: ivec3 (3 int)" />
|
||||
<Value name="SHADER_UNIFORM_IVEC4" integer="7" desc="Shader uniform type: ivec4 (4 int)" />
|
||||
<Value name="SHADER_UNIFORM_SAMPLER2D" integer="8" desc="Shader uniform type: sampler2d" />
|
||||
<Value name="SHADER_UNIFORM_UINT" integer="8" desc="Shader uniform type: unsigned int" />
|
||||
<Value name="SHADER_UNIFORM_UIVEC2" integer="9" desc="Shader uniform type: uivec2 (2 unsigned int)" />
|
||||
<Value name="SHADER_UNIFORM_UIVEC3" integer="10" desc="Shader uniform type: uivec3 (3 unsigned int)" />
|
||||
<Value name="SHADER_UNIFORM_UIVEC4" integer="11" desc="Shader uniform type: uivec4 (4 unsigned int)" />
|
||||
<Value name="SHADER_UNIFORM_SAMPLER2D" integer="12" desc="Shader uniform type: sampler2d" />
|
||||
</Enum>
|
||||
<Enum name="ShaderAttributeDataType" valueCount="4" desc="Shader attribute data types">
|
||||
<Value name="SHADER_ATTRIB_FLOAT" integer="0" desc="Shader attribute type: float" />
|
||||
|
|
@ -674,7 +679,7 @@
|
|||
<Param type="unsigned int" name="frames" desc="" />
|
||||
</Callback>
|
||||
</Callbacks>
|
||||
<Functions count="581">
|
||||
<Functions count="582">
|
||||
<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="" />
|
||||
|
|
@ -1181,6 +1186,9 @@
|
|||
</Function>
|
||||
<Function name="GetCharPressed" retType="int" paramCount="0" desc="Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty">
|
||||
</Function>
|
||||
<Function name="GetKeyName" retType="const char *" paramCount="1" desc="Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)">
|
||||
<Param type="int" name="key" desc="" />
|
||||
</Function>
|
||||
<Function name="SetExitKey" retType="void" paramCount="1" desc="Set a custom key to exit program (default is ESC)">
|
||||
<Param type="int" name="key" desc="" />
|
||||
</Function>
|
||||
|
|
@ -2479,10 +2487,10 @@
|
|||
<Function name="TextToCamel" retType="const char *" paramCount="1" desc="Get Camel case notation version of provided string">
|
||||
<Param type="const char *" name="text" desc="" />
|
||||
</Function>
|
||||
<Function name="TextToInteger" retType="int" paramCount="1" desc="Get integer value from text (negative values not supported)">
|
||||
<Function name="TextToInteger" retType="int" paramCount="1" desc="Get integer value from text">
|
||||
<Param type="const char *" name="text" desc="" />
|
||||
</Function>
|
||||
<Function name="TextToFloat" retType="float" paramCount="1" desc="Get float value from text (negative values not supported)">
|
||||
<Function name="TextToFloat" retType="float" paramCount="1" desc="Get float value from text">
|
||||
<Param type="const char *" name="text" desc="" />
|
||||
</Function>
|
||||
<Function name="DrawLine3D" retType="void" paramCount="3" desc="Draw a line in 3D world space">
|
||||
|
|
|
|||
|
|
@ -216,6 +216,7 @@ RLAPI bool IsKeyUp(int key); // Check if a key
|
|||
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
||||
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string "q" for KEY_A on an AZERTY keyboard)
|
||||
|
||||
// Input-related functions: gamepads
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
||||
|
|
|
|||
|
|
@ -693,16 +693,12 @@ Global
|
|||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x64.Build.0 = Debug|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x86.Build.0 = Debug|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x64.ActiveCfg = Release|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x64.Build.0 = Release|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x86.ActiveCfg = Release|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x86.Build.0 = Release|Win32
|
||||
{6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
|
|
|
|||
|
|
@ -23,6 +23,7 @@ endif()
|
|||
# Used as public API to be included into other projects
|
||||
set(raylib_public_headers
|
||||
raylib.h
|
||||
rcamera.h
|
||||
rlgl.h
|
||||
raymath.h
|
||||
)
|
||||
|
|
@ -90,16 +91,7 @@ if (BUILD_SHARED_LIBS)
|
|||
set_property(TARGET raylib PROPERTY C_VISIBILITY_PRESET hidden)
|
||||
endif ()
|
||||
|
||||
|
||||
# If building as a static lib *AND* using internal GLFW we
|
||||
# need to set it up as a PRIVATE import so cmake doesn't complain
|
||||
# it isn't declared on an install rule
|
||||
if (INTERNAL_GLFW AND BUILD_SHARED_LIBS)
|
||||
target_link_libraries(raylib PRIVATE glfw)
|
||||
endif()
|
||||
|
||||
target_link_libraries(raylib PUBLIC "${LIBS_PRIVATE}")
|
||||
|
||||
target_link_libraries(raylib "${LIBS_PRIVATE}")
|
||||
|
||||
# Sets some compile time definitions for the pre-processor
|
||||
# If CUSTOMIZE_BUILD option is on you will not use config.h by default
|
||||
|
|
|
|||
10
src/Makefile
10
src/Makefile
|
|
@ -61,11 +61,10 @@
|
|||
#------------------------------------------------------------------------------------------------
|
||||
# Define target platform
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
|
||||
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
|
||||
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
|
||||
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
|
||||
else
|
||||
TARGET_PLATFORM = $(PLATFORM)
|
||||
TARGET_PLATFORM = $(PLATFORM)
|
||||
endif
|
||||
|
||||
# Define required raylib variables
|
||||
|
|
@ -122,7 +121,6 @@ SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
|
|||
SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/lib
|
||||
SDL_LIBRARIES ?= -lSDL2 -lSDL2main
|
||||
|
||||
|
||||
# Determine if the file has root access (only required to install raylib)
|
||||
# "whoami" prints the name of the user that calls him (so, if it is the root user, "whoami" prints "root")
|
||||
ROOT = $(shell whoami)
|
||||
|
|
@ -664,8 +662,8 @@ raylib: $(OBJS)
|
|||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# Compile raylib libray for web
|
||||
#$(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)!"
|
||||
$(AR) rcs $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).web.a $(OBJS)
|
||||
@echo "raylib library generated (lib$(RAYLIB_LIB_NAME).web.a)!"
|
||||
else
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
|
||||
|
|
|
|||
|
|
@ -151,6 +151,8 @@
|
|||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
||||
#endif
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
|
||||
|
||||
|
||||
// Default shader vertex attribute names to set location points
|
||||
// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
|
||||
|
|
|
|||
661
src/external/RGFW.h
vendored
661
src/external/RGFW.h
vendored
File diff suppressed because it is too large
Load Diff
|
|
@ -627,7 +627,7 @@ int SetGamepadMappings(const char *mappings)
|
|||
// Set gamepad vibration
|
||||
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
|
||||
TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform");
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
|
|
@ -699,7 +699,7 @@ void PollInputEvents(void)
|
|||
|
||||
// Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll
|
||||
// NOTE: Activity is paused if not enabled (platform.appEnabled)
|
||||
while ((pollResult = ALooper_pollOnce(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) > ALOOPER_POLL_TIMEOUT)
|
||||
while ((pollResult = ALooper_pollOnce(platform.appEnabled? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
{
|
||||
// Process this event
|
||||
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
|
||||
|
|
@ -786,7 +786,7 @@ int InitPlatform(void)
|
|||
while (!CORE.Window.ready)
|
||||
{
|
||||
// Process events until we reach TIMEOUT, which indicates no more events queued.
|
||||
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void**)&platform.source)) > ALOOPER_POLL_TIMEOUT)
|
||||
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
{
|
||||
// Process this event
|
||||
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
|
||||
|
|
@ -1226,7 +1226,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|||
return 1; // Handled gamepad button
|
||||
}
|
||||
|
||||
KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE)? mapKeycode[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
|
||||
|
|
|
|||
|
|
@ -322,7 +322,7 @@ void SetWindowState(unsigned int flags)
|
|||
}
|
||||
|
||||
// State change: FLAG_FULLSCREEN_MODE
|
||||
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
|
||||
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
|
||||
{
|
||||
ToggleFullscreen(); // NOTE: Window state flag updated inside function
|
||||
}
|
||||
|
|
@ -1088,7 +1088,7 @@ int SetGamepadMappings(const char *mappings)
|
|||
// Set gamepad vibration
|
||||
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GamepadSetVibration() not available on target platform");
|
||||
TRACELOG(LOG_WARNING, "SetGamepadVibration() not available on target platform");
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
|
|
|
|||
|
|
@ -129,6 +129,7 @@ static bool RGFW_disableCursor = false;
|
|||
static const unsigned short keyMappingRGFW[] = {
|
||||
[RGFW_KEY_NULL] = KEY_NULL,
|
||||
[RGFW_Return] = KEY_ENTER,
|
||||
[RGFW_Return] = KEY_ENTER,
|
||||
[RGFW_Apostrophe] = KEY_APOSTROPHE,
|
||||
[RGFW_Comma] = KEY_COMMA,
|
||||
[RGFW_Minus] = KEY_MINUS,
|
||||
|
|
@ -168,7 +169,6 @@ static const unsigned short keyMappingRGFW[] = {
|
|||
[RGFW_SuperL] = KEY_LEFT_SUPER,
|
||||
#ifndef RGFW_MACOS
|
||||
[RGFW_ShiftR] = KEY_RIGHT_SHIFT,
|
||||
|
||||
[RGFW_AltR] = KEY_RIGHT_ALT,
|
||||
#endif
|
||||
[RGFW_Space] = KEY_SPACE,
|
||||
|
|
@ -496,7 +496,7 @@ void SetWindowIcons(Image *images, int count)
|
|||
// Set title for window
|
||||
void SetWindowTitle(const char *title)
|
||||
{
|
||||
RGFW_window_setName(platform.window, (char*)title);
|
||||
RGFW_window_setName(platform.window, (char *)title);
|
||||
CORE.Window.title = title;
|
||||
}
|
||||
|
||||
|
|
@ -553,9 +553,9 @@ void SetWindowFocused(void)
|
|||
void *GetWindowHandle(void)
|
||||
{
|
||||
#ifdef RGFW_WEBASM
|
||||
return (void*)platform.window->src.ctx;
|
||||
return (void *)platform.window->src.ctx;
|
||||
#else
|
||||
return (void*)platform.window->src.window;
|
||||
return (void *)platform.window->src.window;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
@ -598,7 +598,7 @@ Vector2 GetMonitorPosition(int monitor)
|
|||
{
|
||||
RGFW_monitor *mons = RGFW_getMonitors();
|
||||
|
||||
return (Vector2){(float)mons[monitor].rect.x, (float)mons[monitor].rect.y};
|
||||
return (Vector2){ (float)mons[monitor].rect.x, (float)mons[monitor].rect.y };
|
||||
}
|
||||
|
||||
// Get selected monitor width (currently used by monitor)
|
||||
|
|
@ -620,7 +620,7 @@ int GetMonitorHeight(int monitor)
|
|||
// Get selected monitor physical width in millimetres
|
||||
int GetMonitorPhysicalWidth(int monitor)
|
||||
{
|
||||
RGFW_monitor* mons = RGFW_getMonitors();
|
||||
RGFW_monitor *mons = RGFW_getMonitors();
|
||||
|
||||
return mons[monitor].physW;
|
||||
}
|
||||
|
|
@ -665,7 +665,7 @@ Vector2 GetWindowScaleDPI(void)
|
|||
// Set clipboard text content
|
||||
void SetClipboardText(const char *text)
|
||||
{
|
||||
RGFW_writeClipboard(text, (u32)strlen(text));
|
||||
RGFW_writeClipboard(text, strlen(text));
|
||||
}
|
||||
|
||||
// Get clipboard text content
|
||||
|
|
@ -685,19 +685,25 @@ const char *GetClipboardText(void)
|
|||
# define WINGDI_ALREADY_INCLUDED
|
||||
# include "../external/win32_clipboard.h"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Get clipboard image
|
||||
Image GetClipboardImage(void)
|
||||
{
|
||||
Image image = {0};
|
||||
Image image = { 0 };
|
||||
unsigned long long int dataSize = 0;
|
||||
void* fileData = NULL;
|
||||
void *fileData = NULL;
|
||||
|
||||
#ifdef _WIN32
|
||||
int width, height;
|
||||
fileData = (void*)Win32GetClipboardImageData(&width, &height, &dataSize);
|
||||
#if defined(SUPPORT_CLIPBOARD_IMAGE)
|
||||
#if defined(_WIN32)
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
fileData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize);
|
||||
|
||||
if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data");
|
||||
else image = LoadImageFromMemory(".bmp", fileData, dataSize);
|
||||
#else
|
||||
TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_RGFW doesn't implement `GetClipboardImage` for this OS");
|
||||
TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_RGFW doesn't implement GetClipboardImage() for this OS");
|
||||
#endif
|
||||
|
||||
if (fileData == NULL)
|
||||
|
|
@ -742,9 +748,7 @@ void EnableCursor(void)
|
|||
void DisableCursor(void)
|
||||
{
|
||||
RGFW_disableCursor = true;
|
||||
|
||||
RGFW_window_mouseHold(platform.window, RGFW_AREA(0, 0));
|
||||
|
||||
HideCursor();
|
||||
}
|
||||
|
||||
|
|
@ -794,6 +798,12 @@ int SetGamepadMappings(const char *mappings)
|
|||
return 0;
|
||||
}
|
||||
|
||||
// Set gamepad vibration
|
||||
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetGamepadVibration() not available on target platform");
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
void SetMousePosition(int x, int y)
|
||||
{
|
||||
|
|
@ -857,7 +867,6 @@ void PollInputEvents(void)
|
|||
// Register previous mouse position
|
||||
|
||||
// Reset last gamepad button/axis registered state
|
||||
|
||||
for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++)
|
||||
{
|
||||
// Check if gamepad is available
|
||||
|
|
@ -1164,35 +1173,20 @@ int InitPlatform(void)
|
|||
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= RGFW_NO_BORDER;
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) flags |= RGFW_NO_RESIZE;
|
||||
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= RGFW_TRANSPARENT_WINDOW;
|
||||
|
||||
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) flags |= RGFW_FULLSCREEN;
|
||||
|
||||
// NOTE: Some OpenGL context attributes must be set before window creation
|
||||
|
||||
// Check selection OpenGL version
|
||||
if (rlGetVersion() == RL_OPENGL_21)
|
||||
{
|
||||
RGFW_setGLVersion(RGFW_GL_CORE, 2, 1);
|
||||
}
|
||||
else if (rlGetVersion() == RL_OPENGL_33)
|
||||
{
|
||||
RGFW_setGLVersion(RGFW_GL_CORE, 3, 3);
|
||||
}
|
||||
else if (rlGetVersion() == RL_OPENGL_43)
|
||||
{
|
||||
RGFW_setGLVersion(RGFW_GL_CORE, 4, 1);
|
||||
}
|
||||
if (rlGetVersion() == RL_OPENGL_21) RGFW_setGLVersion(RGFW_GL_CORE, 2, 1);
|
||||
else if (rlGetVersion() == RL_OPENGL_33) RGFW_setGLVersion(RGFW_GL_CORE, 3, 3);
|
||||
else if (rlGetVersion() == RL_OPENGL_43) RGFW_setGLVersion(RGFW_GL_CORE, 4, 1);
|
||||
|
||||
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
||||
{
|
||||
RGFW_setGLSamples(4);
|
||||
}
|
||||
if (CORE.Window.flags & FLAG_MSAA_4X_HINT) RGFW_setGLSamples(4);
|
||||
|
||||
platform.window = RGFW_createWindow(CORE.Window.title, RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags);
|
||||
|
||||
|
||||
#ifndef PLATFORM_WEB_RGFW
|
||||
RGFW_area screenSize = RGFW_getScreenSize();
|
||||
CORE.Window.display.width = screenSize.w;
|
||||
|
|
@ -1201,10 +1195,8 @@ int InitPlatform(void)
|
|||
CORE.Window.display.width = CORE.Window.screen.width;
|
||||
CORE.Window.display.height = CORE.Window.screen.height;
|
||||
#endif
|
||||
/*
|
||||
I think this is needed by Raylib now ?
|
||||
If so, rcore_destkop_sdl should be updated too
|
||||
*/
|
||||
// TODO: Is this needed by raylib now?
|
||||
// If so, rcore_desktop_sdl should be updated too
|
||||
//SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1);
|
||||
|
|
@ -1244,7 +1236,7 @@ int InitPlatform(void)
|
|||
// Load OpenGL extensions
|
||||
// NOTE: GL procedures address loader is required to load extensions
|
||||
//----------------------------------------------------------------------------
|
||||
rlLoadExtensions((void*)RGFW_getProcAddress);
|
||||
rlLoadExtensions((void *)RGFW_getProcAddress);
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// TODO: Initialize input events system
|
||||
|
|
|
|||
|
|
@ -23,7 +23,7 @@
|
|||
* Custom flag for rcore on target platform -not used-
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* - SDL 2 or SLD 3 (main library): Windowing and inputs management
|
||||
* - SDL 2 or SDL 3 (main library): Windowing and inputs management
|
||||
* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
|
||||
*
|
||||
*
|
||||
|
|
@ -68,7 +68,7 @@
|
|||
#define MAX_CLIPBOARD_BUFFER_LENGTH 1024 // Size of the clipboard buffer used on GetClipboardText()
|
||||
#endif
|
||||
|
||||
#if ((defined(SDL_MAJOR_VERSION) && SDL_MAJOR_VERSION == 3) && (defined(SDL_MINOR_VERSION) && SDL_MINOR_VERSION >= 1))
|
||||
#if ((defined(SDL_MAJOR_VERSION) && (SDL_MAJOR_VERSION == 3)) && (defined(SDL_MINOR_VERSION) && (SDL_MINOR_VERSION >= 1)))
|
||||
#ifndef PLATFORM_DESKTOP_SDL3
|
||||
#define PLATFORM_DESKTOP_SDL3
|
||||
#endif
|
||||
|
|
@ -405,7 +405,7 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID)
|
|||
|
||||
// Since SDL2 doesn't have this function we leave a stub
|
||||
// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3)
|
||||
void* SDL_GetClipboardData(const char *mime_type, size_t *size)
|
||||
void *SDL_GetClipboardData(const char *mime_type, size_t *size)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "Getting clipboard data that is not text is only available in SDL3");
|
||||
|
||||
|
|
@ -497,20 +497,21 @@ void ToggleBorderlessWindowed(void)
|
|||
void MaximizeWindow(void)
|
||||
{
|
||||
SDL_MaximizeWindow(platform.window);
|
||||
CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
|
||||
// Set window state: minimized
|
||||
void MinimizeWindow(void)
|
||||
{
|
||||
SDL_MinimizeWindow(platform.window);
|
||||
CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;
|
||||
}
|
||||
|
||||
// Set window state: not minimized/maximized
|
||||
void RestoreWindow(void)
|
||||
{
|
||||
SDL_ShowWindow(platform.window);
|
||||
SDL_RestoreWindow(platform.window);
|
||||
// CORE.Window.flags will be removed on PollInputEvents()
|
||||
}
|
||||
|
||||
// Set window configuration state using flags
|
||||
|
|
@ -1426,7 +1427,7 @@ void PollInputEvents(void)
|
|||
|
||||
// Window events are also polled (Minimized, maximized, close...)
|
||||
|
||||
#ifndef PLATFORM_DESKTOP_SDL3
|
||||
#ifndef PLATFORM_DESKTOP_SDL3
|
||||
// SDL3 states:
|
||||
// The SDL_WINDOWEVENT_* events have been moved to top level events,
|
||||
// and SDL_WINDOWEVENT has been removed.
|
||||
|
|
@ -1436,7 +1437,7 @@ void PollInputEvents(void)
|
|||
{
|
||||
switch (event.window.event)
|
||||
{
|
||||
#endif
|
||||
#endif
|
||||
case SDL_WINDOWEVENT_RESIZED:
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
{
|
||||
|
|
@ -1448,7 +1449,24 @@ void PollInputEvents(void)
|
|||
CORE.Window.currentFbo.width = width;
|
||||
CORE.Window.currentFbo.height = height;
|
||||
CORE.Window.resizedLastFrame = true;
|
||||
|
||||
#ifndef PLATFORM_DESKTOP_SDL3
|
||||
// Manually detect if the window was maximized (due to SDL2 restore being unreliable on some platforms) to remove the FLAG_WINDOW_MAXIMIZED accordingly
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0)
|
||||
{
|
||||
int borderTop = 0;
|
||||
int borderLeft = 0;
|
||||
int borderBottom = 0;
|
||||
int borderRight = 0;
|
||||
SDL_GetWindowBordersSize(platform.window, &borderTop, &borderLeft, &borderBottom, &borderRight);
|
||||
SDL_Rect usableBounds;
|
||||
SDL_GetDisplayUsableBounds(SDL_GetWindowDisplayIndex(platform.window), &usableBounds);
|
||||
|
||||
if ((width + borderLeft + borderRight != usableBounds.w) && (height + borderTop + borderBottom != usableBounds.h)) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
|
||||
}
|
||||
#endif
|
||||
} break;
|
||||
|
||||
case SDL_WINDOWEVENT_ENTER:
|
||||
{
|
||||
CORE.Input.Mouse.cursorOnScreen = true;
|
||||
|
|
@ -1457,16 +1475,49 @@ void PollInputEvents(void)
|
|||
{
|
||||
CORE.Input.Mouse.cursorOnScreen = false;
|
||||
} break;
|
||||
case SDL_WINDOWEVENT_HIDDEN:
|
||||
|
||||
case SDL_WINDOWEVENT_MINIMIZED:
|
||||
case SDL_WINDOWEVENT_FOCUS_LOST:
|
||||
case SDL_WINDOWEVENT_SHOWN:
|
||||
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;
|
||||
} break;
|
||||
case SDL_WINDOWEVENT_MAXIMIZED:
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
|
||||
} break;
|
||||
case SDL_WINDOWEVENT_RESTORED:
|
||||
#if defined(PLATFORM_DESKTOP_SDL3)
|
||||
break;
|
||||
#else
|
||||
{
|
||||
if ((SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MINIMIZED) == 0)
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
|
||||
}
|
||||
|
||||
#ifdef PLATFORM_DESKTOP_SDL3
|
||||
if ((SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MAXIMIZED) == 0)
|
||||
{
|
||||
if ((CORE.Window.flags & SDL_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~SDL_WINDOW_MAXIMIZED;
|
||||
}
|
||||
#endif
|
||||
} break;
|
||||
|
||||
case SDL_WINDOWEVENT_HIDDEN:
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
|
||||
} break;
|
||||
case SDL_WINDOWEVENT_SHOWN:
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
|
||||
} break;
|
||||
|
||||
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
|
||||
} break;
|
||||
case SDL_WINDOWEVENT_FOCUS_LOST:
|
||||
{
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0) CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
|
||||
} break;
|
||||
|
||||
#ifndef PLATFORM_DESKTOP_SDL3
|
||||
default: break;
|
||||
}
|
||||
} break;
|
||||
|
|
@ -1971,7 +2022,7 @@ void ClosePlatform(void)
|
|||
// Scancode to keycode mapping
|
||||
static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode)
|
||||
{
|
||||
if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM)
|
||||
if ((sdlScancode >= 0) && (sdlScancode < SCANCODE_MAPPED_NUM))
|
||||
{
|
||||
return mapScancodeToKey[sdlScancode];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -622,7 +622,7 @@ int SetGamepadMappings(const char *mappings)
|
|||
// Set gamepad vibration
|
||||
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
|
||||
TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform");
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
|
|
@ -1529,7 +1529,7 @@ static void ConfigureEvdevDevice(char *device)
|
|||
platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum;
|
||||
}
|
||||
}
|
||||
else if (isGamepad && !isMouse && !isKeyboard && platform.gamepadCount < MAX_GAMEPADS)
|
||||
else if (isGamepad && !isMouse && !isKeyboard && (platform.gamepadCount < MAX_GAMEPADS))
|
||||
{
|
||||
deviceKindStr = "gamepad";
|
||||
int index = platform.gamepadCount++;
|
||||
|
|
@ -1893,7 +1893,7 @@ static int FindExactConnectorMode(const drmModeConnector *connector, uint width,
|
|||
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive");
|
||||
|
||||
if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
|
||||
if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && !allowInterlaced) continue;
|
||||
|
||||
if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
|
||||
}
|
||||
|
|
@ -1923,7 +1923,7 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt
|
|||
continue;
|
||||
}
|
||||
|
||||
if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
|
||||
if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && !allowInterlaced)
|
||||
{
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
|
||||
continue;
|
||||
|
|
|
|||
|
|
@ -381,6 +381,12 @@ int SetGamepadMappings(const char *mappings)
|
|||
return 0;
|
||||
}
|
||||
|
||||
// Set gamepad vibration
|
||||
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform");
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
void SetMousePosition(int x, int y)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -319,7 +319,7 @@ void ToggleBorderlessWindowed(void)
|
|||
// Set window state: maximized, if resizable
|
||||
void MaximizeWindow(void)
|
||||
{
|
||||
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE && !(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
||||
if ((glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) && !(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
||||
{
|
||||
platform.unmaximizedWidth = CORE.Window.screen.width;
|
||||
platform.unmaximizedHeight = CORE.Window.screen.height;
|
||||
|
|
@ -342,7 +342,7 @@ void MinimizeWindow(void)
|
|||
// Set window state: not minimized/maximized
|
||||
void RestoreWindow(void)
|
||||
{
|
||||
if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE && (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
||||
if ((glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) && (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED))
|
||||
{
|
||||
if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight);
|
||||
|
||||
|
|
@ -1664,10 +1664,10 @@ static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *
|
|||
int height = EM_ASM_INT( return window.innerHeight; );
|
||||
|
||||
if (width < (int)CORE.Window.screenMin.width) width = CORE.Window.screenMin.width;
|
||||
else if (width > (int)CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width;
|
||||
else if ((width > (int)CORE.Window.screenMax.width) && (CORE.Window.screenMax.width > 0)) width = CORE.Window.screenMax.width;
|
||||
|
||||
if (height < (int)CORE.Window.screenMin.height) height = CORE.Window.screenMin.height;
|
||||
else if (height > (int)CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height;
|
||||
else if ((height > (int)CORE.Window.screenMax.height) && (CORE.Window.screenMax.height > 0)) height = CORE.Window.screenMax.height;
|
||||
|
||||
emscripten_set_canvas_element_size("#canvas", width, height);
|
||||
|
||||
|
|
@ -1722,7 +1722,7 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE
|
|||
for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
|
||||
*/
|
||||
|
||||
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
|
||||
if (gamepadEvent->connected && (gamepadEvent->index < MAX_GAMEPADS))
|
||||
{
|
||||
CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
|
||||
sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id);
|
||||
|
|
|
|||
25
src/raudio.c
25
src/raudio.c
|
|
@ -801,10 +801,10 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
|
|||
wave.sampleRate = wav.sampleRate;
|
||||
wave.sampleSize = 16;
|
||||
wave.channels = wav.channels;
|
||||
wave.data = (short *)RL_MALLOC(wave.frameCount*wave.channels*sizeof(short));
|
||||
wave.data = (short *)RL_MALLOC((size_t)wave.frameCount*wave.channels*sizeof(short));
|
||||
|
||||
// NOTE: We are forcing conversion to 16bit sample size on reading
|
||||
drwav_read_pcm_frames_s16(&wav, wav.totalPCMFrameCount, wave.data);
|
||||
drwav_read_pcm_frames_s16(&wav, wave.frameCount, wave.data);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "WAVE: Failed to load WAV data");
|
||||
|
||||
|
|
@ -1550,7 +1550,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
|
|||
else if ((strcmp(fileType, ".ogg") == 0) || (strcmp(fileType, ".OGG") == 0))
|
||||
{
|
||||
// Open ogg audio stream
|
||||
stb_vorbis* ctxOgg = stb_vorbis_open_memory((const unsigned char *)data, dataSize, NULL, NULL);
|
||||
stb_vorbis *ctxOgg = stb_vorbis_open_memory((const unsigned char *)data, dataSize, NULL, NULL);
|
||||
|
||||
if (ctxOgg != NULL)
|
||||
{
|
||||
|
|
@ -2461,23 +2461,18 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
|
|||
|
||||
float *runningFramesOut = framesOut + (totalOutputFramesProcessed*audioBuffer->converter.channelsOut);
|
||||
|
||||
/* At this point we can convert the data to our mixing format. */
|
||||
ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); /* Safe cast. */
|
||||
// At this point we can convert the data to our mixing format
|
||||
ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration);
|
||||
ma_uint64 outputFramesProcessedThisIteration = outputFramesToProcessThisIteration;
|
||||
ma_data_converter_process_pcm_frames(&audioBuffer->converter, inputBuffer, &inputFramesProcessedThisIteration, runningFramesOut, &outputFramesProcessedThisIteration);
|
||||
|
||||
totalOutputFramesProcessed += (ma_uint32)outputFramesProcessedThisIteration; /* Safe cast. */
|
||||
totalOutputFramesProcessed += (ma_uint32)outputFramesProcessedThisIteration; // Safe cast
|
||||
|
||||
if (inputFramesProcessedThisIteration < inputFramesToProcessThisIteration)
|
||||
{
|
||||
break; /* Ran out of input data. */
|
||||
}
|
||||
if (inputFramesProcessedThisIteration < inputFramesToProcessThisIteration) break; // Ran out of input data
|
||||
|
||||
/* This should never be hit, but will add it here for safety. Ensures we get out of the loop when no input nor output frames are processed. */
|
||||
if (inputFramesProcessedThisIteration == 0 && outputFramesProcessedThisIteration == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
// This should never be hit, but added here for safety
|
||||
// Ensures we get out of the loop when no input nor output frames are processed
|
||||
if ((inputFramesProcessedThisIteration == 0) && (outputFramesProcessedThisIteration == 0)) break;
|
||||
}
|
||||
|
||||
return totalOutputFramesProcessed;
|
||||
|
|
|
|||
133
src/raylib.h
133
src/raylib.h
|
|
@ -801,7 +801,8 @@ typedef enum {
|
|||
SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
|
||||
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
|
||||
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
|
||||
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
|
||||
SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
|
||||
SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform
|
||||
} ShaderLocationIndex;
|
||||
|
||||
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
|
||||
|
|
@ -817,6 +818,10 @@ typedef enum {
|
|||
SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
|
||||
SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
|
||||
SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
|
||||
SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int
|
||||
SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int)
|
||||
SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int)
|
||||
SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int)
|
||||
SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
|
||||
} ShaderUniformDataType;
|
||||
|
||||
|
|
@ -1150,20 +1155,19 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
|
|||
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
|
||||
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
|
||||
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
|
||||
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
|
||||
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
|
||||
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
||||
|
||||
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
|
||||
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
|
||||
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
||||
|
||||
// Automation events functionality
|
||||
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
||||
RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
|
||||
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
|
||||
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
|
||||
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
|
||||
RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
|
||||
RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
|
||||
RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
|
||||
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
|
||||
RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
|
||||
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
|
||||
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
|
||||
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
|
||||
RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
|
||||
RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
|
||||
RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Input Handling Functions (Module: core)
|
||||
|
|
@ -1177,19 +1181,20 @@ RLAPI bool IsKeyReleased(int key); // Check if a key
|
|||
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
|
||||
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
||||
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
||||
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
|
||||
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||
|
||||
// Input-related functions: gamepads
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
||||
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
||||
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
|
||||
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
|
||||
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
|
||||
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
|
||||
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
|
||||
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
|
||||
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
||||
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
|
||||
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
|
||||
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
|
||||
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
|
||||
|
||||
// Input-related functions: mouse
|
||||
|
|
@ -1218,19 +1223,19 @@ RLAPI int GetTouchPointCount(void); // Get number of t
|
|||
//------------------------------------------------------------------------------------
|
||||
// Gestures and Touch Handling Functions (Module: rgestures)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
||||
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
|
||||
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
||||
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
|
||||
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
|
||||
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
|
||||
RLAPI int GetGestureDetected(void); // Get latest detected gesture
|
||||
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
|
||||
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
|
||||
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
||||
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: rcamera)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
|
||||
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
|
||||
RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
|
|
@ -1239,9 +1244,9 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
|
|||
// Set texture and rectangle to be used on shapes drawing
|
||||
// NOTE: It can be useful when using basic shapes and one single font,
|
||||
// defining a font char white rectangle would allow drawing everything in a single draw call
|
||||
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
|
||||
RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
|
||||
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
|
||||
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
|
||||
RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
|
||||
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
|
||||
|
||||
// Basic shapes drawing functions
|
||||
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
|
||||
|
|
@ -1283,11 +1288,11 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation
|
|||
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
|
||||
|
||||
// Splines drawing functions
|
||||
RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
||||
RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
||||
RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
||||
RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
||||
RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
||||
RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
|
||||
RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
|
||||
RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
|
||||
RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
|
||||
RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
|
||||
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
|
||||
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
|
||||
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
|
||||
|
|
@ -1486,15 +1491,15 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);
|
|||
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
|
||||
|
||||
// Text codepoints management functions (unicode characters)
|
||||
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
|
||||
RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
|
||||
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
|
||||
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
|
||||
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
|
||||
RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
||||
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
|
||||
RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
|
||||
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
|
||||
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
|
||||
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
|
||||
RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
||||
|
||||
// Text strings management functions (no UTF-8 strings, only byte chars)
|
||||
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
||||
|
|
@ -1509,14 +1514,14 @@ RLAPI const char *TextJoin(const char **textList, int count, const char *delimit
|
|||
RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
||||
RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
|
||||
RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
|
||||
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
|
||||
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
|
||||
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
||||
RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
|
||||
RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
|
||||
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
|
||||
RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string
|
||||
RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
||||
RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
|
||||
RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
|
||||
|
||||
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
|
||||
RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)
|
||||
RLAPI int TextToInteger(const char *text); // Get integer value from text
|
||||
RLAPI float TextToFloat(const char *text); // Get float value from text
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
|
|
@ -1609,14 +1614,14 @@ RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);
|
|||
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
|
||||
|
||||
// Collision detection functions
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
|
||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
|
||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
|
||||
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
|
||||
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
|
||||
RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
|
||||
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
||||
RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
|
||||
RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
|
||||
RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
|
||||
RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
|
||||
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
|
||||
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
|
||||
RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
|
||||
RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
|
||||
RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
|
|
|||
|
|
@ -328,8 +328,9 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
|
|||
return result;
|
||||
}
|
||||
|
||||
// Calculate angle between two vectors
|
||||
// NOTE: Angle is calculated from origin point (0, 0)
|
||||
// Calculate the signed angle from v1 to v2, relative to the origin (0, 0)
|
||||
// NOTE: Coordinate system convention: positive X right, positive Y down,
|
||||
// positive angles appear clockwise, and negative angles appear counterclockwise
|
||||
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float result = 0.0f;
|
||||
|
|
@ -2664,12 +2665,12 @@ inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs)
|
|||
|
||||
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
|
||||
{
|
||||
return Vector2Scale(lhs, 1.0f / rhs);
|
||||
return Vector2Scale(lhs, 1.0f/rhs);
|
||||
}
|
||||
|
||||
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector2Scale(lhs, 1.0f / rhs);
|
||||
lhs = Vector2Scale(lhs, 1.0f/rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
|
|
@ -2758,12 +2759,12 @@ inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs)
|
|||
|
||||
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
|
||||
{
|
||||
return Vector3Scale(lhs, 1.0f / rhs);
|
||||
return Vector3Scale(lhs, 1.0f/rhs);
|
||||
}
|
||||
|
||||
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector3Scale(lhs, 1.0f / rhs);
|
||||
lhs = Vector3Scale(lhs, 1.0f/rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
|
|
@ -2842,12 +2843,12 @@ inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
|
|||
|
||||
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
|
||||
{
|
||||
return Vector4Scale(lhs, 1.0f / rhs);
|
||||
return Vector4Scale(lhs, 1.0f/rhs);
|
||||
}
|
||||
|
||||
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
|
||||
{
|
||||
lhs = Vector4Scale(lhs, 1.0f / rhs);
|
||||
lhs = Vector4Scale(lhs, 1.0f/rhs);
|
||||
return lhs;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -154,7 +154,7 @@ RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAr
|
|||
RLAPI void CameraRoll(Camera *camera, float angle);
|
||||
|
||||
RLAPI Matrix GetCameraViewMatrix(Camera *camera);
|
||||
RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
|
||||
RLAPI Matrix GetCameraProjectionMatrix(Camera *camera, float aspect);
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
|
|
|
|||
39
src/rcore.c
39
src/rcore.c
|
|
@ -1355,6 +1355,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
|
|||
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
|
||||
shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
||||
shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
||||
|
|
@ -2071,7 +2072,7 @@ const char *GetDirectoryPath(const char *filePath)
|
|||
|
||||
// In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
|
||||
// we add the current directory path to dirPath
|
||||
if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
|
||||
if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))
|
||||
{
|
||||
// For security, we set starting path to current directory,
|
||||
// obtained path will be concatenated to this
|
||||
|
|
@ -2774,7 +2775,8 @@ unsigned int *ComputeMD5(unsigned char *data, int dataSize)
|
|||
|
||||
// Compute SHA-1 hash code
|
||||
// NOTE: Returns a static int[5] array (20 bytes)
|
||||
unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
|
||||
unsigned int *ComputeSHA1(unsigned char *data, int dataSize)
|
||||
{
|
||||
#define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c))))
|
||||
|
||||
static unsigned int hash[5] = { 0 }; // Hash to be returned
|
||||
|
|
@ -2809,17 +2811,16 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
|
|||
{
|
||||
// Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15
|
||||
unsigned int w[80] = {0};
|
||||
for (int i = 0; i < 16; i++) {
|
||||
w[i] = (msg[offset + (i * 4) + 0] << 24) |
|
||||
(msg[offset + (i * 4) + 1] << 16) |
|
||||
(msg[offset + (i * 4) + 2] << 8) |
|
||||
(msg[offset + (i * 4) + 3]);
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
w[i] = (msg[offset + (i*4) + 0] << 24) |
|
||||
(msg[offset + (i*4) + 1] << 16) |
|
||||
(msg[offset + (i*4) + 2] << 8) |
|
||||
(msg[offset + (i*4) + 3]);
|
||||
}
|
||||
|
||||
// Message schedule: extend the sixteen 32-bit words into eighty 32-bit words:
|
||||
for (int i = 16; i < 80; ++i) {
|
||||
w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1);
|
||||
}
|
||||
for (int i = 16; i < 80; i++) w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1);
|
||||
|
||||
// Initialize hash value for this chunk
|
||||
unsigned int a = hash[0];
|
||||
|
|
@ -2833,16 +2834,23 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
|
|||
unsigned int f = 0;
|
||||
unsigned int k = 0;
|
||||
|
||||
if (i < 20) {
|
||||
if (i < 20)
|
||||
{
|
||||
f = (b & c) | ((~b) & d);
|
||||
k = 0x5A827999;
|
||||
} else if (i < 40) {
|
||||
}
|
||||
else if (i < 40)
|
||||
{
|
||||
f = b ^ c ^ d;
|
||||
k = 0x6ED9EBA1;
|
||||
} else if (i < 60) {
|
||||
}
|
||||
else if (i < 60)
|
||||
{
|
||||
f = (b & c) | (b & d) | (c & d);
|
||||
k = 0x8F1BBCDC;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
f = b ^ c ^ d;
|
||||
k = 0xCA62C1D6;
|
||||
}
|
||||
|
|
@ -3324,7 +3332,8 @@ float GetGamepadAxisMovement(int gamepad, int axis)
|
|||
{
|
||||
float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
|
||||
|
||||
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
|
||||
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS))
|
||||
{
|
||||
float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
|
||||
|
||||
if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
|
||||
|
|
|
|||
25
src/rlgl.h
25
src/rlgl.h
|
|
@ -355,6 +355,9 @@
|
|||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
||||
#endif
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
|
|
@ -998,6 +1001,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
|||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX
|
||||
#endif
|
||||
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
|
||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
|
||||
|
|
@ -1884,16 +1890,6 @@ void rlActiveDrawBuffers(int count)
|
|||
else
|
||||
{
|
||||
unsigned int buffers[8] = {
|
||||
#if defined(GRAPHICS_API_OPENGL_ES3)
|
||||
GL_COLOR_ATTACHMENT0_EXT,
|
||||
GL_COLOR_ATTACHMENT1_EXT,
|
||||
GL_COLOR_ATTACHMENT2_EXT,
|
||||
GL_COLOR_ATTACHMENT3_EXT,
|
||||
GL_COLOR_ATTACHMENT4_EXT,
|
||||
GL_COLOR_ATTACHMENT5_EXT,
|
||||
GL_COLOR_ATTACHMENT6_EXT,
|
||||
GL_COLOR_ATTACHMENT7_EXT,
|
||||
#else
|
||||
GL_COLOR_ATTACHMENT0,
|
||||
GL_COLOR_ATTACHMENT1,
|
||||
GL_COLOR_ATTACHMENT2,
|
||||
|
|
@ -1902,14 +1898,9 @@ void rlActiveDrawBuffers(int count)
|
|||
GL_COLOR_ATTACHMENT5,
|
||||
GL_COLOR_ATTACHMENT6,
|
||||
GL_COLOR_ATTACHMENT7,
|
||||
#endif
|
||||
};
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_ES3)
|
||||
glDrawBuffersEXT(count, buffers);
|
||||
#else
|
||||
glDrawBuffers(count, buffers);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "GL: One color buffer active by default");
|
||||
|
|
@ -3310,6 +3301,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
|
|||
// Activate Trilinear filtering if mipmaps are available
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount); // user defined mip count would break without this.
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
@ -3959,7 +3951,7 @@ void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
|
|||
void rlDrawVertexArrayInstanced(int offset, int count, int instances)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances);
|
||||
glDrawArraysInstanced(GL_TRIANGLES, offset, count, instances);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
@ -4216,6 +4208,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
|||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
|
||||
|
||||
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
|
||||
|
|
|
|||
238
src/rmodels.c
238
src/rmodels.c
|
|
@ -96,9 +96,9 @@
|
|||
#endif
|
||||
|
||||
#if defined(SUPPORT_MESH_GENERATION)
|
||||
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
|
||||
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
|
||||
#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
|
||||
#define PAR_MALLOC(T, N) ((T *)RL_MALLOC(N*sizeof(T)))
|
||||
#define PAR_CALLOC(T, N) ((T *)RL_CALLOC(N*sizeof(T), 1))
|
||||
#define PAR_REALLOC(T, BUF, N) ((T *)RL_REALLOC(BUF, sizeof(T)*(N)))
|
||||
#define PAR_FREE RL_FREE
|
||||
|
||||
#if defined(_MSC_VER) // Disable some MSVC warning
|
||||
|
|
@ -1734,12 +1734,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
|||
// no faster, since we're transferring all the transform matrices anyway
|
||||
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
|
||||
|
||||
// Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL
|
||||
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCE_TX
|
||||
for (unsigned int i = 0; i < 4; i++)
|
||||
{
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4));
|
||||
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4));
|
||||
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i, 1);
|
||||
}
|
||||
|
||||
rlDisableVertexBuffer();
|
||||
|
|
@ -2270,50 +2270,73 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
|
|||
{
|
||||
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
|
||||
|
||||
// Get first mesh which have bones
|
||||
int firstMeshWithBones = -1;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
if (model.meshes[i].boneMatrices)
|
||||
{
|
||||
assert(model.meshes[i].boneCount == anim.boneCount);
|
||||
|
||||
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
|
||||
if (firstMeshWithBones == -1)
|
||||
{
|
||||
Vector3 inTranslation = model.bindPose[boneId].translation;
|
||||
Quaternion inRotation = model.bindPose[boneId].rotation;
|
||||
Vector3 inScale = model.bindPose[boneId].scale;
|
||||
firstMeshWithBones = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
|
||||
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
|
||||
Vector3 outScale = anim.framePoses[frame][boneId].scale;
|
||||
// Update all bones and boneMatrices of first mesh with bones.
|
||||
for (int boneId = 0; boneId < anim.boneCount; boneId++)
|
||||
{
|
||||
Vector3 inTranslation = model.bindPose[boneId].translation;
|
||||
Quaternion inRotation = model.bindPose[boneId].rotation;
|
||||
Vector3 inScale = model.bindPose[boneId].scale;
|
||||
|
||||
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
|
||||
Quaternion invRotation = QuaternionInvert(inRotation);
|
||||
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
|
||||
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
|
||||
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
|
||||
Vector3 outScale = anim.framePoses[frame][boneId].scale;
|
||||
|
||||
Vector3 boneTranslation = Vector3Add(
|
||||
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
|
||||
outRotation), outTranslation);
|
||||
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
|
||||
Vector3 boneScale = Vector3Multiply(outScale, invScale);
|
||||
Quaternion invRotation = QuaternionInvert(inRotation);
|
||||
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), invRotation);
|
||||
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
|
||||
|
||||
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
|
||||
QuaternionToMatrix(boneRotation),
|
||||
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
|
||||
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
|
||||
Vector3 boneTranslation = Vector3Add(Vector3RotateByQuaternion(
|
||||
Vector3Multiply(outScale, invTranslation), outRotation), outTranslation);
|
||||
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
|
||||
Vector3 boneScale = Vector3Multiply(outScale, invScale);
|
||||
|
||||
model.meshes[i].boneMatrices[boneId] = boneMatrix;
|
||||
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
|
||||
QuaternionToMatrix(boneRotation),
|
||||
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
|
||||
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
|
||||
|
||||
model.meshes[firstMeshWithBones].boneMatrices[boneId] = boneMatrix;
|
||||
}
|
||||
|
||||
// Update remaining meshes with bones
|
||||
// NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()'
|
||||
if (firstMeshWithBones != -1)
|
||||
{
|
||||
for (int i = firstMeshWithBones + 1; i < model.meshCount; i++)
|
||||
{
|
||||
if (model.meshes[i].boneMatrices)
|
||||
{
|
||||
memcpy(model.meshes[i].boneMatrices,
|
||||
model.meshes[firstMeshWithBones].boneMatrices,
|
||||
model.meshes[i].boneCount*sizeof(model.meshes[i].boneMatrices[0]));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// at least 2x speed up vs the old method
|
||||
// at least 2x speed up vs the old method
|
||||
// Update model animated vertex data (positions and normals) for a given frame
|
||||
// NOTE: Updated data is uploaded to GPU
|
||||
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
||||
{
|
||||
UpdateModelAnimationBones(model,anim,frame);
|
||||
|
||||
for (int m = 0; m < model.meshCount; m++)
|
||||
{
|
||||
Mesh mesh = model.meshes[m];
|
||||
|
|
@ -2322,8 +2345,12 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
|||
int boneId = 0;
|
||||
int boneCounter = 0;
|
||||
float boneWeight = 0.0;
|
||||
bool updated = false; // Flag to check when anim vertex information is updated
|
||||
bool updated = false; // Flag to check when anim vertex information is updated
|
||||
const int vValues = mesh.vertexCount*3;
|
||||
|
||||
// Skip if missing bone data, causes segfault without on some models
|
||||
if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue;
|
||||
|
||||
for (int vCounter = 0; vCounter < vValues; vCounter += 3)
|
||||
{
|
||||
mesh.animVertices[vCounter] = 0;
|
||||
|
|
@ -2335,35 +2362,39 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
|||
mesh.animNormals[vCounter + 1] = 0;
|
||||
mesh.animNormals[vCounter + 2] = 0;
|
||||
}
|
||||
// Iterates over 4 bones per vertex
|
||||
|
||||
// Iterates over 4 bones per vertex
|
||||
for (int j = 0; j < 4; j++, boneCounter++)
|
||||
{
|
||||
boneWeight = mesh.boneWeights[boneCounter];
|
||||
boneId = mesh.boneIds[boneCounter];
|
||||
|
||||
// Early stop when no transformation will be applied
|
||||
if (boneWeight == 0.0f) continue;
|
||||
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
|
||||
animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]);
|
||||
mesh.animVertices[vCounter] += animVertex.x * boneWeight;
|
||||
mesh.animVertices[vCounter+1] += animVertex.y * boneWeight;
|
||||
mesh.animVertices[vCounter+2] += animVertex.z * boneWeight;
|
||||
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
|
||||
mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
|
||||
mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
|
||||
updated = true;
|
||||
|
||||
// Normals processing
|
||||
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
|
||||
if (mesh.normals != NULL)
|
||||
if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
|
||||
{
|
||||
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
|
||||
animNormal = Vector3Transform(animNormal,model.meshes[m].boneMatrices[boneId]);
|
||||
animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.meshes[m].boneMatrices[boneId])));
|
||||
mesh.animNormals[vCounter] += animNormal.x*boneWeight;
|
||||
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
|
||||
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (updated)
|
||||
{
|
||||
rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
|
||||
rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
|
||||
if (mesh.normals != NULL) rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2725,11 +2756,11 @@ Mesh GenMeshCube(float width, float height, float length)
|
|||
#else // Use par_shapes library to generate cube mesh
|
||||
/*
|
||||
// Platonic solids:
|
||||
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
|
||||
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
|
||||
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
|
||||
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
|
||||
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
|
||||
par_shapes_mesh *par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
|
||||
par_shapes_mesh *par_shapes_create_cube(); // 6 sides polyhedron (cube)
|
||||
par_shapes_mesh *par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
|
||||
par_shapes_mesh *par_shapes_create_dodecahedron(); // 12 sides polyhedron
|
||||
par_shapes_mesh *par_shapes_create_icosahedron(); // 20 sides polyhedron
|
||||
*/
|
||||
// Platonic solid generation: cube (6 sides)
|
||||
// NOTE: No normals/texcoords generated by default
|
||||
|
|
@ -3840,7 +3871,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
|
|||
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);
|
||||
if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation*DEG2RAD);
|
||||
points[i] = Vector3Add(points[i], position);
|
||||
}
|
||||
|
||||
|
|
@ -4049,7 +4080,7 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
|
|||
for (int i = 0; i < triangleCount; i++)
|
||||
{
|
||||
Vector3 a, b, c;
|
||||
Vector3* vertdata = (Vector3*)mesh.vertices;
|
||||
Vector3 *vertdata = (Vector3 *)mesh.vertices;
|
||||
|
||||
if (mesh.indices)
|
||||
{
|
||||
|
|
@ -4190,30 +4221,27 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
|
|||
static Model LoadOBJ(const char *fileName)
|
||||
{
|
||||
tinyobj_attrib_t objAttributes = { 0 };
|
||||
tinyobj_shape_t* objShapes = NULL;
|
||||
tinyobj_shape_t *objShapes = NULL;
|
||||
unsigned int objShapeCount = 0;
|
||||
|
||||
tinyobj_material_t* objMaterials = NULL;
|
||||
tinyobj_material_t *objMaterials = NULL;
|
||||
unsigned int objMaterialCount = 0;
|
||||
|
||||
Model model = { 0 };
|
||||
model.transform = MatrixIdentity();
|
||||
|
||||
char* fileText = LoadFileText(fileName);
|
||||
char *fileText = LoadFileText(fileName);
|
||||
|
||||
if (fileText == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName);
|
||||
TRACELOG(LOG_ERROR, "MODEL: [%s] Unable to read obj file", fileName);
|
||||
return model;
|
||||
}
|
||||
|
||||
char currentDir[1024] = { 0 };
|
||||
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
|
||||
const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
|
||||
if (CHDIR(workingDir) != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
|
||||
}
|
||||
const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
|
||||
if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
|
||||
|
||||
unsigned int dataSize = (unsigned int)strlen(fileText);
|
||||
|
||||
|
|
@ -4222,7 +4250,7 @@ static Model LoadOBJ(const char *fileName)
|
|||
|
||||
if (ret != TINYOBJ_SUCCESS)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName);
|
||||
TRACELOG(LOG_ERROR, "MODEL: Unable to read obj data %s", fileName);
|
||||
return model;
|
||||
}
|
||||
|
||||
|
|
@ -4233,52 +4261,51 @@ static Model LoadOBJ(const char *fileName)
|
|||
int lastMaterial = -1;
|
||||
unsigned int meshIndex = 0;
|
||||
|
||||
// count meshes
|
||||
// Count meshes
|
||||
unsigned int nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
||||
// see how many verts till the next shape
|
||||
|
||||
// See how many verts till the next shape
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
|
||||
// walk all the faces
|
||||
// Walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
if (faceId >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
// Try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
|
||||
meshIndex++;
|
||||
}
|
||||
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
|
||||
else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial))
|
||||
{
|
||||
meshIndex++;// if this is a new material, we need to allocate a new mesh
|
||||
meshIndex++; // If this is a new material, we need to allocate a new mesh
|
||||
}
|
||||
|
||||
lastMaterial = objAttributes.material_ids[faceId];
|
||||
faceVertIndex += objAttributes.face_num_verts[faceId];
|
||||
}
|
||||
|
||||
// allocate the base meshes and materials
|
||||
// Allocate the base meshes and materials
|
||||
model.meshCount = meshIndex + 1;
|
||||
model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount);
|
||||
model.meshes = (Mesh *)MemAlloc(sizeof(Mesh)*model.meshCount);
|
||||
|
||||
if (objMaterialCount > 0)
|
||||
{
|
||||
model.materialCount = objMaterialCount;
|
||||
model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount);
|
||||
model.materials = (Material *)MemAlloc(sizeof(Material)*objMaterialCount);
|
||||
}
|
||||
else // we must allocate at least one material
|
||||
else // We must allocate at least one material
|
||||
{
|
||||
model.materialCount = 1;
|
||||
model.materials = (Material*)MemAlloc(sizeof(Material) * 1);
|
||||
model.materials = (Material *)MemAlloc(sizeof(Material)*1);
|
||||
}
|
||||
|
||||
model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount);
|
||||
model.meshMaterial = (int *)MemAlloc(sizeof(int)*model.meshCount);
|
||||
|
||||
// see how many verts are in each mesh
|
||||
unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount);
|
||||
// See how many verts are in each mesh
|
||||
unsigned int *localMeshVertexCounts = (unsigned int *)MemAlloc(sizeof(unsigned int)*model.meshCount);
|
||||
|
||||
faceVertIndex = 0;
|
||||
nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
|
@ -4287,23 +4314,22 @@ static Model LoadOBJ(const char *fileName)
|
|||
unsigned int localMeshVertexCount = 0;
|
||||
|
||||
nextShape = 1;
|
||||
if (objShapeCount > 1)
|
||||
nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
|
||||
// walk all the faces
|
||||
// Walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
bool newMesh = false; // do we need a new mesh?
|
||||
bool newMesh = false; // Do we need a new mesh?
|
||||
if (faceId >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
// Try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
|
||||
newMesh = true;
|
||||
}
|
||||
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
|
||||
else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial))
|
||||
{
|
||||
newMesh = true;
|
||||
}
|
||||
|
|
@ -4321,50 +4347,52 @@ static Model LoadOBJ(const char *fileName)
|
|||
faceVertIndex += objAttributes.face_num_verts[faceId];
|
||||
localMeshVertexCount += objAttributes.face_num_verts[faceId];
|
||||
}
|
||||
|
||||
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
// allocate the buffers for each mesh
|
||||
// Allocate the buffers for each mesh
|
||||
unsigned int vertexCount = localMeshVertexCounts[i];
|
||||
|
||||
model.meshes[i].vertexCount = vertexCount;
|
||||
model.meshes[i].triangleCount = vertexCount / 3;
|
||||
model.meshes[i].triangleCount = vertexCount/3;
|
||||
|
||||
model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
|
||||
model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
|
||||
model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2);
|
||||
model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4);
|
||||
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
|
||||
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
|
||||
}
|
||||
|
||||
MemFree(localMeshVertexCounts);
|
||||
localMeshVertexCounts = NULL;
|
||||
|
||||
// fill meshes
|
||||
// Fill meshes
|
||||
faceVertIndex = 0;
|
||||
|
||||
nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
||||
// see how many verts till the next shape
|
||||
// See how many verts till the next shape
|
||||
nextShape = 1;
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
lastMaterial = -1;
|
||||
meshIndex = 0;
|
||||
localMeshVertexCount = 0;
|
||||
|
||||
// walk all the faces
|
||||
// Walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
bool newMesh = false; // do we need a new mesh?
|
||||
bool newMesh = false; // Do we need a new mesh?
|
||||
if (faceId >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
// Try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
|
||||
newMesh = true;
|
||||
}
|
||||
// if this is a new material, we need to allocate a new mesh
|
||||
|
||||
// If this is a new material, we need to allocate a new mesh
|
||||
if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
|
||||
lastMaterial = objAttributes.material_ids[faceId];
|
||||
|
||||
|
|
@ -4375,8 +4403,7 @@ static Model LoadOBJ(const char *fileName)
|
|||
}
|
||||
|
||||
int matId = 0;
|
||||
if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount)
|
||||
matId = lastMaterial;
|
||||
if ((lastMaterial >= 0) && (lastMaterial < (int)objMaterialCount)) matId = lastMaterial;
|
||||
|
||||
model.meshMaterial[meshIndex] = matId;
|
||||
|
||||
|
|
@ -4386,19 +4413,15 @@ static Model LoadOBJ(const char *fileName)
|
|||
int normalIndex = objAttributes.faces[faceVertIndex].vn_idx;
|
||||
int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i];
|
||||
for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i];
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i];
|
||||
for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i];
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i];
|
||||
for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i];
|
||||
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1];
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255;
|
||||
for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255;
|
||||
|
||||
faceVertIndex++;
|
||||
localMeshVertexCount++;
|
||||
|
|
@ -4412,8 +4435,7 @@ static Model LoadOBJ(const char *fileName)
|
|||
tinyobj_shapes_free(objShapes, objShapeCount);
|
||||
tinyobj_materials_free(objMaterials, objMaterialCount);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
UploadMesh(model.meshes + i, true);
|
||||
for (int i = 0; i < model.meshCount; i++) UploadMesh(model.meshes + i, true);
|
||||
|
||||
// Restore current working directory
|
||||
if (CHDIR(currentDir) != 0)
|
||||
|
|
@ -5069,6 +5091,8 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
|
|||
{
|
||||
Image image = { 0 };
|
||||
|
||||
if (cgltfImage == NULL) return image;
|
||||
|
||||
if (cgltfImage->uri != NULL) // Check if image data is provided as an uri (base64 or path)
|
||||
{
|
||||
if ((strlen(cgltfImage->uri) > 5) &&
|
||||
|
|
@ -5110,7 +5134,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
|
|||
image = LoadImage(TextFormat("%s/%s", texPath, cgltfImage->uri));
|
||||
}
|
||||
}
|
||||
else if (cgltfImage->buffer_view->buffer->data != NULL) // Check if image is provided as data buffer
|
||||
else if (cgltfImage->buffer_view != NULL && cgltfImage->buffer_view->buffer->data != NULL) // Check if image is provided as data buffer
|
||||
{
|
||||
unsigned char *data = RL_MALLOC(cgltfImage->buffer_view->size);
|
||||
int offset = (int)cgltfImage->buffer_view->offset;
|
||||
|
|
@ -5664,7 +5688,7 @@ static Model LoadGLTF(const char *fileName)
|
|||
}
|
||||
|
||||
// Load primitive indices data (if provided)
|
||||
if (mesh->primitives[p].indices != NULL)
|
||||
if ((mesh->primitives[p].indices != NULL) && (mesh->primitives[p].indices->buffer_view != NULL))
|
||||
{
|
||||
cgltf_accessor *attribute = mesh->primitives[p].indices;
|
||||
|
||||
|
|
@ -5681,7 +5705,7 @@ static Model LoadGLTF(const char *fileName)
|
|||
else if (attribute->component_type == cgltf_component_type_r_8u)
|
||||
{
|
||||
// Init raylib mesh indices to copy glTF attribute data
|
||||
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count * sizeof(unsigned short));
|
||||
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
|
||||
LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned char, model.meshes[meshIndex].indices, unsigned short)
|
||||
|
||||
}
|
||||
|
|
@ -5736,7 +5760,7 @@ static Model LoadGLTF(const char *fileName)
|
|||
|
||||
for (int i = 0; i < model.boneCount; i++)
|
||||
{
|
||||
cgltf_node* node = skin.joints[i];
|
||||
cgltf_node *node = skin.joints[i];
|
||||
cgltf_float worldTransform[16];
|
||||
cgltf_node_transform_world(node, worldTransform);
|
||||
Matrix worldMatrix = {
|
||||
|
|
|
|||
14
src/rtext.c
14
src/rtext.c
|
|
@ -247,7 +247,11 @@ extern void LoadFontDefault(void)
|
|||
// we must consider data as little-endian order (alpha + gray)
|
||||
((unsigned short *)imFont.data)[i + j] = 0xffff;
|
||||
}
|
||||
else ((unsigned short *)imFont.data)[i + j] = 0x00ff;
|
||||
else
|
||||
{
|
||||
((unsigned char *)imFont.data)[(i + j)*sizeof(short)] = 0xFF;
|
||||
((unsigned char *)imFont.data)[(i + j)*sizeof(short) + 1] = 0x00;
|
||||
}
|
||||
}
|
||||
|
||||
counter++;
|
||||
|
|
@ -1282,7 +1286,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
|
|||
{
|
||||
Vector2 textSize = { 0 };
|
||||
|
||||
if ((isGpuReady && (font.texture.id == 0)) ||
|
||||
if ((isGpuReady && (font.texture.id == 0)) ||
|
||||
(text == NULL) || (text[0] == '\0')) return textSize; // Security check
|
||||
|
||||
int size = TextLength(text); // Get size in bytes of text
|
||||
|
|
@ -2325,9 +2329,9 @@ static Font LoadBMFont(const char *fileName)
|
|||
// Convert hexadecimal to decimal (single digit)
|
||||
static unsigned char HexToInt(char hex)
|
||||
{
|
||||
if (hex >= '0' && hex <= '9') return hex - '0';
|
||||
else if (hex >= 'a' && hex <= 'f') return hex - 'a' + 10;
|
||||
else if (hex >= 'A' && hex <= 'F') return hex - 'A' + 10;
|
||||
if ((hex >= '0') && (hex <= '9')) return hex - '0';
|
||||
else if ((hex >= 'a') && (hex <= 'f')) return hex - 'a' + 10;
|
||||
else if ((hex >= 'A') && (hex <= 'F')) return hex - 'A' + 10;
|
||||
else return 0;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -829,25 +829,22 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start,
|
|||
|
||||
// Calculate how far the top-left pixel is along the gradient direction from the center of said gradient
|
||||
float startingPos = 0.5f - (cosDir*width/2) - (sinDir*height/2);
|
||||
// With directions that lie in the first or third quadrant (i.e. from top-left to
|
||||
// With directions that lie in the first or third quadrant (i.e. from top-left to
|
||||
// bottom-right or vice-versa), pixel (0, 0) is the farthest point on the gradient
|
||||
// (i.e. the pixel which should become one of the gradient's ends color); while for
|
||||
// directions that lie in the second or fourth quadrant, that point is pixel (width, 0).
|
||||
float maxPosValue =
|
||||
((signbit(sinDir) != 0) == (signbit(cosDir) != 0))
|
||||
? fabsf(startingPos)
|
||||
: fabsf(startingPos+width*cosDir);
|
||||
float maxPosValue = ((signbit(sinDir) != 0) == (signbit(cosDir) != 0))? fabsf(startingPos) : fabsf(startingPos + width*cosDir);
|
||||
for (int i = 0; i < width; i++)
|
||||
{
|
||||
for (int j = 0; j < height; j++)
|
||||
{
|
||||
// Calculate the relative position of the pixel along the gradient direction
|
||||
float pos = (startingPos + (i*cosDir + j*sinDir)) / maxPosValue;
|
||||
float pos = (startingPos + (i*cosDir + j*sinDir))/maxPosValue;
|
||||
|
||||
float factor = pos;
|
||||
factor = (factor > 1.0f)? 1.0f : factor; // Clamp to [-1,1]
|
||||
factor = (factor < -1.0f)? -1.0f : factor; // Clamp to [-1,1]
|
||||
factor = factor / 2 + 0.5f;
|
||||
factor = factor/2.0f + 0.5f;
|
||||
|
||||
// Generate the color for this pixel
|
||||
pixels[j*width + i].r = (int)((float)end.r*factor + (float)start.r*(1.0f - factor));
|
||||
|
|
@ -1007,7 +1004,8 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
|
|||
{
|
||||
Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color));
|
||||
|
||||
float aspectRatio = (float)width / (float)height;
|
||||
float aspectRatio = (float)width/(float)height;
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
for (int x = 0; x < width; x++)
|
||||
|
|
@ -3567,7 +3565,7 @@ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color co
|
|||
ImageDrawLine(dst, x1, y1, x2, y2, color);
|
||||
|
||||
// Determine if the line is more horizontal or vertical
|
||||
if (dx != 0 && abs(dy/dx) < 1)
|
||||
if ((dx != 0) && (abs(dy/dx) < 1))
|
||||
{
|
||||
// Line is more horizontal
|
||||
// Calculate half the width of the line
|
||||
|
|
@ -4206,8 +4204,10 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
|
|||
ImageFormat(&faces, image.format);
|
||||
|
||||
Image mipmapped = ImageCopy(image);
|
||||
#if defined(SUPPORT_IMAGE_MANIPULATION)
|
||||
ImageMipmaps(&mipmapped);
|
||||
ImageMipmaps(&faces);
|
||||
#endif
|
||||
|
||||
// NOTE: Image formatting does not work with compressed textures
|
||||
|
||||
|
|
@ -5387,7 +5387,7 @@ static float HalfToFloat(unsigned short x)
|
|||
const unsigned int e = (x & 0x7C00) >> 10; // Exponent
|
||||
const unsigned int m = (x & 0x03FF) << 13; // Mantissa
|
||||
const float fm = (float)m;
|
||||
const unsigned int v = (*(unsigned int*)&fm) >> 23; // Evil log2 bit hack to count leading zeros in denormalized format
|
||||
const unsigned int v = (*(unsigned int *)&fm) >> 23; // Evil log2 bit hack to count leading zeros in denormalized format
|
||||
const unsigned int r = (x & 0x8000) << 16 | (e != 0)*((e + 112) << 23 | m) | ((e == 0)&(m != 0))*((v - 37) << 23 | ((m << (150 - v)) & 0x007FE000)); // sign : normalized : denormalized
|
||||
|
||||
result = *(float *)&r;
|
||||
|
|
@ -5400,7 +5400,7 @@ static unsigned short FloatToHalf(float x)
|
|||
{
|
||||
unsigned short result = 0;
|
||||
|
||||
const unsigned int b = (*(unsigned int*) & x) + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa
|
||||
const unsigned int b = (*(unsigned int *) & x) + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa
|
||||
const unsigned int e = (b & 0x7F800000) >> 23; // Exponent
|
||||
const unsigned int m = b & 0x007FFFFF; // Mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user