* Make the comments on the camera 2d fields more clear about what space each one is in.
* rlparser: update raylib_api.* by CI
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* Fix modulo bias in GetRandomValue(); implement rejection sampling for uniformity
* Replace do-while with for-loop in GetRandomValue rejection sampling
target already gets assigned by the clang macro it points to, overwriting it causes it to target linux instead of android, making it check for usr directories instead of the NDK's directories
When SDL_GameControllerNameForIndex returns null, the app crashes. This was addressed earlier in PR#4859 though the fix submitted on PR #4859 was only fixing the crashing and not addressing the root cause.
* use FLAG_* macros where possible
* rename `FLAG_CHECK()` to `FLAG_IS_SET()`
* remove unnecessary equality checks
* fix issues
---------
Co-authored-by: Ray <raysan5@gmail.com>
* consistency tweak
* unified color and depth buffer
* tweaks
* review the storage of clear values + complete get/set depth value
* copy/blit fast path
* better simd read/write
* framebuffer alignment
* fix 'typo'
my french slipped out
* simplified framebuffer management
* convert texture to rgba32
* remove float copy/blit
* adding SIMD framebuffer read/write
This adds SIMD framebuffer read/write, and also texel fetch.
This supports SSE2/SSE41 and SISD fallback (also includes ARM NEON support, conceptually identical but still needs testing).
* consistency
* tweaks
* review of `sw_texture_sample_linear`
* better quad sorting
unrelated to the PR, but at least it's done
* ignore some pipeline state in certains context
* convention tweaks
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Co-authored-by: Ray <raysan5@gmail.com>
SDL3 uses ID when dealing with monitors, unlike SDL2 which uses Index
for the same thing. This problem was already fixed in multiple places
by use of preprocessor branches, so I did the very same thing.
Please, notice that this is a pretty bad solution to this problem,
and I only did it to keep it consistent with the rest of the code.
The more about why it's not correct is mentioned here:
https://github.com/raysan5/raylib/issues/5256#issuecomment-3429156919
Hopefully, someone will refactor it someday :)
Fixes: https://github.com/raysan5/raylib/issues/5256
* add base of rlsw.h
* implement state support
Also replace the triangle rasterization functions with macros that generate specific functions for each state of the rendering system.
Also, add the OpenGL definitions in order to add a binding for rlgl.
* branchless float saturation
* apply perspective correction to colors
* impl line clipping and rasterization
+ tweak function names
* impl face culling
* impl color blending
* fixes and tweaks
* add clear buffer bitmasks
* small optimizations / tweaks
* review ndc to screen projection
* avoid to recalculate MVP when its not needed + tweaks
* review the loading and management of textures
to be closer to the OpenGL API
* texture sampling optimization
* review get pixel functions
+ review unorm/float conversion
* add several buffer format support
Several depth and color formats have been added for the framebuffer.
8-bit, 16-bit, and 24-bit formats are now available for depth.
RGB 8-bit (332), RGB 16-bit (565), and RGB 24-bit (888) formats are now available for color.
Alpha support is no longer present for the framebuffer at the moment, but it can easily be restored by adding the formats and reinterpolating the alpha in the areas that do not perform color blending.
Additionally, this commit brings performance improvements.
* tweaks
* impl line width
* impl points + point size
* fix and improve polygon clipping functions
* impl polygone modes
* add some not planned functions
- `glDepthMask`
- `glColorMask`
* framebuffer resizing + handle init failure
* add quick notes about line clipping algorithms used
* start to impl scissor test + review line clipping
The support for the scissor test has been implemented for clearing as well as for triangle clipping.
The implementation for lines and points is still missing.
I also removed the 2D clipping of lines that used the Cohen-Sutherland algorithm, opting instead to always use the Liang-Barsky algorithm in all cases.
This simplifies the implementation, and the 2D version would have caused issues when interpolating vertices in the future if we want to implement additional features.
* review scissor clear
* review `swScissor`
* impl line scissor clipping
* round screen coordinate (line rasterization)
* impl point scissor clipping
* remove unused defs
* add getter functions
* gl binding
* add `glHint` and `glShadeModel` macros (not implmented)
* binding tweaks
* impl copy framebuffer function + glReadPixels
* review `swCopyFramebuffer`
* update rlgl.h
* update rlgl.h
* texture copy support
* fix typo..
* add get error function
* def sw alloc macros
* reimpl get color buffer func
just in case
* remove normal interpolation
* review texture wrap
* fix ndc projection (viewport/scissor)
* impl framebuffer blit function
* reduce matrix compuations and memory usage
* swBegin tweaks
* preventing a possible division by zero
* remove useless scissor related data
* review color blending system
* greatly improve float saturation
* tweak lerp vertex function
* use opitmized fract function in sw_texture_map
* tweak framebuffer functions for better readability
* optimized copy/blit functions for each dst format
* review framebuffer filling functions
* impl specific quad rendering func
* use of a single global vertex buffer
* fix 'sw_poly_point_render'
* added `SW_RESTRICT` and redesigned `sw_lerp_vertex_PNCTH`
* tweak the pipeline flow regarding the face culling
avoids misprediction, improves vectorization if possible
* new rendering path for axis aligned quads
* oops, translating some comments
* use of `restrict` for blending function parameters
* update rlgl.h
* adding `GRAPHICS_API_OPENGL_11_SOFTWARE` in `DrawMesh`
* add `RL_OPENGL_11_SOFTWARE` enum
* temp tweak
* build fixes
* fix DrawMesh for GL 1.1
* update swClose
* review texture format + fix copy
* set minimum req vertices to 3 (quads)
* check swInit
* review pixelformat
* tweaks
* fix animNormals (DrawMesh)
* fallback color/texcoord (swDrawArrays)
* review swMultMatrixf
* fix texture pool alloc..
* review triangle scanlines
increment all data
* fix `sw_quad_sort_cw`
* impl sdl platform
* rm def
* increase max clipped polygon vertices
* improve triangle rasterization along Y axis
improved robustness against numerical errors
incremental interpolation along Y
simplified function, fewer jumps
* review current vertex data
+ increase max clipped polygon vertices (for extreme cases)
* fix and improve polygon clipping
Sets the vertex count to zero when the polygon is invalid
Stops clipping when the vertex count drops below 3
* fix gradient calculation
* cache texture size minus one + comments
* tweaks
* BGRA copy support
* adding software backend option (cmake)
* update Makefile
* fix face culling
* excluse some exemple with the software backend
* review SW_CLAMP case in sw_texture_map
* review sw_saturate
* review line raster
* fix sw_quad_is_aligned
* review sw_raster_quad_axis_aligned
* tweaks
* codepoint fix (?)
* fix var name...
* rcore_drm software renderering
* cleanup and tweaks
* adding support for `GL_POINT_SIZE` and `GL_LINE_WIDTH` get
* fix sampling issue
* fix swBlendFunc
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Co-authored-by: Ray <raysan5@gmail.com>
* gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize
* gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize
* more coverage for fixing expected texcoords, normals, and colors
* fix guard styling
* fix guard issue, and remove fallback unneccessary else clause (default shader ill work)
* opengl3.3 and es2 need the color array allocated in order to allow for updates later (unlike opengl11)
Currently, scaling doesn't work correctly on macOS (see #5185). This commit
works around this issue by disabling SCALE_FRAMEBUFFER on macOS when
`FLAG_WINDOW_HIGHDPI` is unset.
* fix definition to use SDL3
* [cmake] fix definition to use SDL3
* [build][cmake] prefer USING_VERSION_SDL3 over PLATFORM_DESKTOP_SDL3
* [build][cmake] when libs are added externally, consumer needs to import them too
The following code would crash the previous version when calling MemFree:
// 53 * A
const char maliciousBase64Input[] = "AAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAA";
int decodedSize = 0;
unsigned char *decodedData = DecodeDataBase64(
maliciousBase64Input, &decodedSize);
if (decodedData) {
MemFree(decodedData);
}
The reason is a lack of array bound checks in the decoding loop, which
corrupted here the heap (though this is platform dependent).
Adding the bound checks here prevents the memory corruption.
Tested with encoding random data of sizes 0-1023 and comparing it
with the decoded result.
* add const qualifier to the first arg of TextJoin
* Update raylib_api.* by CI
* Update raylib.h
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Co-authored-by: Ray <raysan5@gmail.com>
This redesign is a big improvement on font loading time and memory requirements. It only loads glyphs available on font from requested codepoints and only processes those glyphs for packaging. When processing +10K codepoints (CJK), the loading time improves considerably.
Previously stated it was the near plane width in orthographic, in actuality it's the height. The wording has been fixed, with added clarity that it's in world units so no conversion is needed.
* win32 backend
* [rcore][win32] use SwapBuffers instead of wglSwapLayerBuffers
I don't understand OpenGL well enough to know the difference between
SwapBuffers and wglSwapLayerBuffers but the former seems to double
my FPS (from 2000 to about 4000 in core_vr_simulator).
* [rcore][win32] stop lying to the OS about when our window is updated
Instead of calling BeginPaint/EndPaint in WM_PAINT which signals to the
OS that our window content is updated, now when we encounter the WM_PAINT
message instead we return back to the raylib application which will
trigger it to render a new frame. We've replaced the call to BeginPaint
and EndPaint with a call to ValidateRect in SwapBuffers, which, means
we're now correctly telling the OS when our window content is actually
up-to-date.
Note that this doesn't fix the window content not being updated during
a window resize/move beacuse thos have their own message loop which
doesn't return early when it's time to paint.
* [rcore][win32] fallback to finding functions from opengl32.dll
* [rcore][win32] fixes from review/for gcc
* [rcore][win32] incorporate style conventions
* [rcore][win32] workaround unused function error SetupFramebuffer
* [rcore][win32] re-enable sanitize flags check for MSAA_4X
* [rcore][win32] more style changes and remove old DPI cases
Added some more missing spaces after conditional statements. Also
made unsupported MSAA_4X an assert instead of an abort and also
removed dpi-aware cases for older OS's. More changes would be needed
to support those OS versions, namely, removing the dependency
on shcore.
* [rcore][win32] fixes for compling with w64devkit without -DUNICODE
* Update build.zig
* Update build.zig
---------
Co-authored-by: Ray <raysan5@gmail.com>