mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
64
src/core.c
64
src/core.c
@ -147,6 +147,7 @@ static bool windowMinimized = false;
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static struct android_app *app; // Android activity
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static struct android_poll_source *source; // Android events polling source
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static int ident, events; // Android ALooper_pollAll() variables
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static const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
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static bool windowReady = false; // Used to detect display initialization
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static bool appEnabled = true; // Used to detec if app is active
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@ -363,6 +364,7 @@ void InitWindow(int width, int height, struct android_app *state)
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screenHeight = height;
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app = state;
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internalDataPath = app->activity->internalDataPath;
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// Set desired windows flags before initializing anything
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ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
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@ -562,9 +564,8 @@ void Begin2dMode(Camera2D camera)
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Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
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@ -627,11 +628,24 @@ void BeginTextureMode(RenderTexture2D target)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlEnableRenderTexture(target.id);
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rlClearScreenBuffers(); // Clear render texture buffers
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rlEnableRenderTexture(target.id); // Enable render target
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rlClearScreenBuffers(); // Clear render texture buffers
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// Set viewport to framebuffer size
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rlViewport(0, 0, target.texture.width, target.texture.height);
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
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}
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// Ends drawing to render texture
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@ -639,7 +653,21 @@ void EndTextureMode(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlDisableRenderTexture();
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rlDisableRenderTexture(); // Disable render target
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// Set viewport to default framebuffer size (screen size)
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// TODO: consider possible viewport offsets
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rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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}
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// Set target FPS for the game
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@ -812,12 +840,21 @@ void ClearDroppedFiles(void)
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void StorageSaveValue(int position, int value)
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{
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FILE *storageFile = NULL;
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char path[128];
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#if defined(PLATFORM_ANDROID)
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strcpy(path, internalDataPath);
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strcat(path, "/");
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strcat(path, STORAGE_FILENAME);
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#else
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strcpy(path, STORAGE_FILENAME);
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#endif
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// Try open existing file to append data
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storageFile = fopen(STORAGE_FILENAME, "rb+");
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storageFile = fopen(path, "rb+");
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// If file doesn't exist, create a new storage data file
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if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb");
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if (!storageFile) storageFile = fopen(path, "wb");
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if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
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else
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@ -844,8 +881,17 @@ int StorageLoadValue(int position)
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{
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int value = 0;
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char path[128];
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#if defined(PLATFORM_ANDROID)
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strcpy(path, internalDataPath);
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strcat(path, "/");
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strcat(path, STORAGE_FILENAME);
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#else
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strcpy(path, STORAGE_FILENAME);
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#endif
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// Try open existing file to append data
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FILE *storageFile = fopen(STORAGE_FILENAME, "rb");
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FILE *storageFile = fopen(path, "rb");
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if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
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else
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23
src/models.c
23
src/models.c
@ -75,6 +75,25 @@ void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color)
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rlEnd();
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}
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// Draw a circle in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color)
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{
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rlPushMatrix();
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rlTranslatef(center.x, center.y, center.z);
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rlRotatef(rotationAngle, rotation.x, rotation.y, rotation.z);
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rlBegin(RL_LINES);
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex3f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius, 0.0f);
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rlVertex3f(sin(DEG2RAD*(i + 10)) * radius, cos(DEG2RAD*(i + 10)) * radius, 0.0f);
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}
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rlEnd();
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rlPopMatrix();
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}
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// Draw cube
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// NOTE: Cube position is the center position
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void DrawCube(Vector3 position, float width, float height, float length, Color color)
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@ -732,12 +751,12 @@ Material LoadDefaultMaterial(void)
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//material.texNormal; // NOTE: By default, not set
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//material.texSpecular; // NOTE: By default, not set
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material.colTint = WHITE; // Tint color
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material.colDiffuse = WHITE; // Diffuse color
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material.colAmbient = WHITE; // Ambient color
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material.colSpecular = WHITE; // Specular color
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material.glossiness = 100.0f; // Glossiness level
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material.normalDepth = 1.0f; // Normal map depth
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return material;
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}
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@ -1250,7 +1269,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
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model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
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// model.material.colDiffuse = tint;
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model.material.colTint = tint;
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rlglDrawMesh(model.mesh, model.material, model.transform);
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}
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@ -414,12 +414,12 @@ typedef struct Material {
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
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Color colTint; // Tint color
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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float normalDepth; // Normal map depth
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} Material;
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// Model type
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@ -437,7 +437,7 @@ typedef struct LightData {
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Vector3 position;
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Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float attenuation; // Lost of light intensity with distance (world distance)
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float radius; // Lost of light intensity with distance (world distance)
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Color diffuse; // Light color
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float intensity; // Light intensity level
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@ -803,6 +803,7 @@ const char *SubText(const char *text, int position, int length);
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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44
src/rlgl.c
44
src/rlgl.c
@ -204,8 +204,8 @@ static bool texCompPVRTSupported = false; // PVR texture compression support
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static bool texCompASTCSupported = false; // ASTC texture compression support
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount; // Counts current enabled physic objects
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount; // Counts current enabled physic objects
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#endif
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// Compressed textures support flags
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@ -404,6 +404,12 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
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#endif
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// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
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void rlViewport(int x, int y, int width, int height)
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{
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glViewport(x, y, width, height);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vertex level operations
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//----------------------------------------------------------------------------------
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@ -725,17 +731,25 @@ void rlDisableTexture(void)
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#endif
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}
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// Enable rendering to texture (fbo)
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void rlEnableRenderTexture(unsigned int id)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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//glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping
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//glCullFace(GL_FRONT);
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#endif
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}
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// Disable rendering to texture
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void rlDisableRenderTexture(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glEnable(GL_CULL_FACE);
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//glCullFace(GL_BACK);
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#endif
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}
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@ -1779,6 +1793,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Setup shader uniforms for lights
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SetShaderLights(material.shader);
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// Upload to shader material.colSpecular
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glUniform4f(glGetUniformLocation(material.shader.id, "colTint"), (float)material.colTint.r/255, (float)material.colTint.g/255, (float)material.colTint.b/255, (float)material.colTint.a/255);
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// Upload to shader material.colAmbient
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glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
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@ -1796,16 +1813,19 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
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{
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// Upload to shader specular map flag
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glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
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glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
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// TODO: Upload to shader normalDepth
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//glUniform1f(???, material.normalDepth);
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}
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if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
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{
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// Upload to shader specular map flag
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glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
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glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
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@ -2279,7 +2299,13 @@ void DrawLights(void)
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{
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switch (lights[i]->type)
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{
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case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
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case LIGHT_POINT:
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{
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DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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Draw3DCircle(lights[i]->position, lights[i]->radius, 0.0f, (Vector3){ 0, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 1, 0, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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Draw3DCircle(lights[i]->position, lights[i]->radius, 90.0f, (Vector3){ 0, 1, 0 }, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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} break;
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case LIGHT_DIRECTIONAL:
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{
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Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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@ -2539,7 +2565,7 @@ static Shader LoadDefaultShader(void)
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// Load standard shader
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// NOTE: This shader supports:
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// - Up to 3 different maps: diffuse, normal, specular
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// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
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// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
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// - Up to 8 lights: Point, Directional or Spot
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static Shader LoadStandardShader(void)
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{
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@ -3091,9 +3117,9 @@ static void SetShaderLights(Shader shader)
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locPoint = GetShaderLocation(shader, locName);
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glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
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memcpy(&locName[10], "radius\0", strlen("radius\0") + 2);
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locPoint = GetShaderLocation(shader, locName);
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glUniform1f(locPoint, lights[i]->attenuation);
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glUniform1f(locPoint, lights[i]->radius);
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} break;
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case LIGHT_DIRECTIONAL:
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{
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@ -202,12 +202,12 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Color colTint; // Tint color
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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float normalDepth; // Normal map depth
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} Material;
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// Light type
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@ -218,7 +218,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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Vector3 position;
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Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float attenuation; // Lost of light intensity with distance (world distance)
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float radius; // Lost of light intensity with distance (world distance)
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Color diffuse; // Use Vector3 diffuse
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float intensity;
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@ -247,6 +247,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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@ -1385,10 +1385,6 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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Vector2 origin = { 0, 0 };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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@ -1398,6 +1394,9 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co
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// NOTE: origin is relative to destination rectangle size
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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@ -247,7 +247,7 @@ FILE *android_fopen(const char *fileName, const char *mode)
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AAsset *asset = AAssetManager_open(assetManager, fileName, 0);
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if(!asset) return NULL;
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if (!asset) return NULL;
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return funopen(asset, android_read, android_write, android_seek, android_close);
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}
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Reference in New Issue
Block a user