Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
Joshua Reisenauer
2016-06-01 20:17:39 -07:00
43 changed files with 10243 additions and 9573 deletions

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@ -69,12 +69,13 @@ else
endif
# define compiler flags:
# -O1 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -fgnu89-inline declaring inline functions support (GCC optimized, faster)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline
# -O1 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -fgnu89-inline declaring inline functions support (GCC optimized, faster)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes

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@ -37,24 +37,24 @@
#include "AL/al.h" // OpenAL basic header
#include "AL/alc.h" // OpenAL context header (like OpenGL, OpenAL requires a context to work)
#include "AL/alext.h" // extensions for other format types
#include "AL/alext.h" // OpenAL extensions for other format types
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
#include <stdio.h> // Used for .WAV loading
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strcmp(), strncmp()
#include <stdio.h> // Required for: FILE, fopen(), fclose(), fread()
#if defined(AUDIO_STANDALONE)
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
#else
#include "utils.h" // rRES data decompression utility function
// NOTE: Includes Android fopen function map
#include "utils.h" // Required for: DecompressData()
// NOTE: Includes Android fopen() function map
#endif
//#define STB_VORBIS_HEADER_ONLY
#include "stb_vorbis.h" // OGG loading functions
#define JAR_XM_IMPLEMENTATION
#include "jar_xm.h" // For playing .xm files
#include "jar_xm.h" // XM loading functions
#define JAR_MOD_IMPLEMENTATION
#include "jar_mod.h" // For playing .mod files

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@ -30,7 +30,7 @@
#include "raylib.h"
#endif
#include <math.h>
#include <math.h> // Required for: sqrt(), sin(), cos()
//----------------------------------------------------------------------------------
// Defines and Macros

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@ -2078,10 +2078,10 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
@ -2223,10 +2223,10 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
@ -2759,9 +2759,9 @@ static void *GamepadThread(void *arg)
};
// Read gamepad event
struct js_event gamepadEvent;
struct js_event gamepadEvent;
while (1)
while (1)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@ -2792,8 +2792,8 @@ static void *GamepadThread(void *arg)
}
}
}
}
}
return NULL;
}
#endif

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@ -28,19 +28,19 @@
#if defined(GESTURES_STANDALONE)
#include "gestures.h"
#else
#include "raylib.h" // Required for typedef(s): Vector2, Gestures
#include "raylib.h" // Required for: Vector2, Gestures
#endif
#include <math.h> // Used for: atan2(), sqrt()
#include <stdint.h> // Defines int32_t, int64_t
#include <math.h> // Required for: atan2(), sqrt()
#include <stdint.h> // Required for: uint64_t
#if defined(_WIN32)
// Functions required to query time on Windows
int __stdcall QueryPerformanceCounter(unsigned long long int *lpPerformanceCount);
int __stdcall QueryPerformanceFrequency(unsigned long long int *lpFrequency);
#elif defined(__linux)
#include <sys/time.h> // Declares storage size of now
#include <time.h> // Used for clock functions
#include <sys/time.h> // Required for: timespec
#include <time.h> // Required for: clock_gettime()
#endif
//----------------------------------------------------------------------------------

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@ -26,16 +26,16 @@
#include "raylib.h"
#if defined(PLATFORM_ANDROID)
#include "utils.h" // Android fopen function map
#include "utils.h" // Android fopen function map
#endif
#include <stdio.h> // Standard input/output functions, used to read model files data
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp()
#include <math.h> // Used for sin, cos, tan
#include <stdio.h> // Required for: FILE, fopen(), fclose(), fscanf(), feof(), rewind(), fgets()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strcmp()
#include <math.h> // Required for: sin(), cos()
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "raymath.h" // Required for data type Matrix and Matrix functions
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "raymath.h" // Matrix data type and Matrix functions
//----------------------------------------------------------------------------------
// Defines and Macros
@ -605,7 +605,7 @@ Model LoadModel(const char *fileName)
// TODO: Initialize default data for model in case loading fails, maybe a cube?
if (strcmp(GetExtension(fileName),"obj") == 0) model.mesh = LoadOBJ(fileName);
if (strcmp(GetExtension(fileName), "obj") == 0) model.mesh = LoadOBJ(fileName);
else TraceLog(WARNING, "[%s] Model extension not recognized, it can't be loaded", fileName);
if (model.mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
@ -764,7 +764,7 @@ Material LoadMaterial(const char *fileName)
{
Material material = { 0 };
if (strcmp(GetExtension(fileName),"mtl") == 0) material = LoadMTL(fileName);
if (strcmp(GetExtension(fileName), "mtl") == 0) material = LoadMTL(fileName);
else TraceLog(WARNING, "[%s] Material extension not recognized, it can't be loaded", fileName);
return material;
@ -779,8 +779,7 @@ Material LoadDefaultMaterial(void)
material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
//material.texNormal; // NOTE: By default, not set
//material.texSpecular; // NOTE: By default, not set
material.colTint = WHITE; // Tint color
material.colDiffuse = WHITE; // Diffuse color
material.colAmbient = WHITE; // Ambient color
material.colSpecular = WHITE; // Specular color
@ -1298,7 +1297,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colTint = tint;
model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color?
rlglDrawMesh(model.mesh, model.material, model.transform);
}

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@ -29,8 +29,8 @@
#include "raylib.h"
#endif
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <math.h> // Declares cos(), sin(), abs() and fminf() for math operations
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: cos(), sin(), abs(), fminf()
//----------------------------------------------------------------------------------
// Defines and Macros

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@ -22,17 +22,30 @@
*
**********************************************************************************************/
//#define RAYGUI_STANDALONE // To use the raygui module as standalone lib, just uncomment this line
// NOTE: Some external funtions are required for drawing and input management
#if !defined(RAYGUI_STANDALONE)
#include "raylib.h"
#endif
#include "raygui.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h> // Required for malloc(), free()
#include <string.h> // Required for strcmp()
#include <stdio.h> // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf()
// NOTE: Those functions are only used in SaveGuiStyle() and LoadGuiStyle()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strcmp()
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
#if defined(RAYGUI_STANDALONE)
#define KEY_LEFT 263
#define KEY_RIGHT 262
#define MOUSE_LEFT_BUTTON 0
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -50,7 +63,7 @@ typedef enum { SLIDER_DEFAULT, SLIDER_HOVER, SLIDER_ACTIVE } SliderState;
// Global Variables Definition
//----------------------------------------------------------------------------------
//Current GUI style (default light)
// Current GUI style (default light)
static int style[NUM_PROPERTIES] = {
0xf5f5f5ff, // GLOBAL_BASE_COLOR,
0xf5f5f5ff, // GLOBAL_BORDER_COLOR,
@ -157,6 +170,30 @@ static int style[NUM_PROPERTIES] = {
//----------------------------------------------------------------------------------
static Color ColorMultiply(Color baseColor, float value);
#if defined RAYGUI_STANDALONE
static Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
static int GetHexValue(Color color); // Returns hexadecimal value for a Color
static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
static const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
// NOTE: raygui depend on some raylib input and drawing functions
// TODO: Set your own functions
static Vector2 GetMousePosition() { return (Vector2){ 0.0f, 0.0f }; }
static int IsMouseButtonDown(int button) { return 0; }
static int IsMouseButtonPressed(int button) { return 0; }
static int IsMouseButtonReleased(int button) { return 0; }
static int IsMouseButtonUp(int button) { return 0; }
static int GetKeyPressed(void) { return 0; } // NOTE: Only used by GuiTextBox()
static int IsKeyDown(int key) { return 0; } // NOTE: Only used by GuiSpinner()
static int MeasureText(const char *text, int fontSize) { return 0; }
static void DrawText(const char *text, int posX, int posY, int fontSize, Color color) { }
static void DrawRectangleRec(Rectangle rec, Color color) { }
static void DrawRectangle(int posX, int posY, int width, int height, Color color) { DrawRectangleRec((Rectangle){ posX, posY, width, height }, color); }
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
@ -164,7 +201,9 @@ static Color ColorMultiply(Color baseColor, float value);
// Label element, show text
void GuiLabel(Rectangle bounds, const char *text)
{
GuiLabelEx(bounds,text, GetColor(style[LABEL_TEXT_COLOR]), BLANK, BLANK);
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
GuiLabelEx(bounds, text, GetColor(style[LABEL_TEXT_COLOR]), BLANK, BLANK);
}
// Label element extended, configurable colors
@ -173,7 +212,7 @@ void GuiLabelEx(Rectangle bounds, const char *text, Color textColor, Color borde
// Update control
//--------------------------------------------------------------------
int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]);
int textHeight = GetDefaultFont().size;
int textHeight = style[GLOBAL_TEXT_FONTSIZE];
if (bounds.width < textWidth) bounds.width = textWidth + style[LABEL_TEXT_PADDING];
if (bounds.height < textHeight) bounds.height = textHeight + style[LABEL_TEXT_PADDING]/2;
@ -194,7 +233,7 @@ bool GuiButton(Rectangle bounds, const char *text)
Vector2 mousePoint = GetMousePosition();
int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]);
int textHeight = GetDefaultFont().size;
int textHeight = style[GLOBAL_TEXT_FONTSIZE];
// Update control
//--------------------------------------------------------------------
@ -252,7 +291,7 @@ bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle)
Vector2 mousePoint = GetMousePosition();
int textWidth = MeasureText(text, style[GLOBAL_TEXT_FONTSIZE]);
int textHeight = GetDefaultFont().size;
int textHeight = style[GLOBAL_TEXT_FONTSIZE];
// Update control
//--------------------------------------------------------------------
@ -337,7 +376,7 @@ int GuiComboBox(Rectangle bounds, int comboNum, char **comboText, int comboActiv
Rectangle click = { bounds.x + bounds.width + style[COMBOBOX_PADDING], bounds.y, style[COMBOBOX_BUTTON_WIDTH], style[COMBOBOX_BUTTON_HEIGHT] };
Vector2 mousePoint = GetMousePosition();
int textHeight = GetDefaultFont().size;
int textHeight = style[GLOBAL_TEXT_FONTSIZE];
for (int i = 0; i < comboNum; i++)
{
@ -627,9 +666,8 @@ int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue)
Rectangle rightButtonBound = { bounds.x + bounds.width - bounds.width/4 + 1, bounds.y, bounds.width/4, bounds.height };
Vector2 mousePoint = GetMousePosition();
int textHeight = GetDefaultFont().size;
int textWidth = MeasureText(FormatText("%i", value), style[GLOBAL_TEXT_FONTSIZE]);
int textHeight = style[GLOBAL_TEXT_FONTSIZE];
int buttonSide = 0;
@ -864,10 +902,11 @@ char *GuiTextBox(Rectangle bounds, char *text)
DrawText(FormatText("%c", text[i]), initPos, bounds.y + style[TEXTBOX_TEXT_FONTSIZE], style[TEXTBOX_TEXT_FONTSIZE], GetColor(style[TEXTBOX_TEXT_COLOR]));
initPos += ((GetDefaultFont().charRecs[(int)text[i] - 32].width + 2));
initPos += (MeasureText(FormatText("%c", text[i]), style[GLOBAL_TEXT_FONTSIZE]) + 2);
//initPos += ((GetDefaultFont().charRecs[(int)text[i] - 32].width + 2));
}
if ((framesCounter/20)%2 && CheckCollisionPointRec(mousePoint, bounds)) DrawLine(initPos + 2, bounds.y + 5, initPos + 2, bounds.y + 10 + 15, GetColor(style[TEXTBOX_LINE_COLOR]));
if ((framesCounter/20)%2 && CheckCollisionPointRec(mousePoint, bounds)) DrawRectangle(initPos + 2, bounds.y + 5, 1, 20, GetColor(style[TEXTBOX_LINE_COLOR]));
//--------------------------------------------------------------------
return text;
@ -1051,4 +1090,50 @@ static Color ColorMultiply(Color baseColor, float value)
multColor.b += (255 - multColor.b)*value;
return multColor;
}
}
#if defined (RAYGUI_STANDALONE)
// Returns a Color struct from hexadecimal value
static Color GetColor(int hexValue)
{
Color color;
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
color.a = (unsigned char)hexValue & 0xFF;
return color;
}
// Returns hexadecimal value for a Color
static int GetHexValue(Color color)
{
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
}
// Check if point is inside rectangle
static bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
{
bool collision = false;
if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
return collision;
}
// Formatting of text with variables to 'embed'
static const char *FormatText(const char *text, ...)
{
#define MAX_FORMATTEXT_LENGTH 64
static char buffer[MAX_FORMATTEXT_LENGTH];
va_list args;
va_start(args, text);
vsprintf(buffer, text, args);
va_end(args);
return buffer;
}
#endif

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@ -23,16 +23,49 @@
#ifndef RAYGUI_H
#define RAYGUI_H
#include "raylib.h"
//#include "raylib.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define NUM_PROPERTIES 98
#define NUM_PROPERTIES 98
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Some types are required for RAYGUI_STANDALONE usage
//----------------------------------------------------------------------------------
#if defined(RAYGUI_STANDALONE)
#ifndef __cplusplus
// Boolean type
#ifndef true
typedef enum { false, true } bool;
#endif
#endif
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
#endif
// Gui properties enumeration
typedef enum GuiProperty {
GLOBAL_BASE_COLOR = 0,
GLOBAL_BORDER_COLOR,

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@ -350,7 +350,7 @@ typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Field-Of-View apperture in Y (degrees)
float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Camera2D type, defines a 2d camera
@ -363,87 +363,84 @@ typedef struct Camera2D {
// Bounding box type
typedef struct BoundingBox {
Vector3 min;
Vector3 max;
Vector3 min; // minimum vertex box-corner
Vector3 max; // maximum vertex box-corner
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // number of vertices stored in arrays
int triangleCount; // number of triangles stored (indexed or not)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices; // vertex indices (in case vertex data comes indexed)
int vertexCount; // number of vertices stored in arrays
int triangleCount; // number of triangles stored (indexed or not)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
BoundingBox bounds; // mesh limits defined by min and max points
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
unsigned int id; // Shader program id
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
int normalLoc; // Normal attribute location point (default-location = 2)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int colorLoc; // Color attibute location point (default-location = 3)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
int normalLoc; // Normal attribute location point (default-location = 2)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int colorLoc; // Color attibute location point (default-location = 3)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Material type
typedef struct Material {
Shader shader; // Standard shader (supports 3 map textures)
Shader shader; // Standard shader (supports 3 map textures)
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
Color colTint; // Tint color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness; // Glossiness level (Ranges from 0 to 1000)
float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// Model type
typedef struct Model {
Mesh mesh; // Vertex data buffers (RAM and VRAM)
Matrix transform; // Local transform matrix
Material material; // Shader and textures data
Mesh mesh; // Vertex data buffers (RAM and VRAM)
Matrix transform; // Local transform matrix
Material material; // Shader and textures data
} Model;
// Light type
typedef struct LightData {
unsigned int id; // Light id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
unsigned int id; // Light unique id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Light cone max angle: LIGHT_SPOT
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
@ -861,8 +858,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
@ -872,7 +868,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list

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@ -73,7 +73,7 @@
//----------------------------------------------------------------------------------
#if defined(RAYMATH_STANDALONE)
// Vector2 type
// Vector2 type
typedef struct Vector2 {
float x;
float y;

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@ -28,41 +28,41 @@
#include "rlgl.h"
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <string.h> // Declares strcmp(), strlen(), strtok()
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Required for: malloc(), free(), rand()
#include <string.h> // Required for: strcmp(), strlen(), strtok()
#ifndef RLGL_STANDALONE
#include "raymath.h" // Required for Vector3 and Matrix functions
#include "raymath.h" // Required for Vector3 and Matrix functions
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#ifdef __APPLE__
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#else
#include <GL/gl.h> // Basic OpenGL include
#include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl3.h>
#ifdef __APPLE__
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
//#define GLEW_STATIC
//#include <GL/glew.h> // GLEW header, includes OpenGL headers
#include "glad.h" // glad header, includes OpenGL headers
#include "glad.h" // GLAD library, includes OpenGL headers
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <EGL/egl.h> // EGL library
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
#if defined(RLGL_STANDALONE)
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
#endif
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
#endif // NOTE: Used on TraceLog()
//----------------------------------------------------------------------------------
// Defines and Macros
@ -237,7 +237,7 @@ static Shader LoadDefaultShader(void); // Load default shader (just vertex
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
static void UnloadDefaultShader(void); // Unload default shader
static void UnloadStandardShader(void); // Unload standard shader
static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
@ -256,7 +256,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
#if defined(RLGL_STANDALONE)
static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
//----------------------------------------------------------------------------------
@ -1545,10 +1545,10 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
@ -1674,6 +1674,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Update vertex data on GPU (upload new data to one buffer)
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
if (vaoSupported) glBindVertexArray(mesh.vaoId);
@ -1729,6 +1730,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
}
// Draw a 3d mesh with material and transform
@ -1800,9 +1802,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Setup shader uniforms for lights
SetShaderLights(material.shader);
// Upload to shader material.colSpecular
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);
// Upload to shader material.colAmbient
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);
@ -2157,7 +2156,7 @@ void UnloadShader(Shader shader)
}
// Set custom shader to be used on batch draw
void SetCustomShader(Shader shader)
void BeginShaderMode(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
@ -2169,10 +2168,10 @@ void SetCustomShader(Shader shader)
}
// Set default shader to be used in batch draw
void SetDefaultShader(void)
void EndShaderMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
SetCustomShader(defaultShader);
BeginShaderMode(defaultShader);
#endif
}
@ -2254,9 +2253,9 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
// Set blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes predefined
void SetBlendMode(int mode)
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
if ((blendMode != mode) && (mode < 3))
{
@ -2274,11 +2273,20 @@ void SetBlendMode(int mode)
}
}
// End blending mode (reset to default: alpha blending)
void EndBlendMode(void)
{
BeginBlendMode(BLEND_ALPHA);
}
// Create a new light, initialize it and add to pool
Light CreateLight(int type, Vector3 position, Color diffuse)
{
Light light = NULL;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Allocate dynamic memory
Light light = (Light)malloc(sizeof(LightData));
light = (Light)malloc(sizeof(LightData));
// Initialize light values with generic values
light->id = lightsCount;
@ -2295,13 +2303,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
// Increase enabled lights count
lightsCount++;
#else
// TODO: Support OpenGL 1.1 lighting system
TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
#endif
return light;
}
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Free dynamic memory allocation
free(lights[light->id]);
@ -2319,6 +2332,7 @@ void DestroyLight(Light light)
// Decrease enabled physic objects count
lightsCount--;
#endif
}
//----------------------------------------------------------------------------------
@ -2366,7 +2380,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
{
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vertexShader;
GLuint fragmentShader;

View File

@ -32,15 +32,15 @@
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
#ifndef RLGL_STANDALONE
#include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D
#include "utils.h" // Required for function TraceLog()
#include "raylib.h" // Required for: Model, Shader, Texture2D
#include "utils.h" // Required for: TraceLog()
#endif
#ifdef RLGL_STANDALONE
#define RAYMATH_STANDALONE
#endif
#include "raymath.h" // Required for types: Vector3, Matrix
#include "raymath.h" // Required for: Vector3, Matrix
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
@ -130,51 +130,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// Bounding box type
typedef struct BoundingBox {
Vector3 min;
Vector3 max;
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // number of vertices stored in arrays
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices; // vertex indices (in case vertex data comes indexed)
int triangleCount; // number of triangles stored (indexed or not)
BoundingBox bounds; // mesh limits defined by min and max points
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
int vertexCount; // number of vertices stored in arrays
int triangleCount; // number of triangles stored (indexed or not)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
unsigned int id; // Shader program id
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Texture2D type
@ -196,36 +188,46 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Material type
typedef struct Material {
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
Color colTint; // Tint color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness; // Glossiness level (Ranges from 0 to 1000)
float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Light type
typedef struct LightData {
int id;
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled;
unsigned int id; // Light unique id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
Vector3 position;
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Lost of light intensity with distance (world distance)
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Use Vector3 diffuse
float intensity;
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Spot light max angle
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
#endif
@ -317,9 +319,9 @@ void *rlglReadTexturePixels(Texture2D texture); // Read text
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@ -327,7 +329,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list

View File

@ -489,7 +489,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
retRec.height = rec2.height - dyy;
}
}
if (rec1.width > rec2.width)
{
if (retRec.width >= rec2.width) retRec.width = rec2.width;

View File

@ -25,16 +25,16 @@
#include "raylib.h"
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // String management functions (just strlen() is used)
#include <stdarg.h> // Used for functions with variable number of parameters (FormatText())
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strlen()
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
#include <stdio.h> // Required for: FILE, fopen(), fclose(), fscanf(), feof(), rewind(), fgets()
#include "utils.h" // Required for function GetExtension()
#include "utils.h" // Required for: GetExtension()
// Following libs are used on LoadTTF()
#define STB_TRUETYPE_IMPLEMENTATION
#include "stb_truetype.h"
#include "stb_truetype.h" // Required for: stbtt_BakeFontBitmap()
// Rectangle packing functions (not used at the moment)
//#define STB_RECT_PACK_IMPLEMENTATION

View File

@ -29,8 +29,8 @@
#include "raylib.h"
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <string.h> // Required for strcmp(), strrchr(), strncmp()
#include <stdlib.h> // Required for: malloc(), free()
#include <string.h> // Required for: strcmp(), strrchr(), strncmp()
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
// Required: rlglLoadTexture() rlDeleteTextures(),
@ -40,10 +40,12 @@
// NOTE: Includes Android fopen function map
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" // Used to read image data (multiple formats support)
#include "stb_image.h" // Required for: stbi_load()
// NOTE: Used to read image data (multiple formats support)
#define STB_IMAGE_RESIZE_IMPLEMENTATION
#include "stb_image_resize.h" // Used on image scaling function: ImageResize()
#include "stb_image_resize.h" // Required for: stbir_resize_uint8()
// NOTE: Used for image scaling on ImageResize()
//----------------------------------------------------------------------------------
// Defines and Macros
@ -1394,39 +1396,43 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Co
// NOTE: origin is relative to destination rectangle size
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
rlEnableTexture(texture.id);
// Check if texture is valid
if (texture.id != 0)
{
if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
rlEnableTexture(texture.id);
rlPushMatrix();
rlTranslatef(destRec.x, destRec.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(-origin.x, -origin.y, 0);
rlPushMatrix();
rlTranslatef(destRec.x, destRec.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(-origin.x, -origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
rlEnd();
rlPopMatrix();
// Top-left corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
rlDisableTexture();
}
}
//----------------------------------------------------------------------------------

View File

@ -35,14 +35,14 @@
#include <android/asset_manager.h>
#endif
#include <stdlib.h> // malloc(), free()
#include <stdio.h> // printf(), fprintf()
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
//#include <string.h> // String management functions: strlen(), strrchr(), strcmp()
#include <stdlib.h> // Required for: malloc(), free()
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
//#include <string.h> // Required for: strlen(), strrchr(), strcmp()
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h" // Create PNG file
#include "stb_image_write.h" // Required for: stbi_write_png()
#endif
#include "tinfl.c"

View File

@ -27,8 +27,8 @@
#define UTILS_H
#if defined(PLATFORM_ANDROID)
#include <stdio.h> // Defines FILE struct
#include <android/asset_manager.h> // defines AAssetManager struct
#include <stdio.h> // Required for: FILE
#include <android/asset_manager.h> // Required for: AAssetManager
#endif
//----------------------------------------------------------------------------------