Merge pull request #135 from raysan5/develop

Integrate Develop branch
This commit is contained in:
Ray
2016-07-18 17:09:23 +02:00
committed by GitHub
67 changed files with 3782 additions and 35647 deletions

6
.gitignore vendored
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@ -1,6 +1,9 @@
# Ignore generated files
# ...
# Ignore VIM's backup generated files
*.swp
# Ignore Android generated files and folders
src_android/obj/
templates/android_project/bin/
@ -68,9 +71,8 @@ src/libraylib.bc
# oculus example
!examples/oculus_glfw_sample/
# external libraries DLLs
!src/external/glfw3/lib/win32/glfw3.dll
!src/external/openal_soft/lib/win32/OpenAL32.dll
!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
!src/external/pthread/pthreadGC2.dll
!src/external/pthread/pthreadGC2.dll

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@ -131,25 +131,27 @@ Lots of code changes and lots of hours of hard work have concluded in this amazi
notes on raylib 1.5
-------------------
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
VR support: **Oculus Rift CV1**. raylib supports Oculus Rift CV1, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/develop/examples/core_oculus_rift.c).
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/develop/examples/core_oculus_rift.c).
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
New lighting system: added support for up to 8 configurable lights, supported light types are **point light**, **directional light** and **spot light**. Just create a light, configure it and raylib manages render internally for every 3d object using standard material.
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily used and configured and gamepad data is read and processed in raw mode in a second thread.
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
Redesigned physics module: physac module has been converted to header only and usage has been simplified. Performance has also been singnificantly improved, now physic objects now are managed internally in a second thread.
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/develop/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to @kd7tck amazing work.
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
This new version is so massie that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely redesigned to accomodate to new material and lighting systems. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/develop/CHANGELOG) file for a more detailed list of changes.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/develop/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/develop/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl]() and [audio]() raylib modules as standalone libraries.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/develop/CHANGELOG) file for a more detailed list of changes.
Lots of code changes (more than 300 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/develop/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/develop/examples/audio_standalone.c) raylib modules as standalone libraries.
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
features
--------
@ -162,11 +164,13 @@ features
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Shaders support, including Model shaders and Postprocessing shaders
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* Custom color palette for fancy visuals on raywhite background
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1**
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
@ -178,6 +182,8 @@ On Android, raylib uses `native_app_glue module` (provided by Android NDK) and n
On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
On Oculus Rift CV1, raylib uses Oculus PC SDK libraries but only the core C library ([LibOVR](https://github.com/raysan5/raylib/tree/develop/src/external/OculusSDK/LibOVR)); runtime library (LibOVRRT32_1.dll) must be linked at compilation time.
raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md).
tools requirements

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@ -209,6 +209,7 @@ EXAMPLES = \
shaders_standard_lighting \
audio_sound_loading \
audio_music_stream \
audio_module_playing \
fix_dylib \
@ -435,6 +436,10 @@ audio_sound_loading: audio_sound_loading.c
audio_music_stream: audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - module playing (OGG)
audio_module_playing: audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)

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/*******************************************************************************************
*
* raylib [audio] example - Module playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_CIRCLES 64
typedef struct {
Vector2 position;
float radius;
float alpha;
float speed;
Color color;
} CircleWave;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES];
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
// Load postprocessing bloom shader
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs");
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
float timePlayed = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
}
}
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
UpdateMusicStream(0); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginTextureMode(target); // Enable drawing to texture
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [audio] example - Using audio module as standalone module
*
* NOTE: This example does not require any graphic device, it can run directly on console.
*
* [audio] module requires some external libs:
* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html)
* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
* jar_xm - XM module file loading
* jar_mod - MOD audio file loading
*
* Compile audio module using:
* gcc -c audio.c stb_vorbis.c -Wall -std=c99 -DAUDIO_STANDALONE
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) audio.o stb_vorbis.o -lopenal32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <stdio.h>
#include <conio.h> // Windows only, no stardard library
#include "audio.h"
#define KEY_ESCAPE 27
int main()
{
unsigned char key;
InitAudioDevice();
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg");
printf("\nPress s or d to play sounds...\n");
while (key != KEY_ESCAPE)
{
if (kbhit()) key = getch();
if (key == 's')
{
PlaySound(fxWav);
key = 0;
}
if (key == 'd')
{
PlaySound(fxOgg);
key = 0;
}
UpdateMusicStream(0);
}
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice();
printf("\n\nPress ENTER to close...");
getchar();
return 0;
}

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@ -68,8 +68,18 @@ int main()
Begin3dMode(camera);
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);

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/********************************************************************************//**
\file OVR_CAPI_Util.h
\brief This header provides LibOVR utility function declarations
\copyright Copyright 2015-2016 Oculus VR, LLC All Rights reserved.
*************************************************************************************/
#ifndef OVR_CAPI_Util_h
#define OVR_CAPI_Util_h
#include "../OVR_CAPI.h"
#ifdef __cplusplus
extern "C" {
#endif
/// Enumerates modifications to the projection matrix based on the application's needs.
///
/// \see ovrMatrix4f_Projection
///
typedef enum ovrProjectionModifier_
{
/// Use for generating a default projection matrix that is:
/// * Right-handed.
/// * Near depth values stored in the depth buffer are smaller than far depth values.
/// * Both near and far are explicitly defined.
/// * With a clipping range that is (0 to w).
ovrProjection_None = 0x00,
/// Enable if using left-handed transformations in your application.
ovrProjection_LeftHanded = 0x01,
/// After the projection transform is applied, far values stored in the depth buffer will be less than closer depth values.
/// NOTE: Enable only if the application is using a floating-point depth buffer for proper precision.
ovrProjection_FarLessThanNear = 0x02,
/// When this flag is used, the zfar value pushed into ovrMatrix4f_Projection() will be ignored
/// NOTE: Enable only if ovrProjection_FarLessThanNear is also enabled where the far clipping plane will be pushed to infinity.
ovrProjection_FarClipAtInfinity = 0x04,
/// Enable if the application is rendering with OpenGL and expects a projection matrix with a clipping range of (-w to w).
/// Ignore this flag if your application already handles the conversion from D3D range (0 to w) to OpenGL.
ovrProjection_ClipRangeOpenGL = 0x08,
} ovrProjectionModifier;
/// Return values for ovr_Detect.
///
/// \see ovr_Detect
///
typedef struct OVR_ALIGNAS(8) ovrDetectResult_
{
/// Is ovrFalse when the Oculus Service is not running.
/// This means that the Oculus Service is either uninstalled or stopped.
/// IsOculusHMDConnected will be ovrFalse in this case.
/// Is ovrTrue when the Oculus Service is running.
/// This means that the Oculus Service is installed and running.
/// IsOculusHMDConnected will reflect the state of the HMD.
ovrBool IsOculusServiceRunning;
/// Is ovrFalse when an Oculus HMD is not detected.
/// If the Oculus Service is not running, this will be ovrFalse.
/// Is ovrTrue when an Oculus HMD is detected.
/// This implies that the Oculus Service is also installed and running.
ovrBool IsOculusHMDConnected;
OVR_UNUSED_STRUCT_PAD(pad0, 6) ///< \internal struct padding
} ovrDetectResult;
OVR_STATIC_ASSERT(sizeof(ovrDetectResult) == 8, "ovrDetectResult size mismatch");
/// Detects Oculus Runtime and Device Status
///
/// Checks for Oculus Runtime and Oculus HMD device status without loading the LibOVRRT
/// shared library. This may be called before ovr_Initialize() to help decide whether or
/// not to initialize LibOVR.
///
/// \param[in] timeoutMilliseconds Specifies a timeout to wait for HMD to be attached or 0 to poll.
///
/// \return Returns an ovrDetectResult object indicating the result of detection.
///
/// \see ovrDetectResult
///
OVR_PUBLIC_FUNCTION(ovrDetectResult) ovr_Detect(int timeoutMilliseconds);
// On the Windows platform,
#ifdef _WIN32
/// This is the Windows Named Event name that is used to check for HMD connected state.
#define OVR_HMD_CONNECTED_EVENT_NAME L"OculusHMDConnected"
#endif // _WIN32
/// Used to generate projection from ovrEyeDesc::Fov.
///
/// \param[in] fov Specifies the ovrFovPort to use.
/// \param[in] znear Distance to near Z limit.
/// \param[in] zfar Distance to far Z limit.
/// \param[in] projectionModFlags A combination of the ovrProjectionModifier flags.
///
/// \return Returns the calculated projection matrix.
///
/// \see ovrProjectionModifier
///
OVR_PUBLIC_FUNCTION(ovrMatrix4f) ovrMatrix4f_Projection(ovrFovPort fov, float znear, float zfar, unsigned int projectionModFlags);
/// Extracts the required data from the result of ovrMatrix4f_Projection.
///
/// \param[in] projection Specifies the project matrix from which to extract ovrTimewarpProjectionDesc.
/// \param[in] projectionModFlags A combination of the ovrProjectionModifier flags.
/// \return Returns the extracted ovrTimewarpProjectionDesc.
/// \see ovrTimewarpProjectionDesc
///
OVR_PUBLIC_FUNCTION(ovrTimewarpProjectionDesc) ovrTimewarpProjectionDesc_FromProjection(ovrMatrix4f projection, unsigned int projectionModFlags);
/// Generates an orthographic sub-projection.
///
/// Used for 2D rendering, Y is down.
///
/// \param[in] projection The perspective matrix that the orthographic matrix is derived from.
/// \param[in] orthoScale Equal to 1.0f / pixelsPerTanAngleAtCenter.
/// \param[in] orthoDistance Equal to the distance from the camera in meters, such as 0.8m.
/// \param[in] HmdToEyeOffsetX Specifies the offset of the eye from the center.
///
/// \return Returns the calculated projection matrix.
///
OVR_PUBLIC_FUNCTION(ovrMatrix4f) ovrMatrix4f_OrthoSubProjection(ovrMatrix4f projection, ovrVector2f orthoScale,
float orthoDistance, float HmdToEyeOffsetX);
/// Computes offset eye poses based on headPose returned by ovrTrackingState.
///
/// \param[in] headPose Indicates the HMD position and orientation to use for the calculation.
/// \param[in] hmdToEyeOffset Can be ovrEyeRenderDesc.HmdToEyeOffset returned from
/// ovr_GetRenderDesc. For monoscopic rendering, use a vector that is the average
/// of the two vectors for both eyes.
/// \param[out] outEyePoses If outEyePoses are used for rendering, they should be passed to
/// ovr_SubmitFrame in ovrLayerEyeFov::RenderPose or ovrLayerEyeFovDepth::RenderPose.
///
OVR_PUBLIC_FUNCTION(void) ovr_CalcEyePoses(ovrPosef headPose,
const ovrVector3f hmdToEyeOffset[2],
ovrPosef outEyePoses[2]);
/// Returns the predicted head pose in outHmdTrackingState and offset eye poses in outEyePoses.
///
/// This is a thread-safe function where caller should increment frameIndex with every frame
/// and pass that index where applicable to functions called on the rendering thread.
/// Assuming outEyePoses are used for rendering, it should be passed as a part of ovrLayerEyeFov.
/// The caller does not need to worry about applying HmdToEyeOffset to the returned outEyePoses variables.
///
/// \param[in] hmd Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] frameIndex Specifies the targeted frame index, or 0 to refer to one frame after
/// the last time ovr_SubmitFrame was called.
/// \param[in] latencyMarker Specifies that this call is the point in time where
/// the "App-to-Mid-Photon" latency timer starts from. If a given ovrLayer
/// provides "SensorSampleTimestamp", that will override the value stored here.
/// \param[in] hmdToEyeOffset Can be ovrEyeRenderDesc.HmdToEyeOffset returned from
/// ovr_GetRenderDesc. For monoscopic rendering, use a vector that is the average
/// of the two vectors for both eyes.
/// \param[out] outEyePoses The predicted eye poses.
/// \param[out] outSensorSampleTime The time when this function was called. May be NULL, in which case it is ignored.
///
OVR_PUBLIC_FUNCTION(void) ovr_GetEyePoses(ovrSession session, long long frameIndex, ovrBool latencyMarker,
const ovrVector3f hmdToEyeOffset[2],
ovrPosef outEyePoses[2],
double* outSensorSampleTime);
/// Tracking poses provided by the SDK come in a right-handed coordinate system. If an application
/// is passing in ovrProjection_LeftHanded into ovrMatrix4f_Projection, then it should also use
/// this function to flip the HMD tracking poses to be left-handed.
///
/// While this utility function is intended to convert a left-handed ovrPosef into a right-handed
/// coordinate system, it will also work for converting right-handed to left-handed since the
/// flip operation is the same for both cases.
///
/// \param[in] inPose that is right-handed
/// \param[out] outPose that is requested to be left-handed (can be the same pointer to inPose)
///
OVR_PUBLIC_FUNCTION(void) ovrPosef_FlipHandedness(const ovrPosef* inPose, ovrPosef* outPose);
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif // Header include guard

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@ -1,70 +0,0 @@
/************************************************************************************
Filename : OVR_StereoProjection.h
Content : Stereo projection functions
Created : November 30, 2013
Authors : Tom Fosyth
Copyright : Copyright 2014-2016 Oculus VR, LLC All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.3
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*************************************************************************************/
#ifndef OVR_StereoProjection_h
#define OVR_StereoProjection_h
#include "Extras/OVR_Math.h"
namespace OVR {
//-----------------------------------------------------------------------------------
// ***** Stereo Enumerations
// StereoEye specifies which eye we are rendering for; it is used to
// retrieve StereoEyeParams.
enum StereoEye
{
StereoEye_Left,
StereoEye_Right,
StereoEye_Center
};
//-----------------------------------------------------------------------------------
// ***** Propjection functions
Matrix4f CreateProjection ( bool rightHanded, bool isOpenGL, FovPort fov, StereoEye eye,
float zNear = 0.01f, float zFar = 10000.0f,
bool flipZ = false, bool farAtInfinity = false);
Matrix4f CreateOrthoSubProjection ( bool rightHanded, StereoEye eyeType,
float tanHalfFovX, float tanHalfFovY,
float unitsX, float unitsY, float distanceFromCamera,
float interpupillaryDistance, Matrix4f const &projection,
float zNear = 0.0f, float zFar = 0.0f,
bool flipZ = false, bool farAtInfinity = false);
ScaleAndOffset2D CreateNDCScaleAndOffsetFromFov ( FovPort fov );
} //namespace OVR
#endif // OVR_StereoProjection_h

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/********************************************************************************//**
\file OVR_CAPI_Audio.h
\brief CAPI audio functions.
\copyright Copyright 2015 Oculus VR, LLC. All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_Audio_h
#define OVR_CAPI_Audio_h
#ifdef _WIN32
#include <windows.h>
#include "OVR_CAPI.h"
#define OVR_AUDIO_MAX_DEVICE_STR_SIZE 128
/// Gets the ID of the preferred VR audio output device.
///
/// \param[out] deviceOutId The ID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be WAVE_MAPPER.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceOutWaveId(UINT* deviceOutId);
/// Gets the ID of the preferred VR audio input device.
///
/// \param[out] deviceInId The ID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be WAVE_MAPPER.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInWaveId(UINT* deviceInId);
/// Gets the GUID of the preferred VR audio device as a string.
///
/// \param[out] deviceOutStrBuffer A buffer where the GUID string for the device will copied to.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceOutGuidStr(WCHAR deviceOutStrBuffer[OVR_AUDIO_MAX_DEVICE_STR_SIZE]);
/// Gets the GUID of the preferred VR audio device.
///
/// \param[out] deviceOutGuid The GUID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be NULL.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceOutGuid(GUID* deviceOutGuid);
/// Gets the GUID of the preferred VR microphone device as a string.
///
/// \param[out] deviceInStrBuffer A buffer where the GUID string for the device will copied to.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInGuidStr(WCHAR deviceInStrBuffer[OVR_AUDIO_MAX_DEVICE_STR_SIZE]);
/// Gets the GUID of the preferred VR microphone device.
///
/// \param[out] deviceInGuid The GUID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be NULL.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInGuid(GUID* deviceInGuid);
#endif //OVR_OS_MS
#endif // OVR_CAPI_Audio_h

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/********************************************************************************//**
\file OVR_CAPI_D3D.h
\brief D3D specific structures used by the CAPI interface.
\copyright Copyright 2014-2016 Oculus VR, LLC All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_D3D_h
#define OVR_CAPI_D3D_h
#include "OVR_CAPI.h"
#include "OVR_Version.h"
#if defined (_WIN32)
#include <Unknwn.h>
//-----------------------------------------------------------------------------------
// ***** Direct3D Specific
/// Create Texture Swap Chain suitable for use with Direct3D 11 and 12.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] d3dPtr Specifies the application's D3D11Device to create resources with or the D3D12CommandQueue
/// which must be the same one the application renders to the eye textures with.
/// \param[in] desc Specifies requested texture properties. See notes for more info about texture format.
/// \param[in] bindFlags Specifies what ovrTextureBindFlags the application requires for this texture chain.
/// \param[out] out_TextureSwapChain Returns the created ovrTextureSwapChain, which will be valid upon a successful return value, else it will be NULL.
/// This texture chain must be eventually destroyed via ovr_DestroyTextureSwapChain before destroying the HMD with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The texture format provided in \a desc should be thought of as the format the distortion-compositor will use for the
/// ShaderResourceView when reading the contents of the texture. To that end, it is highly recommended that the application
/// requests texture swapchain formats that are in sRGB-space (e.g. OVR_FORMAT_R8G8B8A8_UNORM_SRGB) as the compositor
/// does sRGB-correct rendering. As such, the compositor relies on the GPU's hardware sampler to do the sRGB-to-linear
/// conversion. If the application still prefers to render to a linear format (e.g. OVR_FORMAT_R8G8B8A8_UNORM) while handling the
/// linear-to-gamma conversion via HLSL code, then the application must still request the corresponding sRGB format and also use
/// the \a ovrTextureMisc_DX_Typeless flag in the ovrTextureSwapChainDesc's Flag field. This will allow the application to create
/// a RenderTargetView that is the desired linear format while the compositor continues to treat it as sRGB. Failure to do so
/// will cause the compositor to apply unexpected gamma conversions leading to gamma-curve artifacts. The \a ovrTextureMisc_DX_Typeless
/// flag for depth buffer formats (e.g. OVR_FORMAT_D32_FLOAT) is ignored as they are always converted to be typeless.
///
/// \see ovr_GetTextureSwapChainLength
/// \see ovr_GetTextureSwapChainCurrentIndex
/// \see ovr_GetTextureSwapChainDesc
/// \see ovr_GetTextureSwapChainBufferDX
/// \see ovr_DestroyTextureSwapChain
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateTextureSwapChainDX(ovrSession session,
IUnknown* d3dPtr,
const ovrTextureSwapChainDesc* desc,
ovrTextureSwapChain* out_TextureSwapChain);
/// Get a specific buffer within the chain as any compatible COM interface (similar to QueryInterface)
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] chain Specifies an ovrTextureSwapChain previously returned by ovr_CreateTextureSwapChainDX
/// \param[in] index Specifies the index within the chain to retrieve. Must be between 0 and length (see ovr_GetTextureSwapChainLength),
/// or may pass -1 to get the buffer at the CurrentIndex location. (Saving a call to GetTextureSwapChainCurrentIndex)
/// \param[in] iid Specifies the interface ID of the interface pointer to query the buffer for.
/// \param[out] out_Buffer Returns the COM interface pointer retrieved.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// <b>Example code</b>
/// \code{.cpp}
/// ovr_GetTextureSwapChainBufferDX(session, chain, 0, IID_ID3D11Texture2D, &d3d11Texture);
/// ovr_GetTextureSwapChainBufferDX(session, chain, 1, IID_PPV_ARGS(&dxgiResource));
/// \endcode
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferDX(ovrSession session,
ovrTextureSwapChain chain,
int index,
IID iid,
void** out_Buffer);
/// Create Mirror Texture which is auto-refreshed to mirror Rift contents produced by this application.
///
/// A second call to ovr_CreateMirrorTextureDX for a given ovrSession before destroying the first one
/// is not supported and will result in an error return.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] d3dPtr Specifies the application's D3D11Device to create resources with or the D3D12CommandQueue
/// which must be the same one the application renders to the textures with.
/// \param[in] desc Specifies requested texture properties. See notes for more info about texture format.
/// \param[out] out_MirrorTexture Returns the created ovrMirrorTexture, which will be valid upon a successful return value, else it will be NULL.
/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the HMD with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The texture format provided in \a desc should be thought of as the format the compositor will use for the RenderTargetView when
/// writing into mirror texture. To that end, it is highly recommended that the application requests a mirror texture format that is
/// in sRGB-space (e.g. OVR_FORMAT_R8G8B8A8_UNORM_SRGB) as the compositor does sRGB-correct rendering. If however the application wants
/// to still read the mirror texture as a linear format (e.g. OVR_FORMAT_R8G8B8A8_UNORM) and handle the sRGB-to-linear conversion in
/// HLSL code, then it is recommended the application still requests an sRGB format and also use the \a ovrTextureMisc_DX_Typeless flag in the
/// ovrMirrorTextureDesc's Flags field. This will allow the application to bind a ShaderResourceView that is a linear format while the
/// compositor continues to treat is as sRGB. Failure to do so will cause the compositor to apply unexpected gamma conversions leading to
/// gamma-curve artifacts.
///
///
/// <b>Example code</b>
/// \code{.cpp}
/// ovrMirrorTexture mirrorTexture = nullptr;
/// ovrMirrorTextureDesc mirrorDesc = {};
/// mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
/// mirrorDesc.Width = mirrorWindowWidth;
/// mirrorDesc.Height = mirrorWindowHeight;
/// ovrResult result = ovr_CreateMirrorTextureDX(session, d3d11Device, &mirrorDesc, &mirrorTexture);
/// [...]
/// // Destroy the texture when done with it.
/// ovr_DestroyMirrorTexture(session, mirrorTexture);
/// mirrorTexture = nullptr;
/// \endcode
///
/// \see ovr_GetMirrorTextureBufferDX
/// \see ovr_DestroyMirrorTexture
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateMirrorTextureDX(ovrSession session,
IUnknown* d3dPtr,
const ovrMirrorTextureDesc* desc,
ovrMirrorTexture* out_MirrorTexture);
/// Get a the underlying buffer as any compatible COM interface (similar to QueryInterface)
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] mirrorTexture Specifies an ovrMirrorTexture previously returned by ovr_CreateMirrorTextureDX
/// \param[in] iid Specifies the interface ID of the interface pointer to query the buffer for.
/// \param[out] out_Buffer Returns the COM interface pointer retrieved.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// <b>Example code</b>
/// \code{.cpp}
/// ID3D11Texture2D* d3d11Texture = nullptr;
/// ovr_GetMirrorTextureBufferDX(session, mirrorTexture, IID_PPV_ARGS(&d3d11Texture));
/// d3d11DeviceContext->CopyResource(d3d11TextureBackBuffer, d3d11Texture);
/// d3d11Texture->Release();
/// dxgiSwapChain->Present(0, 0);
/// \endcode
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetMirrorTextureBufferDX(ovrSession session,
ovrMirrorTexture mirrorTexture,
IID iid,
void** out_Buffer);
#endif // _WIN32
#endif // OVR_CAPI_D3D_h

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/********************************************************************************//**
\file OVR_CAPI_GL.h
\brief OpenGL-specific structures used by the CAPI interface.
\copyright Copyright 2015 Oculus VR, LLC. All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_GL_h
#define OVR_CAPI_GL_h
#include "OVR_CAPI.h"
/// Creates a TextureSwapChain suitable for use with OpenGL.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] desc Specifies the requested texture properties. See notes for more info about texture format.
/// \param[out] out_TextureSwapChain Returns the created ovrTextureSwapChain, which will be valid upon
/// a successful return value, else it will be NULL. This texture swap chain must be eventually
/// destroyed via ovr_DestroyTextureSwapChain before destroying the HMD with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The \a format provided should be thought of as the format the distortion compositor will use when reading
/// the contents of the texture. To that end, it is highly recommended that the application requests texture swap chain
/// formats that are in sRGB-space (e.g. OVR_FORMAT_R8G8B8A8_UNORM_SRGB) as the distortion compositor does sRGB-correct
/// rendering. Furthermore, the app should then make sure "glEnable(GL_FRAMEBUFFER_SRGB);" is called before rendering
/// into these textures. Even though it is not recommended, if the application would like to treat the texture as a linear
/// format and do linear-to-gamma conversion in GLSL, then the application can avoid calling "glEnable(GL_FRAMEBUFFER_SRGB);",
/// but should still pass in an sRGB variant for the \a format. Failure to do so will cause the distortion compositor
/// to apply incorrect gamma conversions leading to gamma-curve artifacts.
///
/// \see ovr_GetTextureSwapChainLength
/// \see ovr_GetTextureSwapChainCurrentIndex
/// \see ovr_GetTextureSwapChainDesc
/// \see ovr_GetTextureSwapChainBufferGL
/// \see ovr_DestroyTextureSwapChain
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateTextureSwapChainGL(ovrSession session,
const ovrTextureSwapChainDesc* desc,
ovrTextureSwapChain* out_TextureSwapChain);
/// Get a specific buffer within the chain as a GL texture name
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] chain Specifies an ovrTextureSwapChain previously returned by ovr_CreateTextureSwapChainGL
/// \param[in] index Specifies the index within the chain to retrieve. Must be between 0 and length (see ovr_GetTextureSwapChainLength)
/// or may pass -1 to get the buffer at the CurrentIndex location. (Saving a call to GetTextureSwapChainCurrentIndex)
/// \param[out] out_TexId Returns the GL texture object name associated with the specific index requested
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferGL(ovrSession session,
ovrTextureSwapChain chain,
int index,
unsigned int* out_TexId);
/// Creates a Mirror Texture which is auto-refreshed to mirror Rift contents produced by this application.
///
/// A second call to ovr_CreateMirrorTextureGL for a given ovrSession before destroying the first one
/// is not supported and will result in an error return.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] desc Specifies the requested mirror texture description.
/// \param[out] out_MirrorTexture Specifies the created ovrMirrorTexture, which will be valid upon a successful return value, else it will be NULL.
/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the HMD with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The \a format provided should be thought of as the format the distortion compositor will use when writing into the mirror
/// texture. It is highly recommended that mirror textures are requested as sRGB formats because the distortion compositor
/// does sRGB-correct rendering. If the application requests a non-sRGB format (e.g. R8G8B8A8_UNORM) as the mirror texture,
/// then the application might have to apply a manual linear-to-gamma conversion when reading from the mirror texture.
/// Failure to do so can result in incorrect gamma conversions leading to gamma-curve artifacts and color banding.
///
/// \see ovr_GetMirrorTextureBufferGL
/// \see ovr_DestroyMirrorTexture
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateMirrorTextureGL(ovrSession session,
const ovrMirrorTextureDesc* desc,
ovrMirrorTexture* out_MirrorTexture);
/// Get a the underlying buffer as a GL texture name
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] mirrorTexture Specifies an ovrMirrorTexture previously returned by ovr_CreateMirrorTextureGL
/// \param[out] out_TexId Specifies the GL texture object name associated with the mirror texture
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetMirrorTextureBufferGL(ovrSession session,
ovrMirrorTexture mirrorTexture,
unsigned int* out_TexId);
#endif // OVR_CAPI_GL_h

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/********************************************************************************//**
\file OVR_CAPI.h
\brief Keys for CAPI proprty function calls
\copyright Copyright 2015 Oculus VR, LLC All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_Keys_h
#define OVR_CAPI_Keys_h
#include "OVR_Version.h"
#define OVR_KEY_USER "User" // string
#define OVR_KEY_NAME "Name" // string
#define OVR_KEY_GENDER "Gender" // string "Male", "Female", or "Unknown"
#define OVR_DEFAULT_GENDER "Unknown"
#define OVR_KEY_PLAYER_HEIGHT "PlayerHeight" // float meters
#define OVR_DEFAULT_PLAYER_HEIGHT 1.778f
#define OVR_KEY_EYE_HEIGHT "EyeHeight" // float meters
#define OVR_DEFAULT_EYE_HEIGHT 1.675f
#define OVR_KEY_NECK_TO_EYE_DISTANCE "NeckEyeDistance" // float[2] meters
#define OVR_DEFAULT_NECK_TO_EYE_HORIZONTAL 0.0805f
#define OVR_DEFAULT_NECK_TO_EYE_VERTICAL 0.075f
#define OVR_KEY_EYE_TO_NOSE_DISTANCE "EyeToNoseDist" // float[2] meters
#define OVR_PERF_HUD_MODE "PerfHudMode" // int, allowed values are defined in enum ovrPerfHudMode
#define OVR_LAYER_HUD_MODE "LayerHudMode" // int, allowed values are defined in enum ovrLayerHudMode
#define OVR_LAYER_HUD_CURRENT_LAYER "LayerHudCurrentLayer" // int, The layer to show
#define OVR_LAYER_HUD_SHOW_ALL_LAYERS "LayerHudShowAll" // bool, Hide other layers when the hud is enabled
#define OVR_DEBUG_HUD_STEREO_MODE "DebugHudStereoMode" // int, allowed values are defined in enum ovrDebugHudStereoMode
#define OVR_DEBUG_HUD_STEREO_GUIDE_INFO_ENABLE "DebugHudStereoGuideInfoEnable" // bool
#define OVR_DEBUG_HUD_STEREO_GUIDE_SIZE "DebugHudStereoGuideSize2f" // float[2]
#define OVR_DEBUG_HUD_STEREO_GUIDE_POSITION "DebugHudStereoGuidePosition3f" // float[3]
#define OVR_DEBUG_HUD_STEREO_GUIDE_YAWPITCHROLL "DebugHudStereoGuideYawPitchRoll3f" // float[3]
#define OVR_DEBUG_HUD_STEREO_GUIDE_COLOR "DebugHudStereoGuideColor4f" // float[4]
#endif // OVR_CAPI_Keys_h

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/********************************************************************************//**
\file OVR_ErrorCode.h
\brief This header provides LibOVR error code declarations.
\copyright Copyright 2015-2016 Oculus VR, LLC All Rights reserved.
*************************************************************************************/
#ifndef OVR_ErrorCode_h
#define OVR_ErrorCode_h
#include "OVR_Version.h"
#include <stdint.h>
#ifndef OVR_RESULT_DEFINED
#define OVR_RESULT_DEFINED ///< Allows ovrResult to be independently defined.
/// API call results are represented at the highest level by a single ovrResult.
typedef int32_t ovrResult;
#endif
/// \brief Indicates if an ovrResult indicates success.
///
/// Some functions return additional successful values other than ovrSucces and
/// require usage of this macro to indicate successs.
///
#if !defined(OVR_SUCCESS)
#define OVR_SUCCESS(result) (result >= 0)
#endif
/// \brief Indicates if an ovrResult indicates an unqualified success.
///
/// This is useful for indicating that the code intentionally wants to
/// check for result == ovrSuccess as opposed to OVR_SUCCESS(), which
/// checks for result >= ovrSuccess.
///
#if !defined(OVR_UNQUALIFIED_SUCCESS)
#define OVR_UNQUALIFIED_SUCCESS(result) (result == ovrSuccess)
#endif
/// \brief Indicates if an ovrResult indicates failure.
///
#if !defined(OVR_FAILURE)
#define OVR_FAILURE(result) (!OVR_SUCCESS(result))
#endif
// Success is a value greater or equal to 0, while all error types are negative values.
#ifndef OVR_SUCCESS_DEFINED
#define OVR_SUCCESS_DEFINED ///< Allows ovrResult to be independently defined.
typedef enum ovrSuccessType_
{
/// This is a general success result. Use OVR_SUCCESS to test for success.
ovrSuccess = 0,
/// Returned from a call to SubmitFrame. The call succeeded, but what the app
/// rendered will not be visible on the HMD. Ideally the app should continue
/// calling SubmitFrame, but not do any rendering. When the result becomes
/// ovrSuccess, rendering should continue as usual.
ovrSuccess_NotVisible = 1000,
ovrSuccess_HMDFirmwareMismatch = 4100, ///< The HMD Firmware is out of date but is acceptable.
ovrSuccess_TrackerFirmwareMismatch = 4101, ///< The Tracker Firmware is out of date but is acceptable.
ovrSuccess_ControllerFirmwareMismatch = 4104, ///< The controller firmware is out of date but is acceptable.
ovrSuccess_TrackerDriverNotFound = 4105, ///< The tracker driver interface was not found. Can be a temporary error
} ovrSuccessType;
#endif
typedef enum ovrErrorType_
{
/* General errors */
ovrError_MemoryAllocationFailure = -1000, ///< Failure to allocate memory.
ovrError_SocketCreationFailure = -1001, ///< Failure to create a socket.
ovrError_InvalidSession = -1002, ///< Invalid ovrSession parameter provided.
ovrError_Timeout = -1003, ///< The operation timed out.
ovrError_NotInitialized = -1004, ///< The system or component has not been initialized.
ovrError_InvalidParameter = -1005, ///< Invalid parameter provided. See error info or log for details.
ovrError_ServiceError = -1006, ///< Generic service error. See error info or log for details.
ovrError_NoHmd = -1007, ///< The given HMD doesn't exist.
ovrError_Unsupported = -1009, ///< Function call is not supported on this hardware/software
ovrError_DeviceUnavailable = -1010, ///< Specified device type isn't available.
ovrError_InvalidHeadsetOrientation = -1011, ///< The headset was in an invalid orientation for the requested operation (e.g. vertically oriented during ovr_RecenterPose).
ovrError_ClientSkippedDestroy = -1012, ///< The client failed to call ovr_Destroy on an active session before calling ovr_Shutdown. Or the client crashed.
ovrError_ClientSkippedShutdown = -1013, ///< The client failed to call ovr_Shutdown or the client crashed.
ovrError_ServiceDeadlockDetected = -1014, ///< The service watchdog discovered a deadlock.
/* Audio error range, reserved for Audio errors. */
ovrError_AudioReservedBegin = -2000, ///< First Audio error.
ovrError_AudioDeviceNotFound = -2001, ///< Failure to find the specified audio device.
ovrError_AudioComError = -2002, ///< Generic COM error.
ovrError_AudioReservedEnd = -2999, ///< Last Audio error.
/* Initialization errors. */
ovrError_Initialize = -3000, ///< Generic initialization error.
ovrError_LibLoad = -3001, ///< Couldn't load LibOVRRT.
ovrError_LibVersion = -3002, ///< LibOVRRT version incompatibility.
ovrError_ServiceConnection = -3003, ///< Couldn't connect to the OVR Service.
ovrError_ServiceVersion = -3004, ///< OVR Service version incompatibility.
ovrError_IncompatibleOS = -3005, ///< The operating system version is incompatible.
ovrError_DisplayInit = -3006, ///< Unable to initialize the HMD display.
ovrError_ServerStart = -3007, ///< Unable to start the server. Is it already running?
ovrError_Reinitialization = -3008, ///< Attempting to re-initialize with a different version.
ovrError_MismatchedAdapters = -3009, ///< Chosen rendering adapters between client and service do not match
ovrError_LeakingResources = -3010, ///< Calling application has leaked resources
ovrError_ClientVersion = -3011, ///< Client version too old to connect to service
ovrError_OutOfDateOS = -3012, ///< The operating system is out of date.
ovrError_OutOfDateGfxDriver = -3013, ///< The graphics driver is out of date.
ovrError_IncompatibleGPU = -3014, ///< The graphics hardware is not supported
ovrError_NoValidVRDisplaySystem = -3015, ///< No valid VR display system found.
ovrError_Obsolete = -3016, ///< Feature or API is obsolete and no longer supported.
ovrError_DisabledOrDefaultAdapter = -3017, ///< No supported VR display system found, but disabled or driverless adapter found.
ovrError_HybridGraphicsNotSupported = -3018, ///< The system is using hybrid graphics (Optimus, etc...), which is not support.
ovrError_DisplayManagerInit = -3019, ///< Initialization of the DisplayManager failed.
ovrError_TrackerDriverInit = -3020, ///< Failed to get the interface for an attached tracker
/* Hardware errors */
ovrError_InvalidBundleAdjustment = -4000, ///< Headset has no bundle adjustment data.
ovrError_USBBandwidth = -4001, ///< The USB hub cannot handle the camera frame bandwidth.
ovrError_USBEnumeratedSpeed = -4002, ///< The USB camera is not enumerating at the correct device speed.
ovrError_ImageSensorCommError = -4003, ///< Unable to communicate with the image sensor.
ovrError_GeneralTrackerFailure = -4004, ///< We use this to report various sensor issues that don't fit in an easily classifiable bucket.
ovrError_ExcessiveFrameTruncation = -4005, ///< A more than acceptable number of frames are coming back truncated.
ovrError_ExcessiveFrameSkipping = -4006, ///< A more than acceptable number of frames have been skipped.
ovrError_SyncDisconnected = -4007, ///< The sensor is not receiving the sync signal (cable disconnected?).
ovrError_TrackerMemoryReadFailure = -4008, ///< Failed to read memory from the sensor.
ovrError_TrackerMemoryWriteFailure = -4009, ///< Failed to write memory from the sensor.
ovrError_TrackerFrameTimeout = -4010, ///< Timed out waiting for a camera frame.
ovrError_TrackerTruncatedFrame = -4011, ///< Truncated frame returned from sensor.
ovrError_TrackerDriverFailure = -4012, ///< The sensor driver has encountered a problem.
ovrError_TrackerNRFFailure = -4013, ///< The sensor wireless subsystem has encountered a problem.
ovrError_HardwareGone = -4014, ///< The hardware has been unplugged
ovrError_NordicEnabledNoSync = -4015, ///< The nordic indicates that sync is enabled but it is not sending sync pulses
ovrError_NordicSyncNoFrames = -4016, ///< It looks like we're getting a sync signal, but no camera frames have been received
ovrError_CatastrophicFailure = -4017, ///< A catastrophic failure has occurred. We will attempt to recover by resetting the device
ovrError_CatastrophicTimeout = -4018, ///< The catastrophic recovery has timed out.
ovrError_RepeatCatastrophicFail = -4019, ///< Catastrophic failure has repeated too many times.
ovrError_USBOpenDeviceFailure = -4020, ///< Could not open handle for Rift device (likely already in use by another process).
ovrError_HMDGeneralFailure = -4021, ///< Unexpected HMD issues that don't fit a specific bucket.
ovrError_HMDFirmwareMismatch = -4100, ///< The HMD Firmware is out of date and is unacceptable.
ovrError_TrackerFirmwareMismatch = -4101, ///< The sensor Firmware is out of date and is unacceptable.
ovrError_BootloaderDeviceDetected = -4102, ///< A bootloader HMD is detected by the service.
ovrError_TrackerCalibrationError = -4103, ///< The sensor calibration is missing or incorrect.
ovrError_ControllerFirmwareMismatch = -4104, ///< The controller firmware is out of date and is unacceptable.
ovrError_DevManDeviceDetected = -4105, ///< A DeviceManagement mode HMD is detected by the service.
ovrError_RebootedBootloaderDevice = -4106, ///< Had to reboot bootloader device, which succeeded.
ovrError_FailedRebootBootloaderDev = -4107, ///< Had to reboot bootloader device, which failed. Device is stuck in bootloader mode.
ovrError_IMUTooManyLostSamples = -4200, ///< Too many lost IMU samples.
ovrError_IMURateError = -4201, ///< IMU rate is outside of the expected range.
ovrError_FeatureReportFailure = -4202, ///< A feature report has failed.
ovrError_HMDWirelessTimeout = -4203, ///< HMD wireless interface never returned from busy state.
ovrError_BootloaderAssertLog = -4300, ///< HMD Bootloader Assert Log was not empty.
ovrError_AppAssertLog = -4301, ///< HMD App Assert Log was not empty.
/* Synchronization errors */
ovrError_Incomplete = -5000, ///< Requested async work not yet complete.
ovrError_Abandoned = -5001, ///< Requested async work was abandoned and result is incomplete.
/* Rendering errors */
ovrError_DisplayLost = -6000, ///< In the event of a system-wide graphics reset or cable unplug this is returned to the app.
ovrError_TextureSwapChainFull = -6001, ///< ovr_CommitTextureSwapChain was called too many times on a texture swapchain without calling submit to use the chain.
ovrError_TextureSwapChainInvalid = -6002, ///< The ovrTextureSwapChain is in an incomplete or inconsistent state. Ensure ovr_CommitTextureSwapChain was called at least once first.
ovrError_GraphicsDeviceReset = -6003, ///< Graphics device has been reset (TDR, etc...)
ovrError_DisplayRemoved = -6004, ///< HMD removed from the display adapter
ovrError_ContentProtectionNotAvailable = -6005,///<Content protection is not available for the display
ovrError_ApplicationInvisible = -6006, ///< Application declared itself as an invisible type and is not allowed to submit frames.
ovrError_Disallowed = -6007, ///< The given request is disallowed under the current conditions.
ovrError_DisplayPluggedIncorrectly = -6008, ///< Display portion of HMD is plugged into an incompatible port (ex: IGP)
/* Fatal errors */
ovrError_RuntimeException = -7000, ///< A runtime exception occurred. The application is required to shutdown LibOVR and re-initialize it before this error state will be cleared.
ovrError_MetricsUnknownApp = -90000,
ovrError_MetricsDuplicateApp = -90001,
ovrError_MetricsNoEvents = -90002,
ovrError_MetricsRuntime = -90003,
ovrError_MetricsFile = -90004,
ovrError_MetricsNoClientInfo = -90005,
ovrError_MetricsNoAppMetaData = -90006,
ovrError_MetricsNoApp = -90007,
ovrError_MetricsOafFailure = -90008,
ovrError_MetricsSessionAlreadyActive = -90009,
ovrError_MetricsSessionNotActive = -90010,
} ovrErrorType;
/// Provides information about the last error.
/// \see ovr_GetLastErrorInfo
typedef struct ovrErrorInfo_
{
ovrResult Result; ///< The result from the last API call that generated an error ovrResult.
char ErrorString[512]; ///< A UTF8-encoded null-terminated English string describing the problem. The format of this string is subject to change in future versions.
} ovrErrorInfo;
#endif /* OVR_ErrorCode_h */

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/********************************************************************************//**
\file OVR_Version.h
\brief This header provides LibOVR version identification.
\copyright Copyright 2014-2016 Oculus VR, LLC All Rights reserved.
*************************************************************************************/
#ifndef OVR_Version_h
#define OVR_Version_h
/// Conventional string-ification macro.
#if !defined(OVR_STRINGIZE)
#define OVR_STRINGIZEIMPL(x) #x
#define OVR_STRINGIZE(x) OVR_STRINGIZEIMPL(x)
#endif
// Master version numbers
#define OVR_PRODUCT_VERSION 1 // Product version doesn't participate in semantic versioning.
#define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/Windows/LibOVR.props in parallel.
#define OVR_MINOR_VERSION 4 //
#define OVR_PATCH_VERSION 0
#define OVR_BUILD_NUMBER 0
// This is the ((product * 100) + major) version of the service that the DLL is compatible with.
// When we backport changes to old versions of the DLL we update the old DLLs
// to move this version number up to the latest version.
// The DLL is responsible for checking that the service is the version it supports
// and returning an appropriate error message if it has not been made compatible.
#define OVR_DLL_COMPATIBLE_VERSION 101
#define OVR_FEATURE_VERSION 0
/// "Major.Minor.Patch"
#if !defined(OVR_VERSION_STRING)
#define OVR_VERSION_STRING OVR_STRINGIZE(OVR_MAJOR_VERSION.OVR_MINOR_VERSION.OVR_PATCH_VERSION)
#endif
/// "Major.Minor.Patch.Build"
#if !defined(OVR_DETAILED_VERSION_STRING)
#define OVR_DETAILED_VERSION_STRING OVR_STRINGIZE(OVR_MAJOR_VERSION.OVR_MINOR_VERSION.OVR_PATCH_VERSION.OVR_BUILD_NUMBER)
#endif
/// \brief file description for version info
/// This appears in the user-visible file properties. It is intended to convey publicly
/// available additional information such as feature builds.
#if !defined(OVR_FILE_DESCRIPTION_STRING)
#if defined(_DEBUG)
#define OVR_FILE_DESCRIPTION_STRING "dev build debug"
#else
#define OVR_FILE_DESCRIPTION_STRING "dev build"
#endif
#endif
#endif // OVR_Version_h

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
const vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
/*
// Another set of default values
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
DistortionK = {1.0, 0.22, 0.24, 0}
Scale = {0.25, 0.5*AspectRatio, 0, 0}
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
Left Screen Center = {0.25, 0.5, 0, 0}
Left Lens Center = {0.287994117, 0.5, 0, 0}
Right Screen Center = {0.75, 0.5, 0, 0}
Right Lens Center = {0.712005913, 0.5, 0, 0}
*/
// Scales input texture coordinates for distortion.
vec2 HmdWarp(vec2 in01, vec2 LensCenter)
{
vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
return LensCenter + Scale*rvector;
}
void main()
{
// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
// The following two variables need to be set per eye
vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
vec2 tc = HmdWarp(fragTexCoord, LensCenter);
if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
finalColor = texture2D(texture0, tc);
}
}

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/*******************************************************************************************
*
* raylib Oculus minimum sample (OpenGL 3.3 Core)
*
* NOTE: This example requires raylib module [rlgl]
*
* Compile rlgl module using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* Compile example using:
* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "glad.h"
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#define PLATFORM_OCULUS
#if defined(PLATFORM_OCULUS)
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
#if defined(PLATFORM_OCULUS)
// OVR device variables
ovrSession session;
ovrHmdDesc hmdDesc;
ovrGraphicsLuid luid;
#endif
unsigned int frameIndex = 0;
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef struct OculusMirror {
ovrMirrorTexture texture;
GLuint fboId;
int width;
int height;
} OculusMirror;
typedef struct OculusLayer {
ovrViewScaleDesc viewScaleDesc;
ovrLayerEyeFov eyeLayer; // layer 0
//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
Matrix eyeProjections[2];
int width;
int height;
} OculusLayer;
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ErrorCallback(int error, const char* description);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
#if defined(PLATFORM_OCULUS)
// Oculus Rift functions
static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
static void UnsetOculusBuffer(OculusBuffer buffer);
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
static void BlitOculusMirror(ovrSession session, OculusMirror mirror);
static OculusLayer InitOculusLayer(ovrSession session);
#endif
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
// NOTE: Mirror screen size can be set to any desired resolution!
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
{
TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
return 1;
}
else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib oculus sample", NULL, NULL);
if (!window)
{
glfwTerminate();
return 2;
}
else TraceLog(INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
rlglLoadExtensions(glfwGetProcAddress);
// Initialize rlgl internal buffers and OpenGL state
rlglInit();
rlglInitGraphics(0, 0, screenWidth, screenHeight);
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(ERROR, "OVR: Could not initialize Oculus device");
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
//screenWidth = hmdDesc.Resolution.w/2;
//screenHeight = hmdDesc.Resolution.h/2;
// Initialize Oculus Buffers
OculusLayer layer = InitOculusLayer(session);
OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
OculusMirror mirror = LoadOculusMirror(session, screenWidth, screenHeight);
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
#endif
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//--------------------------------------------------------------------------------------
// Main game loop
while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
frameIndex++;
ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
layer.eyeLayer.RenderPose[0] = eyePoses[0];
layer.eyeLayer.RenderPose[1] = eyePoses[1];
#endif
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
SetOculusBuffer(session, buffer);
#endif
rlClearScreenBuffers(); // Clear current framebuffer(s)
#if defined(PLATFORM_OCULUS)
for (int eye = 0; eye < 2; eye++)
{
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
layer.eyeLayer.RenderPose[eye].Orientation.y,
layer.eyeLayer.RenderPose[eye].Orientation.z,
layer.eyeLayer.RenderPose[eye].Orientation.w };
QuaternionInvert(&eyeRPose);
Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
-layer.eyeLayer.RenderPose[eye].Position.y,
-layer.eyeLayer.RenderPose[eye].Position.z);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
Matrix modelview = MatrixMultiply(matView, eyeView);
SetMatrixModelview(modelview);
SetMatrixProjection(layer.eyeProjections[eye]);
#else
// Calculate projection matrix (from perspective) and view matrix from camera look at
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
#endif
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
DrawGrid(10, 1.0f);
// NOTE: Internal buffers drawing (3D data)
rlglDraw();
#if !defined(PLATFORM_OCULUS)
// Draw '2D' elements in the scene (GUI)
// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw();
#endif
#if defined(PLATFORM_OCULUS)
}
UnsetOculusBuffer(buffer);
ovr_CommitTextureSwapChain(session, buffer.textureChain);
ovrLayerHeader *layers = &layer.eyeLayer.Header;
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
// Blit mirror texture to back buffer
BlitOculusMirror(session, mirror);
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
#endif
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
ovr_Destroy(session); // Must be called after glfwTerminate() --> no
ovr_Shutdown();
#endif
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
TraceLog(ERROR, description);
}
// GLFW3: Keyboard callback
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
// Draw a grid centered at (0, 0, 0)
static void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
}
rlEnd();
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Back Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Top Face -------------------------------------------------------
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
// Bottom Face ----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
// Right face -----------------------------------------------------
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
// Left Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
#if defined(PLATFORM_OCULUS)
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
{
Matrix rmat;
rmat.m0 = ovrmat.M[0][0];
rmat.m1 = ovrmat.M[1][0];
rmat.m2 = ovrmat.M[2][0];
rmat.m3 = ovrmat.M[3][0];
rmat.m4 = ovrmat.M[0][1];
rmat.m5 = ovrmat.M[1][1];
rmat.m6 = ovrmat.M[2][1];
rmat.m7 = ovrmat.M[3][1];
rmat.m8 = ovrmat.M[0][2];
rmat.m9 = ovrmat.M[1][2];
rmat.m10 = ovrmat.M[2][2];
rmat.m11 = ovrmat.M[3][2];
rmat.m12 = ovrmat.M[0][3];
rmat.m13 = ovrmat.M[1][3];
rmat.m14 = ovrmat.M[2][3];
rmat.m15 = ovrmat.M[3][3];
MatrixTranspose(&rmat);
return rmat;
}
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
{
OculusBuffer buffer;
buffer.width = width;
buffer.height = height;
// Create OVR texture chain
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
/*
// Setup framebuffer object (using depth texture)
glGenFramebuffers(1, &buffer.fboId);
glGenTextures(1, &buffer.depthId);
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
*/
// Setup framebuffer object (using depth renderbuffer)
glGenFramebuffers(1, &buffer.fboId);
glGenRenderbuffers(1, &buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return buffer;
}
// Unload texture required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
{
if (buffer.textureChain)
{
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
buffer.textureChain = NULL;
}
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
}
// Set current Oculus buffer
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
// - Do NOT enable GL_FRAMEBUFFER_SRGB
//glEnable(GL_FRAMEBUFFER_SRGB);
}
// Unset Oculus buffer
static void UnsetOculusBuffer(OculusBuffer buffer)
{
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
// Load Oculus mirror buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
{
OculusMirror mirror;
mirror.width = width;
mirror.height = height;
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
return mirror;
}
// Unload Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
{
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
}
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
{
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
// Requires: session, hmdDesc
static OculusLayer InitOculusLayer(ovrSession session)
{
OculusLayer layer = { 0 };
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
ovrEyeRenderDesc eyeRenderDescs[2];
for (int eye = 0; eye < 2; eye++)
{
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
layer.eyeLayer.Viewport[eye].Size = eyeSize;
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
layer.eyeLayer.Viewport[eye].Pos.y = 0;
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
layer.width += eyeSize.w;
}
return layer;
}
#endif

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@ -1,363 +0,0 @@
/**********************************************************************************************
*
* rlgl - raylib OpenGL abstraction layer
*
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
* OpenGL 1.1 - Direct map rl* -> gl*
* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLGL_H
#define RLGL_H
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
#ifndef RLGL_STANDALONE
#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: Vector3, Matrix
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
// if OpenGL version is required by any other module, it uses rlGetVersion()
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or Oculus Rift CV1
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
#define GRAPHICS_API_OPENGL_11
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_33)
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
#define MAX_LINES_BATCH 8192
#define MAX_TRIANGLES_BATCH 4096
#define MAX_QUADS_BATCH 4096
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#endif
// byte type
typedef unsigned char byte;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Texture formats (support depends on OpenGL version)
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA,
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// 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)
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
// 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)
// Uniform locations
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)
} Shader;
// Texture2D type
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// Material type
typedef struct Material {
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
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 {
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)
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
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;
// TraceLog message types
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
void rlMatrixMode(int mode); // Choose the current matrix to be transformed
void rlPushMatrix(void); // Push the current matrix to stack
void rlPopMatrix(void); // Pop lattest inserted matrix from stack
void rlLoadIdentity(void); // Reset current matrix to identity matrix
void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
void rlFrustum(double left, double right, double bottom, double top, double near, double far);
void rlOrtho(double left, double right, double bottom, double top, double near, double far);
void rlViewport(int x, int y, int width, int height); // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
void rlEnd(void); // Finish vertex providing
void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
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
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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
void TraceLog(int msgType, const char *text, ...);
#endif
#if defined(RLGL_OCULUS_SUPPORT)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
#endif
#ifdef __cplusplus
}
#endif
#endif // RLGL_H

View File

@ -1,174 +0,0 @@
// Vertex shader definition to embed, no external file required
static const char vStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"attribute vec3 vertexPosition; \n"
"attribute vec3 vertexNormal; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec3 fragPosition; \n"
"varying vec3 fragNormal; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec3 vertexNormal; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec3 fragPosition; \n"
"out vec3 fragNormal; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragPosition = vertexPosition; \n"
" fragNormal = vertexNormal; \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader definition to embed, no external file required
static const char fStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec3 fragPosition; \n"
"varying vec3 fragNormal; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 fragPosition; \n"
"in vec3 fragNormal; \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
#endif
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform sampler2D texture2; \n"
"uniform vec4 colAmbient; \n"
"uniform vec4 colDiffuse; \n"
"uniform vec4 colSpecular; \n"
"uniform float glossiness; \n"
"uniform int useNormal; \n"
"uniform int useSpecular; \n"
"uniform mat4 modelMatrix; \n"
"uniform vec3 viewDir; \n"
"struct Light { \n"
" int enabled; \n"
" int type; \n"
" vec3 position; \n"
" vec3 direction; \n"
" vec4 diffuse; \n"
" float intensity; \n"
" float radius; \n"
" float coneAngle; }; \n"
"const int maxLights = 8; \n"
"uniform int lightsCount; \n"
"uniform Light lights[maxLights]; \n"
"\n"
"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
" vec3 surfaceToLight = l.position - surfacePos;\n"
" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(-l.direction + v);\n"
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 lightDir = normalize(-l.direction);\n"
" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
" vec3 lightDir = normalize(-l.direction);\n"
" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
" attenuation = dot(lightToSurface, -lightDir);\n"
" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n"
" float diffAttenuation = diff*attenuation;\n"
" float spec = 0.0;\n"
" if (diffAttenuation > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" mat3 normalMatrix = mat3(modelMatrix);\n"
" vec3 normal = normalize(normalMatrix*fragNormal);\n"
" vec3 n = normalize(normal);\n"
" vec3 v = normalize(viewDir);\n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
#elif defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
#endif
" vec3 lighting = colAmbient.rgb;\n"
" if (useNormal == 1)\n"
" {\n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" n *= texture2D(texture1, fragTexCoord).rgb;\n"
#elif defined(GRAPHICS_API_OPENGL_33)
" n *= texture(texture1, fragTexCoord).rgb;\n"
#endif
" n = normalize(n);\n"
" }\n"
" float spec = 1.0;\n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
#elif defined(GRAPHICS_API_OPENGL_33)
" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
#endif
" for (int i = 0; i < lightsCount; i++)\n"
" {\n"
" if (lights[i].enabled == 1)\n"
" {\n"
" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
" }\n"
" }\n"
#if defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
"}\n";

Binary file not shown.

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@ -1,15 +1,25 @@
/*******************************************************************************************
*
* raylib [rlgl] example - Using rlgl module as standalone module
* raylib [rlgl] example - Oculus minimum sample
*
* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders but it can also be used.
*
* Compile rlgl module using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT
*
* NOTE 1: rlgl module requires the following header-only files:
* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
* shader_standard.h - Standard shader for materials and lighting
* shader_distortion.h - Distortion shader for VR
* raymath.h - Vector and matrix math functions
*
* NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
* gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -18,32 +28,20 @@
*
********************************************************************************************/
#include "glad.h" // Extensions loading library
#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#include <stdlib.h> // Required for: abs()
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define WHITE (Color){ 255, 255, 255, 255 } // White
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -56,8 +54,6 @@ static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
//----------------------------------------------------------------------------------
// Main Entry point
@ -66,8 +62,10 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1080;
const int screenHeight = 600;
int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
// NOTE: Mirror screen size can be set to any desired resolution!
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
@ -87,7 +85,7 @@ int main(void)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl oculus rift", NULL, NULL);
if (!window)
{
@ -99,38 +97,46 @@ int main(void)
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
return 3;
}
else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
// Load OpenGL 3.3 supported extensions
rlglLoadExtensions(glfwGetProcAddress);
//--------------------------------------------------------
// Initialize rlgl internal buffers and OpenGL state
rlglInit();
rlglInitGraphics(0, 0, screenWidth, screenHeight);
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
// Initialize OpenGL context (states and resources)
rlglInit(screenWidth, screenHeight);
Shader distortion = LoadShader("base.vs", "distortion.fs");
// TODO: Upload to distortion shader configuration parameters (screen size, etc.)
//SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight);
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
// Define custom camera to initialize projection and view matrices
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
camera.fovy = 45.0f; // Camera field-of-view Y
// Initialize viewport and internal projection/modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.01*tan(camera.fovy*PI/360.0);
double right = top*aspect;
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
InitOculusDevice(); // Initialize Oculus Rift CV1
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//--------------------------------------------------------------------------------------
// Main game loop
@ -138,29 +144,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// ...
UpdateOculusTracking();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rlEnableRenderTexture(target.id); // Enable render target
rlClearScreenBuffers(); // Clear current framebuffer
for (int i = 0; i < 2; i++)
{
rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
// Calculate projection matrix (from perspective) and view matrix from camera look at
// TODO: Consider every eye fovy
Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
// TODO: Recalculate view matrix considering IPD (inter-pupillary-distance)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
BeginOculusDrawing();
rlClearScreenBuffers(); // Clear current framebuffer(s)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
@ -168,51 +159,9 @@ int main(void)
// NOTE: Internal buffers drawing (3D data)
rlglDraw();
// Draw '2D' elements in the scene (GUI)
#define RLGL_CREATE_MATRIX_MANUALLY
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
EndOculusDrawing();
#else // Let rlgl generate and multiply matrix internally
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix
rlOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
#endif
// TODO: 2D not drawing properly on stereo rendering
//DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw();
}
rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size (screen size)
rlViewport(0, 0, screenWidth, screenHeight);
// Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
// Draw RenderTexture (fbo) using distortion shader
BeginShaderMode(distortion);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
@ -220,12 +169,12 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(distortion);
CloseOculusDevice(); // Close Oculus device and clear resources
rlglClose(); // Unload rlgl internal buffers and default shader/texture
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
glfwDestroyWindow(window); // Close window
glfwTerminate(); // Free GLFW3 resources
//--------------------------------------------------------------------------------------
return 0;
@ -441,56 +390,4 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
// Draw a part of a texture (defined by a rectangle)
static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
{
Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
Vector2 origin = { 0, 0 };
DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
// 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);
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-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-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();
}
}
}

View File

@ -8,8 +8,14 @@
* Compile rlgl module using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* NOTE: rlgl module requires the following header-only files:
* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
* shader_standard.h - Standard shader for materials and lighting
* shader_distortion.h - Distortion shader for VR
* raymath.h - Vector and matrix math functions
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
* gcc -o rlgl_standalone.exe rlgl_standalone.c rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@ -18,15 +24,12 @@
*
********************************************************************************************/
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
@ -52,7 +55,6 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
@ -80,23 +82,20 @@ int main(void)
}
else TraceLog(INFO, "GLFW3: Window created successfully");
glfwSetWindowPos(window, 200, 200);
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
return 3;
}
else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
// Load OpenGL 3.3 supported extensions
rlglLoadExtensions(glfwGetProcAddress);
//--------------------------------------------------------
// Initialize rlgl internal buffers and OpenGL state
rlglInit();
// Initialize OpenGL context (states and resources)
rlglInit(screenWidth, screenHeight);
// Initialize viewport and internal projection/modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
@ -108,13 +107,13 @@ int main(void)
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
//--------------------------------------------------------------------------------------
// Main game loop
@ -147,7 +146,6 @@ int main(void)
// Draw '2D' elements in the scene (GUI)
#define RLGL_CREATE_MATRIX_MANUALLY
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
@ -163,7 +161,7 @@ int main(void)
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
#endif
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw();
@ -175,10 +173,10 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
rlglClose(); // Unload rlgl internal buffers and default shader/texture
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
glfwDestroyWindow(window); // Close window
glfwTerminate(); // Free GLFW3 resources
//--------------------------------------------------------------------------------------
return 0;

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@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@ -37,7 +43,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -64,7 +70,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define PLATFORM_OCULUS // Oculus Rift CV1
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -431,8 +437,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@ -468,8 +474,6 @@ typedef struct Wave {
short channels;
} Wave;
typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -527,6 +531,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -545,12 +562,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
#if defined(PLATFORM_OCULUS)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@ -644,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -773,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
@ -789,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@ -800,7 +811,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@ -833,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@ -852,6 +862,18 @@ void EndBlendMode(void); // End blend
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
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -877,17 +899,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}

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@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@ -37,7 +43,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -64,7 +70,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define PLATFORM_OCULUS // Oculus Rift CV1
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -431,8 +437,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@ -468,8 +474,6 @@ typedef struct Wave {
short channels;
} Wave;
typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -527,6 +531,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -545,12 +562,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
#if defined(PLATFORM_OCULUS)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@ -644,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -773,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
@ -789,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@ -800,7 +811,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@ -833,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@ -852,6 +862,18 @@ void EndBlendMode(void); // End blend
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
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -877,17 +899,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}

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@ -0,0 +1,911 @@
/**********************************************************************************************
*
* raylib 1.5.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
* Some design decisions:
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
* One custom default font is loaded automatically when InitWindow()
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
*
* -- LICENSE --
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYLIB_H
#define RAYLIB_H
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
#define PLATFORM_DESKTOP
#endif
#if defined(PLATFORM_ANDROID)
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI/180.0f)
#define RAD2DEG (180.0f/PI)
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_SHOW_LOGO 2
#define FLAG_SHOW_MOUSE_CURSOR 4
#define FLAG_CENTERED_MODE 8
#define FLAG_MSAA_4X_HINT 16
#define FLAG_VSYNC_HINT 32
// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
#define KEY_UP 265
#define KEY_F1 290
#define KEY_F2 291
#define KEY_F3 292
#define KEY_F4 293
#define KEY_F5 294
#define KEY_F6 295
#define KEY_F7 296
#define KEY_F8 297
#define KEY_F9 298
#define KEY_F10 299
#define KEY_F11 300
#define KEY_F12 301
#define KEY_LEFT_SHIFT 340
#define KEY_LEFT_CONTROL 341
#define KEY_LEFT_ALT 342
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
// Keyboard Alpha Numeric Keys
#define KEY_ZERO 48
#define KEY_ONE 49
#define KEY_TWO 50
#define KEY_THREE 51
#define KEY_FOUR 52
#define KEY_FIVE 53
#define KEY_SIX 54
#define KEY_SEVEN 55
#define KEY_EIGHT 56
#define KEY_NINE 57
#define KEY_A 65
#define KEY_B 66
#define KEY_C 67
#define KEY_D 68
#define KEY_E 69
#define KEY_F 70
#define KEY_G 71
#define KEY_H 72
#define KEY_I 73
#define KEY_J 74
#define KEY_K 75
#define KEY_L 76
#define KEY_M 77
#define KEY_N 78
#define KEY_O 79
#define KEY_P 80
#define KEY_Q 81
#define KEY_R 82
#define KEY_S 83
#define KEY_T 84
#define KEY_U 85
#define KEY_V 86
#define KEY_W 87
#define KEY_X 88
#define KEY_Y 89
#define KEY_Z 90
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#if defined(PLATFORM_WEB)
#define MOUSE_RIGHT_BUTTON 2
#define MOUSE_MIDDLE_BUTTON 1
#else
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
#endif
// Touch points registered
#define MAX_TOUCH_POINTS 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2 // Not supported
#define GAMEPAD_PLAYER4 3 // Not supported
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
#define GAMEPAD_BUTTON_A 2
#define GAMEPAD_BUTTON_B 1
#define GAMEPAD_BUTTON_X 3
#define GAMEPAD_BUTTON_Y 4
#define GAMEPAD_BUTTON_R1 7
#define GAMEPAD_BUTTON_R2 5
#define GAMEPAD_BUTTON_L1 6
#define GAMEPAD_BUTTON_L2 8
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
#define GAMEPAD_XBOX_BUTTON_B 1
#define GAMEPAD_XBOX_BUTTON_X 2
#define GAMEPAD_XBOX_BUTTON_Y 3
#define GAMEPAD_XBOX_BUTTON_LB 4
#define GAMEPAD_XBOX_BUTTON_RB 5
#define GAMEPAD_XBOX_BUTTON_SELECT 6
#define GAMEPAD_XBOX_BUTTON_START 7
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
#else
#define GAMEPAD_XBOX_BUTTON_UP 10
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT_RT 2
#endif
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
#define ANDROID_BACK 4
#define ANDROID_MENU 82
#define ANDROID_VOLUME_UP 24
#define ANDROID_VOLUME_DOWN 25
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
#if !defined(_STDBOOL_H)
typedef enum { false, true } bool;
#define _STDBOOL_H
#endif
#endif
// byte type
typedef unsigned char byte;
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
// 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;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
void *data; // Image raw data
int width; // Image base width
int height; // Image base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (TextureFormat)
} Image;
// Texture2D type, bpp always RGBA (32bit)
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture; // Font texture
int size; // Base size (default chars height)
int numChars; // Number of characters
int *charValues; // Characters values array
Rectangle *charRecs; // Characters rectangles within the texture
Vector2 *charOffsets; // Characters offsets (on drawing)
int *charAdvanceX; // Characters x advance (on drawing)
} SpriteFont;
// 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;
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Bounding box type
typedef struct BoundingBox {
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)
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
// 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)
// Uniform locations
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)
} Shader;
// Material type
typedef struct Material {
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)
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
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
} Model;
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// Sound source type
typedef struct Sound {
unsigned int source; // Sound audio source id
unsigned int buffer; // Sound audio buffer id
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
void *data; // Buffer data pointer
unsigned int dataSize; // Data size in bytes
unsigned int sampleRate; // Samples per second to be played
short bitsPerSample; // Sample size in bits
short channels;
} Wave;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
typedef enum {
GESTURE_NONE = 0,
GESTURE_TAP = 1,
GESTURE_DOUBLETAP = 2,
GESTURE_HOLD = 4,
GESTURE_DRAG = 8,
GESTURE_SWIPE_RIGHT = 16,
GESTURE_SWIPE_LEFT = 32,
GESTURE_SWIPE_UP = 64,
GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512
} Gestures;
// Touch action (fingers or mouse)
typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
// Gesture events
// NOTE: MAX_TOUCH_POINTS fixed to 2
typedef struct GestureEvent {
int touchAction;
int pointCount;
int pointerId[MAX_TOUCH_POINTS];
Vector2 position[MAX_TOUCH_POINTS];
} GestureEvent;
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
void EnableCursor(void); // Enables cursor
void DisableCursor(void); // Disables cursor
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
int GetHexValue(Color color); // Returns hexadecimal value for a Color
float *ColorToFloat(Color color); // Converts Color to float array and normalizes
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetConfigFlags(char flags); // Setup some window configuration flags
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
bool IsFileDropped(void); // Check if a file have been dropped into window
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
void ClearDroppedFiles(void); // Clear dropped files paths buffer
void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
int StorageLoadValue(int position); // Storage load integer value (from defined position)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
int GetKeyPressed(void); // Get latest key pressed
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
#endif
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
#if defined(PLATFORM_ANDROID)
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
bool IsButtonDown(int button); // Detect if an android physic button is being pressed
bool IsButtonReleased(int button); // Detect if an android physic button has been released
#endif
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
void SetCameraMode(int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera (player position is ignored)
void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras)
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int frontKey, int backKey,
int leftKey, int rightKey,
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
const char *SubText(const char *text, int position, int length); // Get a piece of a text string
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void StopSound(Sound sound); // Stop playing a sound
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
void UpdateMusicStream(int index); // Updates buffers for music streaming
void StopMusicStream(int index); // Stop music playing (close stream)
void PauseMusicStream(int index); // Pause music playing
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}
#endif
#endif // RAYLIB_H

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@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@ -37,7 +43,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -64,7 +70,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define PLATFORM_OCULUS // Oculus Rift CV1
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -431,8 +437,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@ -468,8 +474,6 @@ typedef struct Wave {
short channels;
} Wave;
typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -527,6 +531,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -545,12 +562,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
#if defined(PLATFORM_OCULUS)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@ -644,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -773,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
@ -789,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@ -800,7 +811,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@ -833,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@ -852,6 +862,18 @@ void EndBlendMode(void); // End blend
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
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -877,17 +899,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}

View File

@ -1,35 +1,52 @@
#**************************************************************************************************
#******************************************************************************
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# Many Thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline.
#
# Copyright (c) 2014 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
# This software is provided "as-is", without any express or implied warranty.
# In no event will the authors be held liable for any damages arising from
# the use of this software.
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software in a
# product, an acknowledgment in the product documentation would be
# appreciated but is not required.
#
# 3. This notice may not be removed or altered from any source distribution.
# 2. Altered source versions must be plainly marked as such, and must not
# be misrepresented as being the original software.
#
#**************************************************************************************************
# 3. This notice may not be removed or altered from any source distribution.
#
#******************************************************************************
.PHONY: all clean
# Please read the wiki to know how to compile raylib, because there are
# different methods.
.PHONY: all clean install unistall
# define raylib platform to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# define if you want shared or static version of library.
SHARED ?= NO
# determine if the file has root access (only for installing raylib)
# "whoami" prints the name of the user that calls him (so, if it is the root
# user, "whoami" prints "root").
ROOT = $(shell whoami)
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
else
@ -49,10 +66,10 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
# define raylib graphics api to use (on RPI, OpenGL ES 2.0 must be used)
GRAPHICS = GRAPHICS_API_OPENGL_ES2
else
# define raylib graphics api to use (OpenGL 1.1 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_11
# define raylib graphics api to use (OpenGL 3.3 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_33 # Uncomment to use OpenGL 3.3
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
GRAPHICS = GRAPHICS_API_OPENGL_ES2
@ -62,10 +79,10 @@ endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
# emscripten compiler
CC = emcc
else
# define default gcc compiler
# default gcc compiler
CC = gcc
endif
@ -74,15 +91,21 @@ endif
# -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)
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline -Wno-missing-braces
ifeq ($(SHARED),YES)
CFLAGS += -fPIC
endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -Iexternal -I/opt/vc/include -I/opt/vc/include/interface/vmcs_host/linux -I/opt/vc/include/interface/vcos/pthreads
INCLUDES = -I. -Iexternal -I/opt/vc/include \
-I/opt/vc/include/interface/vmcs_host/linux \
-I/opt/vc/include/interface/vcos/pthreads
else
# STB libraries and others
INCLUDES = -I. -Iexternal
@ -92,8 +115,30 @@ else
INCLUDES += -Iexternal/openal_soft/include
endif
# define all object files required
OBJS = core.o rlgl.o shapes.o text.o textures.o models.o audio.o utils.o camera.o gestures.o stb_vorbis.o
# define output directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
OUTPUT_PATH = ../release/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
OUTPUT_PATH = ../release/linux
endif
ifeq ($(PLATFORM_OS),OSX)
OUTPUT_PATH = ../release/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
OUTPUT_PATH = ../release/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
OUTPUT_PATH = ../release/rpi
endif
# define all object files required with a wildcard
# The wildcard takes all files that finish with ".c", then it replaces the
# extentions with ".o", that are the object files.
OBJS = $(patsubst %.c, %.o, $(wildcard *.c))
OBJS += external/stb_vorbis.o
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is raylib
@ -102,78 +147,118 @@ all: raylib
# compile raylib library
raylib: $(OBJS)
ifeq ($(PLATFORM),PLATFORM_WEB)
emcc -O1 $(OBJS) -o libraylib.bc
# compile raylib for web.
emcc -O1 $(OBJS) -o $(OUTPUT_PATH)/libraylib.bc
@echo "libraylib.bc generated (web version)!"
else
ar rcs libraylib.a $(OBJS)
ifeq ($(SHARED),YES)
ifeq ($(PLATFORM_OS),LINUX)
# compile raylib to shared library version for GNU/Linux.
# WARNING: you should type "make clean" before doing this target
$(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS)
@echo "libraylib.so generated (shared library)!"
endif
else
# compile raylib static library for desktop platforms.
ar rcs $(OUTPUT_PATH)/libraylib.a $(OBJS)
@echo "libraylib.a generated (static library)!"
endif
endif
# compile all modules with their prerequisites
# compile core module
# emcc core.c -o core.bc -DPLATFORM_DESKTOP
core.o: core.c
$(CC) -c core.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
core.o : core.c raylib.h rlgl.h utils.h raymath.h
$(CC) -c $< $(CFLAGS) $(INCLUDE) -D$(PLATFORM)
# compile rlgl module
rlgl.o: rlgl.c
$(CC) -c rlgl.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
rlgl.o : rlgl.c rlgl.h raymath.h
$(CC) -c $< $(CFLAGS) $(INCLUDE) -D$(GRAPHICS)
# compile shapes module
shapes.o: shapes.c
$(CC) -c shapes.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
shapes.o : shapes.c raylib.h rlgl.h
$(CC) -c $< $(CFLAGS) $(INCLUDE)
# compile textures module
textures.o: textures.c
$(CC) -c textures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
textures.o : textures.c rlgl.h utils.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
# compile text module
text.o: text.c
$(CC) -c text.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
text.o : text.c raylib.h utils.h
$(CC) -c $< $(CFLAGS) $(INCLUDE)
# compile models module
models.o: models.c
$(CC) -c models.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
models.o : models.c raylib.h rlgl.h raymath.h
$(CC) -c $< $(CFLAGS) $(INCLUDE) -D$(PLATFORM)
# compile audio module
audio.o: audio.c
$(CC) -c audio.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
audio.o : audio.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile stb_vorbis library
external/stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
$(CC) -c -o $@ $< -O1 $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile utils module
utils.o: utils.c
$(CC) -c utils.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
utils.o : utils.c utils.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
# compile camera module
camera.o: camera.c
$(CC) -c camera.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
camera.o : camera.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDES)
# compile gestures module
gestures.o: gestures.c
$(CC) -c gestures.c $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
#compile gestures module
gestures.o : gestures.c raylib.h
$(CC) -c $< $(CFLAGS) $(INCLUDE)
# compile stb_vorbis library
stb_vorbis.o: external/stb_vorbis.c
$(CC) -c external/stb_vorbis.c -O1 $(INCLUDES) -D$(PLATFORM)
# It installs generated and needed files to compile projects using raylib.
# The installation works manually.
# TODO: add other platforms.
install :
ifeq ($(ROOT),root)
ifeq ($(PLATFORM_OS),LINUX)
# On GNU/Linux there are some standard directories that contain
# libraries and header files. These directory (/usr/local/lib and
# /usr/local/include/) are for libraries that are installed
# manually (without a package manager).
ifeq ($(SHARED),YES)
cp --update libraylib.so /usr/local/lib/libraylib.so
else
cp --update raylib.h /usr/local/include/raylib.h
cp --update libraylib.a /usr/local/lib/libraylib.a
endif
@echo "raylib dev files installed/updated!"
else
@echo "This function works only on GNU/Linux systems"
endif
else
@echo "Error: no root permissions"
endif
# it removes raylib dev files installed on the system.
# TODO: see 'install' target.
unistall :
ifeq ($(ROOT),root)
ifeq ($(PLATFORM_OS),LINUX)
rm --force /usr/local/include/raylib.h
ifeq ($(SHARED),YES)
rm --force /usr/local/lib/libraylib.so
else
rm --force /usr/local/lib/libraylib.a
endif
@echo "raylib dev files removed!"
else
@echo "This function works only on GNU/Linux systems"
endif
else
@echo "Error: no root permissions"
endif
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o libraylib.a
else
rm -f *.o libraylib.a
endif
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o $(OUTPUT_PATH)/libraylib.a $(OUTPUT_PATH)/libraylib.bc $(OUTPUT_PATH)/libraylib.so external/stb_vorbis.o
else
rm -f *.o $(OUTPUT_PATH)/libraylib.a $(OUTPUT_PATH)/libraylib.bc $(OUTPUT_PATH)/libraylib.so external/stb_vorbis.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o libraylib.bc
else
rm -f *.o libraylib.bc
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
rm -f *.o libraylib.a
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.o : %.c
# $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(GRAPHICS)
@echo "removed all generated files!"

View File

@ -62,17 +62,16 @@
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
AudioError error; // if there was any error during the creation or use of this Sound
unsigned int source; // Sound audio source id
unsigned int buffer; // Sound audio buffer id
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
void *data; // Buffer data pointer
unsigned int dataSize; // Data size in bytes
unsigned int sampleRate;
short bitsPerSample;
unsigned int sampleRate; // Samples per second to be played
short bitsPerSample; // Sample size in bits
short channels;
} Wave;

150
src/external/pthread/COPYING vendored Normal file
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@ -0,0 +1,150 @@
pthreads-win32 - a POSIX threads library for Microsoft Windows
This file is Copyrighted
------------------------
This file is covered under the following Copyright:
Copyright (C) 2001,2006 Ross P. Johnson
All rights reserved.
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Pthreads-win32 is covered by the GNU Lesser General Public License
------------------------------------------------------------------
Pthreads-win32 is open software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation version 2.1 of the
License.
Pthreads-win32 is several binary link libraries, several modules,
associated interface definition files and scripts used to control
its compilation and installation.
Pthreads-win32 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
A copy of the GNU Lesser General Public License is distributed with
pthreads-win32 under the filename:
COPYING.LIB
You should have received a copy of the version 2.1 GNU Lesser General
Public License with pthreads-win32; if not, write to:
Free Software Foundation, Inc.
59 Temple Place
Suite 330
Boston, MA 02111-1307
USA
The contact addresses for pthreads-win32 is as follows:
Web: http://sources.redhat.com/pthreads-win32
Email: Ross Johnson
Please use: Firstname.Lastname@homemail.com.au
Pthreads-win32 copyrights and exception files
---------------------------------------------
With the exception of the files listed below, Pthreads-win32
is covered under the following GNU Lesser General Public License
Copyrights:
Pthreads-win32 - POSIX Threads Library for Win32
Copyright(C) 1998 John E. Bossom
Copyright(C) 1999,2006 Pthreads-win32 contributors
The current list of contributors is contained
in the file CONTRIBUTORS included with the source
code distribution. The current list of CONTRIBUTORS
can also be seen at the following WWW location:
http://sources.redhat.com/pthreads-win32/contributors.html
Contact Email: Ross Johnson
Please use: Firstname.Lastname@homemail.com.au
These files are not covered under one of the Copyrights listed above:
COPYING
COPYING.LIB
tests/rwlock7.c
This file, COPYING, is distributed under the Copyright found at the
top of this file. It is important to note that you may distribute
verbatim copies of this file but you may not modify this file.
The file COPYING.LIB, which contains a copy of the version 2.1
GNU Lesser General Public License, is itself copyrighted by the
Free Software Foundation, Inc. Please note that the Free Software
Foundation, Inc. does NOT have a copyright over Pthreads-win32,
only the COPYING.LIB that is supplied with pthreads-win32.
The file tests/rwlock7.c is derived from code written by
Dave Butenhof for his book 'Programming With POSIX(R) Threads'.
The original code was obtained by free download from his website
http://home.earthlink.net/~anneart/family/Threads/source.html
and did not contain a copyright or author notice. It is assumed to
be freely distributable.
In all cases one may use and distribute these exception files freely.
And because one may freely distribute the LGPL covered files, the
entire pthreads-win32 source may be freely used and distributed.
General Copyleft and License info
---------------------------------
For general information on Copylefts, see:
http://www.gnu.org/copyleft/
For information on GNU Lesser General Public Licenses, see:
http://www.gnu.org/copyleft/lesser.html
http://www.gnu.org/copyleft/lesser.txt
Why pthreads-win32 did not use the GNU General Public License
-------------------------------------------------------------
The goal of the pthreads-win32 project has been to
provide a quality and complete implementation of the POSIX
threads API for Microsoft Windows within the limits imposed
by virtue of it being a stand-alone library and not
linked directly to other POSIX compliant libraries. For
example, some functions and features, such as those based
on POSIX signals, are missing.
Pthreads-win32 is a library, available in several different
versions depending on supported compilers, and may be used
as a dynamically linked module or a statically linked set of
binary modules. It is not an application on it's own.
It was fully intended that pthreads-win32 be usable with
commercial software not covered by either the GPL or the LGPL
licenses. Pthreads-win32 has many contributors to it's
code base, many of whom have done so because they have
used the library in commercial or proprietry software
projects.
Releasing pthreads-win32 under the LGPL ensures that the
library can be used widely, while at the same time ensures
that bug fixes and improvements to the pthreads-win32 code
itself is returned to benefit all current and future users
of the library.
Although pthreads-win32 makes it possible for applications
that use POSIX threads to be ported to Win32 platforms, the
broader goal of the project is to encourage the use of open
standards, and in particular, to make it just a little easier
for developers writing Win32 applications to consider
widening the potential market for their products.

1368
src/external/pthread/include/pthread.h vendored Normal file

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183
src/external/pthread/include/sched.h vendored Normal file
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@ -0,0 +1,183 @@
/*
* Module: sched.h
*
* Purpose:
* Provides an implementation of POSIX realtime extensions
* as defined in
*
* POSIX 1003.1b-1993 (POSIX.1b)
*
* --------------------------------------------------------------------------
*
* Pthreads-win32 - POSIX Threads Library for Win32
* Copyright(C) 1998 John E. Bossom
* Copyright(C) 1999,2005 Pthreads-win32 contributors
*
* Contact Email: rpj@callisto.canberra.edu.au
*
* The current list of contributors is contained
* in the file CONTRIBUTORS included with the source
* code distribution. The list can also be seen at the
* following World Wide Web location:
* http://sources.redhat.com/pthreads-win32/contributors.html
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library in the file COPYING.LIB;
* if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#if !defined(_SCHED_H)
#define _SCHED_H
#undef PTW32_SCHED_LEVEL
#if defined(_POSIX_SOURCE)
#define PTW32_SCHED_LEVEL 0
/* Early POSIX */
#endif
#if defined(_POSIX_C_SOURCE) && _POSIX_C_SOURCE >= 199309
#undef PTW32_SCHED_LEVEL
#define PTW32_SCHED_LEVEL 1
/* Include 1b, 1c and 1d */
#endif
#if defined(INCLUDE_NP)
#undef PTW32_SCHED_LEVEL
#define PTW32_SCHED_LEVEL 2
/* Include Non-Portable extensions */
#endif
#define PTW32_SCHED_LEVEL_MAX 3
#if ( defined(_POSIX_C_SOURCE) && _POSIX_C_SOURCE >= 200112 ) || !defined(PTW32_SCHED_LEVEL)
#define PTW32_SCHED_LEVEL PTW32_SCHED_LEVEL_MAX
/* Include everything */
#endif
#if defined(__GNUC__) && !defined(__declspec)
# error Please upgrade your GNU compiler to one that supports __declspec.
#endif
/*
* When building the library, you should define PTW32_BUILD so that
* the variables/functions are exported correctly. When using the library,
* do NOT define PTW32_BUILD, and then the variables/functions will
* be imported correctly.
*/
#if !defined(PTW32_STATIC_LIB)
# if defined(PTW32_BUILD)
# define PTW32_DLLPORT __declspec (dllexport)
# else
# define PTW32_DLLPORT __declspec (dllimport)
# endif
#else
# define PTW32_DLLPORT
#endif
/*
* This is a duplicate of what is in the autoconf config.h,
* which is only used when building the pthread-win32 libraries.
*/
#if !defined(PTW32_CONFIG_H)
# if defined(WINCE)
# define NEED_ERRNO
# define NEED_SEM
# endif
# if defined(__MINGW64__)
# define HAVE_STRUCT_TIMESPEC
# define HAVE_MODE_T
# elif defined(_UWIN) || defined(__MINGW32__)
# define HAVE_MODE_T
# endif
#endif
/*
*
*/
#if PTW32_SCHED_LEVEL >= PTW32_SCHED_LEVEL_MAX
#if defined(NEED_ERRNO)
#include "need_errno.h"
#else
#include <errno.h>
#endif
#endif /* PTW32_SCHED_LEVEL >= PTW32_SCHED_LEVEL_MAX */
#if (defined(__MINGW64__) || defined(__MINGW32__)) || defined(_UWIN)
# if PTW32_SCHED_LEVEL >= PTW32_SCHED_LEVEL_MAX
/* For pid_t */
# include <sys/types.h>
/* Required by Unix 98 */
# include <time.h>
# else
typedef int pid_t;
# endif
#else
typedef int pid_t;
#endif
/* Thread scheduling policies */
enum {
SCHED_OTHER = 0,
SCHED_FIFO,
SCHED_RR,
SCHED_MIN = SCHED_OTHER,
SCHED_MAX = SCHED_RR
};
struct sched_param {
int sched_priority;
};
#if defined(__cplusplus)
extern "C"
{
#endif /* __cplusplus */
PTW32_DLLPORT int __cdecl sched_yield (void);
PTW32_DLLPORT int __cdecl sched_get_priority_min (int policy);
PTW32_DLLPORT int __cdecl sched_get_priority_max (int policy);
PTW32_DLLPORT int __cdecl sched_setscheduler (pid_t pid, int policy);
PTW32_DLLPORT int __cdecl sched_getscheduler (pid_t pid);
/*
* Note that this macro returns ENOTSUP rather than
* ENOSYS as might be expected. However, returning ENOSYS
* should mean that sched_get_priority_{min,max} are
* not implemented as well as sched_rr_get_interval.
* This is not the case, since we just don't support
* round-robin scheduling. Therefore I have chosen to
* return the same value as sched_setscheduler when
* SCHED_RR is passed to it.
*/
#define sched_rr_get_interval(_pid, _interval) \
( errno = ENOTSUP, (int) -1 )
#if defined(__cplusplus)
} /* End of extern "C" */
#endif /* __cplusplus */
#undef PTW32_SCHED_LEVEL
#undef PTW32_SCHED_LEVEL_MAX
#endif /* !_SCHED_H */

169
src/external/pthread/include/semaphore.h vendored Normal file
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@ -0,0 +1,169 @@
/*
* Module: semaphore.h
*
* Purpose:
* Semaphores aren't actually part of the PThreads standard.
* They are defined by the POSIX Standard:
*
* POSIX 1003.1b-1993 (POSIX.1b)
*
* --------------------------------------------------------------------------
*
* Pthreads-win32 - POSIX Threads Library for Win32
* Copyright(C) 1998 John E. Bossom
* Copyright(C) 1999,2005 Pthreads-win32 contributors
*
* Contact Email: rpj@callisto.canberra.edu.au
*
* The current list of contributors is contained
* in the file CONTRIBUTORS included with the source
* code distribution. The list can also be seen at the
* following World Wide Web location:
* http://sources.redhat.com/pthreads-win32/contributors.html
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library in the file COPYING.LIB;
* if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#if !defined( SEMAPHORE_H )
#define SEMAPHORE_H
#undef PTW32_SEMAPHORE_LEVEL
#if defined(_POSIX_SOURCE)
#define PTW32_SEMAPHORE_LEVEL 0
/* Early POSIX */
#endif
#if defined(_POSIX_C_SOURCE) && _POSIX_C_SOURCE >= 199309
#undef PTW32_SEMAPHORE_LEVEL
#define PTW32_SEMAPHORE_LEVEL 1
/* Include 1b, 1c and 1d */
#endif
#if defined(INCLUDE_NP)
#undef PTW32_SEMAPHORE_LEVEL
#define PTW32_SEMAPHORE_LEVEL 2
/* Include Non-Portable extensions */
#endif
#define PTW32_SEMAPHORE_LEVEL_MAX 3
#if !defined(PTW32_SEMAPHORE_LEVEL)
#define PTW32_SEMAPHORE_LEVEL PTW32_SEMAPHORE_LEVEL_MAX
/* Include everything */
#endif
#if defined(__GNUC__) && ! defined (__declspec)
# error Please upgrade your GNU compiler to one that supports __declspec.
#endif
/*
* When building the library, you should define PTW32_BUILD so that
* the variables/functions are exported correctly. When using the library,
* do NOT define PTW32_BUILD, and then the variables/functions will
* be imported correctly.
*/
#if !defined(PTW32_STATIC_LIB)
# if defined(PTW32_BUILD)
# define PTW32_DLLPORT __declspec (dllexport)
# else
# define PTW32_DLLPORT __declspec (dllimport)
# endif
#else
# define PTW32_DLLPORT
#endif
/*
* This is a duplicate of what is in the autoconf config.h,
* which is only used when building the pthread-win32 libraries.
*/
#if !defined(PTW32_CONFIG_H)
# if defined(WINCE)
# define NEED_ERRNO
# define NEED_SEM
# endif
# if defined(__MINGW64__)
# define HAVE_STRUCT_TIMESPEC
# define HAVE_MODE_T
# elif defined(_UWIN) || defined(__MINGW32__)
# define HAVE_MODE_T
# endif
#endif
/*
*
*/
#if PTW32_SEMAPHORE_LEVEL >= PTW32_SEMAPHORE_LEVEL_MAX
#if defined(NEED_ERRNO)
#include "need_errno.h"
#else
#include <errno.h>
#endif
#endif /* PTW32_SEMAPHORE_LEVEL >= PTW32_SEMAPHORE_LEVEL_MAX */
#define _POSIX_SEMAPHORES
#if defined(__cplusplus)
extern "C"
{
#endif /* __cplusplus */
#if !defined(HAVE_MODE_T)
typedef unsigned int mode_t;
#endif
typedef struct sem_t_ * sem_t;
PTW32_DLLPORT int __cdecl sem_init (sem_t * sem,
int pshared,
unsigned int value);
PTW32_DLLPORT int __cdecl sem_destroy (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_trywait (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_wait (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_timedwait (sem_t * sem,
const struct timespec * abstime);
PTW32_DLLPORT int __cdecl sem_post (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_post_multiple (sem_t * sem,
int count);
PTW32_DLLPORT int __cdecl sem_open (const char * name,
int oflag,
mode_t mode,
unsigned int value);
PTW32_DLLPORT int __cdecl sem_close (sem_t * sem);
PTW32_DLLPORT int __cdecl sem_unlink (const char * name);
PTW32_DLLPORT int __cdecl sem_getvalue (sem_t * sem,
int * sval);
#if defined(__cplusplus)
} /* End of extern "C" */
#endif /* __cplusplus */
#undef PTW32_SEMAPHORE_LEVEL
#undef PTW32_SEMAPHORE_LEVEL_MAX
#endif /* !SEMAPHORE_H */

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@ -7,14 +7,18 @@
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@ -37,7 +43,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -536,7 +542,7 @@ typedef enum {
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} HmdDevice;
} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int hmdDevice); // Init VR device
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration

View File

@ -4,10 +4,11 @@
*
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
* OpenGL 1.1 - Direct map rl* -> gl*
* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render
* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -54,12 +55,11 @@
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
#define GLAD_IMPLEMENTATION
#if defined(RLGL_STANDALONE)
#include "glad.h" // GLAD extensions loading library, includes OpenGL headers
#else
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#if defined(RLGL_STANDALONE)
#include "glad.h" // GLAD extensions loading library, includes OpenGL headers
#else
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#endif
#endif
@ -86,6 +86,12 @@
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
#if defined(RLGL_STANDALONE)
#define OCULUSAPI
#else
#define OCULUSAPI static
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -362,11 +368,13 @@ static char *ReadTextFile(const char *fileName); // Read chars array from text f
#endif
#if defined(RLGL_OCULUS_SUPPORT)
#if !defined(RLGL_STANDALONE)
static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
static void CloseOculusDevice(void); // Close Oculus device
static void UpdateOculusTracking(void); // Update Oculus head position-orientation tracking
static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
@ -377,6 +385,8 @@ static OculusLayer InitOculusLayer(ovrSession session);
static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
#endif
#if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@ -2557,10 +2567,10 @@ void DestroyLight(Light light)
// Init VR device (or simulator)
// NOTE: If device is not available, it fallbacks to default device (simulator)
// NOTE: It modifies the global variable: VrDeviceInfo hmd
void InitVrDevice(int hmdDevice)
void InitVrDevice(int vrDevice)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (hmdDevice)
switch (vrDevice)
{
case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
case HMD_OCULUS_RIFT_DK2:
@ -2585,7 +2595,7 @@ void InitVrDevice(int hmdDevice)
{
TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)");
if (hmdDevice == HMD_OCULUS_RIFT_DK2)
if (vrDevice == HMD_OCULUS_RIFT_DK2)
{
// Oculus Rift DK2 parameters
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
@ -2605,7 +2615,7 @@ void InitVrDevice(int hmdDevice)
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
}
else if ((hmdDevice == HMD_DEFAULT_DEVICE) || (hmdDevice == HMD_OCULUS_RIFT_CV1))
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
{
// Oculus Rift CV1 parameters
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
@ -2645,6 +2655,10 @@ void InitVrDevice(int hmdDevice)
vrEnabled = true;
}
#endif
#if defined(GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1");
#endif
}
// Close VR device (or simulator)
@ -2672,17 +2686,19 @@ bool IsVrDeviceReady(void)
// Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled;
else vrEnabled = false;
if (!vrEnabled)
{
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, GetScreenWidth(), GetScreenHeight());
projection = MatrixOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
MatrixTranspose(&projection);
modelview = MatrixIdentity();
}
#endif
}
// Update VR tracking (position and orientation)
@ -3930,7 +3946,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#if defined(RLGL_OCULUS_SUPPORT)
// Initialize Oculus device (returns true if success)
static bool InitOculusDevice(void)
OCULUSAPI bool InitOculusDevice(void)
{
bool oculusReady = false;
@ -3977,7 +3993,7 @@ static bool InitOculusDevice(void)
}
// Close Oculus device (and unload buffers)
static void CloseOculusDevice(void)
OCULUSAPI void CloseOculusDevice(void)
{
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
@ -3987,7 +4003,7 @@ static void CloseOculusDevice(void)
}
// Update Oculus head position-orientation tracking
static void UpdateOculusTracking(void)
OCULUSAPI void UpdateOculusTracking(void)
{
frameIndex++;
@ -4010,7 +4026,7 @@ static void UpdateOculusTracking(void)
}
// Setup Oculus buffers for drawing
static void BeginOculusDrawing(void)
OCULUSAPI void BeginOculusDrawing(void)
{
GLuint currentTexId;
int currentIndex;
@ -4024,7 +4040,7 @@ static void BeginOculusDrawing(void)
}
// Finish Oculus drawing and blit framebuffer to mirror
static void EndOculusDrawing(void)
OCULUSAPI void EndOculusDrawing(void)
{
// Unbind current framebuffer (Oculus buffer)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);

View File

@ -4,10 +4,11 @@
*
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
* OpenGL 1.1 - Direct map rl* -> gl*
* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render
* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -239,6 +240,19 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
// TraceLog message types
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
// VR Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} VrDevice;
#endif
#ifdef __cplusplus
@ -350,14 +364,22 @@ Light CreateLight(int type, Vector3 position, Color diffuse); // Create a
void DestroyLight(Light light); // Destroy a light and take it out of the list
void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat);
void InitVrDevice(int hmdDevice); // Init VR device
void InitVrDevice(int vrDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
// Oculus Rift API for direct access the device (no simulator)
bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
void CloseOculusDevice(void); // Close Oculus device
void UpdateOculusTracking(void); // Update Oculus head position-orientation tracking
void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
#ifdef __cplusplus

View File

@ -276,12 +276,29 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
// Draw a triangle
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
rlDisableTexture();
}
}
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)

View File

@ -205,6 +205,11 @@ void TraceLog(int msgType, const char *text, ...)
void TraceLog(int msgType, const char *text, ...)
{
static char buffer[100];
int traceDebugMsgs = 1;
#ifdef DO_NOT_TRACE_DEBUG_MSGS
traceDebugMsgs = 0;
#endif
switch(msgType)
{
@ -226,7 +231,7 @@ void TraceLog(int msgType, const char *text, ...)
case INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break;
case ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break;
case WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break;
case DEBUG: __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break;
case DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break;
default: break;
}

View File

@ -1,20 +1,24 @@
/**********************************************************************************************
*
* raylib 1.4.0 (www.raylib.com)
* raylib 1.5.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Multiple textures support, including compressed formats and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
@ -23,6 +27,8 @@
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* stb_truetype (Sean Barret) for ttf fonts loading
* jar_xm (Joshua Reisenauer) for XM audio module loading
* jar_mod (Joshua Reisenauer) for MOD audio module loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@ -37,7 +43,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -64,6 +70,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -71,7 +78,7 @@
#endif
#if defined(PLATFORM_ANDROID)
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
#endif
//----------------------------------------------------------------------------------
@ -174,8 +181,8 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
#define GAMEPAD_PLAYER3 2 // Not supported
#define GAMEPAD_PLAYER4 3 // Not supported
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
@ -190,7 +197,35 @@
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// TODO: Review Xbox360 USB Controller Buttons
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
#define GAMEPAD_XBOX_BUTTON_B 1
#define GAMEPAD_XBOX_BUTTON_X 2
#define GAMEPAD_XBOX_BUTTON_Y 3
#define GAMEPAD_XBOX_BUTTON_LB 4
#define GAMEPAD_XBOX_BUTTON_RB 5
#define GAMEPAD_XBOX_BUTTON_SELECT 6
#define GAMEPAD_XBOX_BUTTON_START 7
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
#else
#define GAMEPAD_XBOX_BUTTON_UP 10
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT_RT 2
#endif
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
#define ANDROID_BACK 4
@ -233,7 +268,10 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#if !defined(_STDBOOL_H)
typedef enum { false, true } bool;
#define _STDBOOL_H
#endif
#endif
// byte type
@ -296,6 +334,13 @@ typedef struct Texture2D {
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture; // Font texture
@ -309,102 +354,123 @@ typedef struct SpriteFont {
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
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;
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} 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; // num vertices
float *vertices; // vertex position (XYZ - 3 components per vertex)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
float *normals; // vertex normals (XYZ - 3 components per vertex)
float *tangents; // vertex tangents (XYZ - 3 components per vertex)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
BoundingBox bounds; // mesh limits defined by min and max points
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 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
// TODO: This should be Texture2D objects
unsigned int texDiffuseId; // Diffuse texture id
unsigned int texNormalId; // Normal texture id
unsigned int texSpecularId; // Specular texture id
unsigned int id; // Shader program id
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
// 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)
// Uniforms
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
int mapSpecularLoc; // Specular map texture 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)
} Shader;
// Material type
// TODO: Redesign material-shaders-textures system
typedef struct Material {
//Shader shader;
Shader shader; // Standard shader (supports 3 map textures)
//Texture2D texDiffuse; // Diffuse texture
//Texture2D texNormal; // Normal texture
//Texture2D texSpecular; // Specular texture
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 colDiffuse;
Color colAmbient;
Color colSpecular;
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness;
float normalDepth;
float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// 3d Model type
// TODO: Replace shader/testure by material
// Model type
typedef struct Model {
Mesh mesh;
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
//Material material;
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 unique id
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position;
Vector3 direction;
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
unsigned int source; // Sound audio source id
unsigned int buffer; // Sound audio buffer id
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
void *data; // Buffer data pointer
unsigned int dataSize; // Data size in bytes
unsigned int sampleRate;
short bitsPerSample;
unsigned int sampleRate; // Samples per second to be played
short bitsPerSample; // Sample size in bits
short channels;
} Wave;
@ -455,7 +521,7 @@ typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
// Gesture events
// NOTE: MAX_TOUCH_POINTS fixed to 2
typedef struct {
typedef struct GestureEvent {
int touchAction;
int pointCount;
int pointerId[MAX_TOUCH_POINTS];
@ -465,36 +531,18 @@ typedef struct {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Collider types
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
// Transform struct
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
} Transform;
// Rigidbody struct
typedef struct Rigidbody {
bool enabled;
float mass;
Vector2 acceleration;
Vector2 velocity;
bool isGrounded;
bool isContact; // Avoid freeze player when touching floor
bool applyGravity;
float friction; // 0.0f to 1.0f
float bounciness; // 0.0f to 1.0f
} Rigidbody;
// Collider struct
typedef struct Collider {
bool enabled;
ColliderType type;
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
} Collider;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} VrDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@ -518,23 +566,28 @@ void CloseWindow(void); // Close Window and
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
#endif
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
void EnableCursor(void); // Enables cursor
void DisableCursor(void); // Disables cursor
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)
@ -569,6 +622,15 @@ bool IsKeyDown(int key); // Detect if a key is be
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
int GetKeyPressed(void); // Get latest key pressed
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
#endif
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
@ -580,20 +642,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
void EnableCursor(void); // Enables cursor
void DisableCursor(void); // Disables cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
#endif
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
@ -607,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (must be called every frame)
bool IsGestureDetected(void); // Check if a gesture have been detected
int GetGestureType(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -629,6 +677,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
@ -680,8 +729,10 @@ Texture2D LoadTexture(const char *fileName);
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
@ -690,14 +741,17 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
@ -740,39 +794,45 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
@ -780,51 +840,46 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
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
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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 SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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)
//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physac)
//----------------------------------------------------------------------------------
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
void UnloadPhysics(); // Unload physic elements arrays
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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)
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
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
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int vdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
@ -833,19 +888,21 @@ void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void StopSound(Sound sound); // Stop playing a sound
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void PlayMusicStream(char *fileName); // Start music playing (open stream)
void UpdateMusicStream(void); // Updates buffers for music streaming
void StopMusicStream(void); // Stop music playing (close stream)
void PauseMusicStream(void); // Pause music playing
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
float GetMusicTimeLength(void); // Get current music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
void UpdateMusicStream(int index); // Updates buffers for music streaming
void StopMusicStream(int index); // Stop music playing (close stream)
void PauseMusicStream(int index); // Pause music playing
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}