* Add better structure for build.zig
Temporarily disabled the tests
* Cleanup build.zig a bit
* Fixed zemscripten and cleanup other platforms
* Make opengl_version selection more restritive
* Add traslateC to build; Renable examples
* Add raygui build to build.zig
* Deny glfw from android target
* Fix android platform includes
* Add Zig project example
* Add Zig project mention to README
* Set right name for web build in zig example
* Cleanup last parts of build.zig
* Add linking method for build.zig
* Fix lshcore link for glfw and rgfw build.zig
* Fix weird sdl linkage build.zig
* Add zig example to zig project
* Fix win32, mac build bugs in build.zig
* Rename argument lshcore to shcore build.zig
* add support for software rendering
* null check on freeing
* add back line
* rename framebuffer to surface
* add guard on free
* update makefile to prevent software on web
* update for mac
https://github.com/raysan5/raylib/pull/5720#issuecomment-4187113099
In this comment, it was pointed out that LibraryConfigurations.cmake
still tries to find and link egl, gbm, and glesv2, even when using the
software renderer is it not necessary.
This patch addresses that.
After RGFW update to 2.0.0-dev in fbd83cafc7, RGFW_window_setIcon api has changed -- not it takes pixel format enum instead of number of channels. On raylib side it was still passing 4 (number of channels in rgba) which is enum value for BGRA8. Instead we have to pass 2 now (RGFW_formatRGBA8 = 2).
- Added zig-pkg directory to gitignore
- Brought min zig version to recent nightly release these improvements
were completed on
- For linux build, only add rglfw.c if the platform is glfw
- Add a None option to the LinuxDisplayBackend
- Fixed xcode-frameworks dependency and update to using most recent
commit hash
Redesign has been conditioned by the usage of those functions on `rexm`, `rpc` and other tools; for many use cases a static buffer is enough and way more comfortable to use.
ADDED: `TextInsertAlloc()`, `TextReplaceAlloc()`, `TextReplaceBetweenAlloc()`, alternatives with internal allocations
* RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h
* LibraryConfigurations.cmake: exchanged MATCHES -> STREQUAL in platform choosing if-statements
* WebRGFW: remapping mouse/touch position to canvas pixel coordinates
* fix 'typo'
* has to be done like that because of += in case of captured mouse
* [rcore_desktop_rgfw] [emscripten] fix typo
* RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h
* LibraryConfigurations.cmake: exchanged MATCHES -> STREQUAL in platform choosing if-statements
* WebRGFW: remapping mouse/touch position to canvas pixel coordinates
* fix 'typo'
* has to be done like that because of += in case of captured mouse
* auto generates all combinations of blending factors
This adds a macro system that generate a function for each possible combination of blending factors, resulting in 11*11 functions, hence 121.
This then allows for only one indirection and function call instead of two previously (assuming the first call was inlined).
* rename dispatch tables for consistency
* change blend funcs validity check
Simplifies the validation of blend functions.
Can allow `SW_SRC_ALPHA_SATURATE` as dst factor, but hey
* disables blending when it requires alpha and there is none
* review immediate rendering functions and attribute layout
* prevent state changes during immediate record
* reduce number of op for each vertex push + review primitive struct
* simplified draw functions
* review `sw_vertex_t`
removes `float screen[2]`; each step stores the transformed coordinates in `float coord[4]`.
This also simplifies vertex interpolation during triangle rasterization.
* reduces unnecessary interpolation costs during triangle rasterization + cleanup
* extends the simd color conversion to more cases
* affine interpolation per blocks
* long side check for each triangle line
My mistake in a previous commit
* style tweaks
* select the read function on texture load
This removes the per-pixel switch; it's slightly more efficient on my hardware, but probably a poor prediction
Should remain profitable or at worst the same
* use optionnal LUT for uint8_t -> float conversion
* sets internal the number of vertices post-clipping and the epsilon clipping + a little cleanup
* moves color conversion to math part
* prevents sampling if it's a depth texture that is bound
Dropped the `11` relative to OpenGL 1.1 because latest `rlsw 1.5` also includes support for FBOs and could potentially implemented other higher level features in the feature, discerning from OpenGL 1.1 limitations
* review texture formats
Added support for `R3G3B2`, `R5G6B5`, `R4G4B4A4` and `R5G5B5A1`
Added depth formats
* use of textures for the framebuffer
- Framebuffers can now use all texture types that are already available.
- The 24-bit depth format has been removed as it is no longer needed.
- Framebuffer formats are still defined at compile time.
- The allocated texture size is now preserved, which avoids frequent reallocations when resizing framebuffers and will allow the use of `glTexSubImage2D`.
* review framebuffer blit/copy
This greatly simplifies the framebuffer blit/copy logic while now supporting all pixel formats. It is slightly slower in debug builds, but this path is mainly kept for compatibility anyway. The `copy_fast` version is still used for the "normal" cases when presenting to the screen.
* review pixel get/set
less ops for certain formats + fixes
* fix depth write
* texture read/write cleanup + tweaks
I made the pointers parameters `restrict` for reading/writing textures, which resulted in a slight improvement.
And I reviewed the `static inline` statements, which could potentially bias the compiler; no difference, but it's cleaner.
* style tweaks
* review uint8_t <-> float conversion
* added a reusable object pool system
will allow management of both textures and framebuffers
added support for `glTexSubImage2D`
added handling of 'GL_OUT_OF_MEMORY' errors
removed the default internal texture (unused)
* added FBO API + refactored rasterizer dispatch logic
* fix ndc projection + review presentation
and rename rlsw's resize/copy/blit
* add `glRenderbufferStorage` binding
+ tweaks and fixes
* fix quad sorting + simplify quad rasterization part
* fix line shaking issue
* support of `GL_DRAW_FRAMEBUFFER_BINDING`
* update rlgl - support of rlsw's framebuffers
* fix pixel origin in line rasterization
my bad, an oversight in my previous fix.
This offset should have been moved here rather than per pixel during truncation.
* style tweaks
* fix vla issue with msvc - fill depth / fill color
`SDL_GetTicks()` only has millisecond resolution so switched to
`SLD_GetPerformanceCounter()` combined with
`SDL_GetPerformanceFrequency()` which should allow more granular timing
Fix: remove intermediate variable
Remove second cast
* RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h
* LibraryConfigurations.cmake: exchanged MATCHES -> STREQUAL in platform choosing if-statements
* Add audio_raw_stream_callback.c
* Update audio_raw_stream_callback.c to more closely follow raylib coding conventions
* Remove spaces before asterisks in comments in audio_raw_stream_callback.c
* Put SetTargetFPS(30) before while(!WindowShouldClose()) in audio_raw_stream_callback.c
* Add audio_stream_callback.c
* Delete examples/audio/audio_raw_stream_callback.c
* Delete examples/audio/audio_raw_stream_callback.png
* Update audio_raw_stream.c to more closely follow raylib coding conventions
Drawing code wasn't tabbed in
* Remove screenshot code in audio_stream_callback.c
* Update raylib version and copyright year in audio_raw_stream.c
* Update audio_stream_callback.c
Used if instead of switch to compact code; seemed more readable in this case.
The original logic iterated through the world and broke at the first found voxel that intersected the ray. This broke in some cases, removing a voxel out of view. I changed the algorithm to track the closest found voxel, and remove it at the end of the loop if one was found.
* Update audio_raw_stream.c
* Update audio_raw_stream.c to more closely follow raylib coding conventions
* Update audio_raw_stream.c to more closely follow raylib coding conventions
I accidentally put the file in the wrong folder.
* Delete examples/audio_raw_stream.c
* Remove spaces before asterisks in comments in audio_raw_stream.c
* Put SetTargetFPS(30) before while (!WindowShouldClose()) in audio_raw_stream.c
* fix audio pan comment -- found by a.b.c.d.a.b.c.d
* rlparser: update raylib_api.* by CI
---------
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ADDED: `rlUnloadShader()` to unload shaders (that function was missing and compute shaders leak memory)
RENAMED: `rlCompileShader()` to p `rlLoadShader()` to be consistent with `rlUnloadShader()`
RENAMED: `rlLoadShaderCode()` to `rlLoadShaderProgram()`, more descriptive of return
RENAMED: `rlLoadShaderProgram()` to `rlLoadShaderProgramEx()`
RENAMED: `rlLoadComputeShaderProgram()` to `rlLoadShaderProgramCompute()`
RENAMED: Some functions parameters for consistency
Tested on Windows with Edge and Chrome browsers, the other options do not work:
- `Module.canvas.requestFullscreen(false, false)` - FAIL
- `Module.requestFullscreen(false, false)` - FAIL
- `Module.requestFullscreen()` - FAIL
Tested with latest Emscripten/emsdk 5.0.2
* Testing linux implementation
* Add implementation for ClipboardImage on Linux
* Adding another check to make sure that only X11 include X11 libs
* Adding some comments to explain the magic numbers
Redesigned to support disabling features on compilation with `-DSUPPORT_FEATURE=0`
REMOVED: `SUPPORT_DEFAULT_FONT`, always supported
REMOVED: `SUPPORT_IMAGE_MANIPULATION `, always supported
REMOVED: `SUPPORT_TEXT_MANIPULATION`, always supported
REDESIGNED: `SUPPORT_FONT_ATLAS_WHITE_REC` to `FONT_ATLAS_CORNER_REC_SIZE`
REVIEWED: Config values (other than 0-1) are already defined on respective modules
Other config tweaks here and there
* ANDROID: Fix broken LoadMusicStream due to missing fopen macro override in raudio
* ANDROID: Add missing forward declaration before fopen macro override in raudio
* renamed SHADER_LOC_VERTEX_INSTANCETRANSFORMS to SHADER_LOC_VERTEX_INSTANCETRANSFORM
* rlparser: update raylib_api.* by CI
---------
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* win32 clipbaord: fix for BI_ALPHABITFIELDS narrow support
* Define BI_ALPHABITFIELDS even if wingdi headers are already included
since BI_ALPHABITFIELDS is not always defined there
REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data
ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`)
ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure
ADDED: Support animation frames-blending, for timing control
ADDED: Support animations blending, between two animations
REVIEWED: All models animation loading functions
ADDED: `UpdateModelAnimationEx()` for two animations blending
REMOVED: `UpdateModelAnimationBones*()`, simplified API
REVIEWED: Shader attributes/uniforms names for animations, for consistency
REVIEWED: Multiple tweaks on animations loading for consistency between formats
ADDED: example: `models_animation_timing`
ADDED: example: `models_animation_blending`
REVIEWED: example: `models_animation_gpu_skinning`
REVIEWED: example: `models_animation_blend_custom`
REVIEWED: All animated models loading examples
This is happening because the processing function keeps reading audio
data from the AudioBuffer even after it has been marked as stopped.
There is also an error in ReadAudioBufferFramesInInternalFormat() where
if it is called on a stopped sound, it'll still return audio frames.
This has also been addressed with this commit.
* Audio: Stop setting capture config options.
Since the device is being configured as a playback device, all capture
config options are unused and therefore need to not be set.
* Audio: Stop pre-silencing the miniaudio output buffer.
raylib already manually silences the output buffer prior to mixing so
there is no reason to have miniaudio also do it. It can therefore be
disabled via the device config to make data processing slightly more
efficient.
* Audio: Stop forcing fixed sized processing callbacks.
There is no requirement for raylib to have guaranteed fixed sized
audio processing. By disabling it, audio processing can be made more
efficient by not having to run the data through an internal intermediary
buffer.
* Audio: Make the period size (latency) configurable.
The default period size is 10ms, but this is inappropriate for certain
platforms so it is useful to be able to allow those platforms to
configure the period size as required.
* Audio: Fix documentation for pan.
The pan if -1..1, not 0..1.
* Audio: Remove use of ma_data_converter_get_required_input_frame_count().
This function is being removed from miniaudio. To make this work with
the current architecture of raylib it requires the use of a cache.
This commit implements a generic solution that works across all
AudioBuffer types (static, streams and callback based), but the static
case could be optimized to avoid the cache by incorporating the
functionality of ReadAudioBufferFramesInInternalFormat() into
ReadAudioBufferFramesInMixingFormat(). It would be unpractical to avoid
the cache with streams and callback-based AudioBuffers however so this
commit sticks with a generic solution.
* Audio: Correct usage of miniaudio's dynamic rate adjustment.
This affects pitch shifting. The output rate is being modified with
ma_data_converter_set_rate(), but then that value is being used in the
computation of the output rate the next time SetAudioBufferPitch() which
results in a cascade. The correct way to do this is to use an anchored
output rate as the basis for the calculation after pitch shifting. In
this case, it's the device's sample rate that acts as the anchor.
* Audio: Optimize memory usage for data conversion.
This reduces the per-AudioBuffer conversion cache from 256 PCM frames
down to 8.
* [rmodels] Added implementation of `UpdateModelAnimationBonesWithBlending()` function
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Added example for animation blending and fixed wrap issue for blend factor
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Updated build information for animation blending example
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Fixed typos in anmation blending example
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Updated blend function signature and added function to update verts from bones
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* [rmodels] Updated documentation
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* rlparser: update raylib_api.* by CI
* rlparser: update raylib_api.* by CI
---------
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
Co-authored-by: Ray <raysan5@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Fix window scaling on Wayland with GLFW 3.4+ display scaling
GLFW 3.4 defaults GLFW_SCALE_FRAMEBUFFER to TRUE on all platforms,
causing framebuffer/window size mismatch on Wayland with display
scaling (content renders in a subset of the window, mouse coordinates
are wrong).
Three fixes:
- Disable GLFW_SCALE_FRAMEBUFFER on Wayland when FLAG_WINDOW_HIGHDPI
is not set, restoring 1:1 window-to-framebuffer mapping
- With FLAG_WINDOW_HIGHDPI, read actual framebuffer size from GLFW
instead of resizing the window (which double-scales on Wayland
where GLFW_SCALE_TO_MONITOR has no effect)
- Skip mouse coordinate scaling on Wayland since GLFW already reports
coordinates in logical (window) space
Tested on NixOS/Niri with GLFW 3.4 at 1x, 1.5x, and 2x scaling.
Fixes#5504
* Fix fullscreen and borderless windowed scaling on Wayland with HiDPI
ToggleFullscreen and ToggleBorderlessWindowed exit paths manually
scale screen size by DPI before passing to glfwSetWindowMonitor,
which double-scales on Wayland where GLFW_SCALE_FRAMEBUFFER already
handles it. Skip the manual resize on Wayland.
Also fix FramebufferSizeCallback fullscreen branch: on Wayland with
GLFW_SCALE_FRAMEBUFFER the framebuffer is still scaled in fullscreen,
so use the logical window size as screen size and derive screenScale
from the framebuffer/window ratio.
Fixes#5504
* Apply style fixes from code review: remove duplicate screenScale assignment, collapse single-statement ifs to one line, remove trailing periods from comments
* fixed build errors with zig. now compatible with zig master 0.16.0-dev.1593+c13857e50. still backwards compatible with 0.15.1
* [build] building with zig-master 0.16.0-dev.2349+204fa8959.
* [build] building with zig-master 0.16.0-dev.2349+204fa8959, now compatible with zig 0.15
* build: removed compatibility with zig 0.15.2.
* inlined processExample function to minimize diffs
* Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum
* Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum
* fixed typos preventing window from min/maxing
* fixed window style generation ignoring minimize precedence, causing errors in edge cases
* added maximize button on resizable windows
* fixed infinite loop when resizing the window manually
* activate window upon creation to set focus and show taskbar icon
* extended SanitizeFlags() to account for problematic resizing/mizing flag mixups
* update
* update
* stuff
* update
* move headerfile to root
* delete .h
* update ignore
* fix IsMouseButtonDown\Pressed\Released\Up will get randomly returned to true when the button code is outside the range of mouse button
* remove unessary macro
* refactor IsMouseButton*() early returns
- Use named fields in rlTranslatef and rlScalef instead of array literals
- Label implicit row-major to column-major transpose in MatrixToFloatV
- Update rlSetUniformMatrix to use rlMatrixToFloat convention
* LoadDirectoryFilesEx on not recursive loading count files
* Removed FilePathList.capacity
* Added security check in case of memory leak
* Fix stop loading paths early on recursive loading
* Fix count directories only if filter contains DIRECTORY_FILTER_TAG
* rlparser: update raylib_api.* by CI
* GetDirectoryFileCount() and GetDirectoryFileCountEx() made visible
* rlparser: update raylib_api.* by CI
* Added new file and directories filter tags
* Renamed `fileCount` in `ScanDirectoryFiles()` to `expectedFileCount`
---------
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[utils] was created long time ago, when [rcore] contained all the platforms code, the purpose of the file was exposing basic filesystem functionality across modules and also logging mechanism but many things have changed since then and there is no need to keep using this module.
- Logging system has been move to [rcore] module and macros are exposed through `config.h` to other modules
- File system functionality has also been centralized in [rcore] module that along the years it was already adding more and more file-system functions, now they are all in the same module
- Android specific code has been moved to `rcore_android.c`, it had no sense to have specific platform code in `utils`, [rcore] is responsible of all platform code.
GNU Make 3.81 that ships with MacOSX does not understand '!= ...' assignment
so we use ':= $(shell ...)' instead which have the same behavior here.
Additionally, I have changed the use of 'type' to 'command -v'
because assigning the result of 'type' to variable named 'EMMAKE'
does not make much sense. I also reused this variable.
For more detailed information read the linked issue.
Fixes: https://github.com/raysan5/raylib/issues/5460
* Improved touch input handling and multitouch support in drm platform
* revert
* made some fixes for the touch issue in drm platform
* updated touch input handling by adding multitouch support
* improved how it handles the multitouch
* added cleanup
* Remove touch last update tracking to simplify touch input handling
* improved multitouch support by tracking touch positions and IDs for each slot
* Better touch input handling
* Increase maximum touch points from 8 to 10 and enhance touchscreen prioritization logic
* Refactor touch input handling to use slot index as ID for stability and simplify touch clearing logic
* Improve touch input handling by activating slot 0 based on mouse click or touch events
* touch event handling to use tracking ID for unique touch identification
* Add multitouch detection to PollMouseEvents for improved touch handling
* Fix conditional formatting in PollMouseEvents for clarity
* Refactor conditional statements in PollMouseEvents and InitPlatform for improved readability
* Fix formatting in PollMouseEvents for improved readability
in android gesture system is not reporting GESTURE_NONE, specified in the issue https://github.com/raysan5/raylib/issues/5010 so, automatically GESTURE_SWIPE, TAP, DOUBLE_TAP, also will not be reported. in this commit it is fixed.
Considering multi-monitor and multi-ppi configurations
Fullscreen-exclusive scales to available display resolution, ignoring content scaling
Windowed-borderless scales to available logical resolution considering HighDPI **if requested**
- Changed GLTF_ANIMDELAY (17ms, ~58.82fps) to GLTF_FRAMERATE (60.0fps)
- Updated frameCount calculation: (animDuration * 60) instead of (animDuration * 1000 / 17)
- Updated time calculation: j / 60.0f instead of (j * 17) / 1000.0f
This fixes animation frame count misalignment when importing glTF models
exported at standard 60fps. Animations that were 27+ frames shorter than
expected on 1350-frame sequences will now import correctly.
* fix: set correct default axes for gamepads that are not connected
`glfwGetGamepadState` will set all gamepad state variables to 0.0 if required gamepad is not connected, but `RecordAutomationEvent()` inside rcore.c expects trigger axes to be -1.0f when gamepad is not connected. Since SDL and RGFW return -1.0f in such case, this change is aligning it with them
* updated comment in rcore_desktop_glfw.c
Tested on two monitors with different DPI configuration, for HigDPI enabled and not, including window resizing (with framebuffer resizing if required). Verified mouse coordinates follow the requested screen size.
Note that high-dpi awareness must be enabled by users and `CORE.Window.render` reports the scaled framebuffer size, while `CORE.Window.screen` reports the logical size.
`ToggleBorderlessWindow()` has also been reviewed to be consistent with scaling, if monitor physical display size is reported as 1920x1080 but there is a content scale of 1.5, then the borderless fullscreen window will be 1280x720, with the 1920x1080 framebuffer
This improvement is just a prove of concept, at this moment `PLATFORM_WEB` is limited in terms of software rendering by `GLFW` that only allows creating a WebGL canvas context with `glfwCreateWindow()`.
We can skip that call but then some GLFW functionality is not available (windowing, inputs). The best solution is replacing GLFW completely by a pure Emscripten implementation for `PLATFORM_WEB`.
Following raylib design, a warning log message is shown and program can continue execution.
Some early return checks have been added on most critical functions.
[rtext] Previous implementation checking `isGpuReady` cross-module variable is not needed any more, resulting in a more decoupled code, load failure is managed at rlgl level
* Make the comments on the camera 2d fields more clear about what space each one is in.
* rlparser: update raylib_api.* by CI
---------
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* Fix modulo bias in GetRandomValue(); implement rejection sampling for uniformity
* Replace do-while with for-loop in GetRandomValue rejection sampling
target already gets assigned by the clang macro it points to, overwriting it causes it to target linux instead of android, making it check for usr directories instead of the NDK's directories
* new shapes example - penrose tile
* stack cleanup
* proper use of strnlen, strncat and strncpy
* typo correction
* update screenshot of shapes_penrose_tile example
* new example for strings management
* Improved structure for text_strings_management
* new shapes example - penrose tile
* stack cleanup
* proper use of strnlen, strncat and strncpy
* typo correction
* update screenshot of shapes_penrose_tile example
* Example for creating balls with simple physics simulation
The goal of this example is to create several colored balls whose movement is simulated and which respond to the action of being grabbed and dragged using the mouse.
* renaming example
renaming example from physics_bouncing_balls to shapes_ball_physics
This redesign stores lines in Update and draws stored lines in Draw, instead of previous approach of drawing directly to framebuffer with no cleaning. This approach allows some interesting features like line draw replay or reversing.
When SDL_GameControllerNameForIndex returns null, the app crashes. This was addressed earlier in PR#4859 though the fix submitted on PR #4859 was only fixing the crashing and not addressing the root cause.
* [examples] reset on folder click
`continue` after clicking a new folder
* [examples] don't make non-directories clickable
`IsPathFile` is not enough to check if it's a directory
since it also takes in char devices.
* rlparser: update raylib_api.* by CI
* Delete tools/rlparser/rlparser
---------
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Co-authored-by: Ray <raysan5@gmail.com>
* use FLAG_* macros where possible
* rename `FLAG_CHECK()` to `FLAG_IS_SET()`
* remove unnecessary equality checks
* fix issues
---------
Co-authored-by: Ray <raysan5@gmail.com>
* consistency tweak
* unified color and depth buffer
* tweaks
* review the storage of clear values + complete get/set depth value
* copy/blit fast path
* better simd read/write
* framebuffer alignment
* fix 'typo'
my french slipped out
* simplified framebuffer management
* convert texture to rgba32
* remove float copy/blit
* adding SIMD framebuffer read/write
This adds SIMD framebuffer read/write, and also texel fetch.
This supports SSE2/SSE41 and SISD fallback (also includes ARM NEON support, conceptually identical but still needs testing).
* consistency
* tweaks
* review of `sw_texture_sample_linear`
* better quad sorting
unrelated to the PR, but at least it's done
* ignore some pipeline state in certains context
* convention tweaks
---------
Co-authored-by: Ray <raysan5@gmail.com>
SDL3 uses ID when dealing with monitors, unlike SDL2 which uses Index
for the same thing. This problem was already fixed in multiple places
by use of preprocessor branches, so I did the very same thing.
Please, notice that this is a pretty bad solution to this problem,
and I only did it to keep it consistent with the rest of the code.
The more about why it's not correct is mentioned here:
https://github.com/raysan5/raylib/issues/5256#issuecomment-3429156919
Hopefully, someone will refactor it someday :)
Fixes: https://github.com/raysan5/raylib/issues/5256
* [examples] Added: `shaders_mandelbrot_set`
* Simplified shader code and added comments
* Comments starting with a capital letter, and some minor fixes to adhere to the convention
Added and example demonstrating reading the contents of a file and rendering them,
utilizing rtext module. The demonstration also handles wrapping of long sentences,
and text scrolling.
Co-authored-by: Ray <raysan5@gmail.com>
* [Examples] Added shapes_particles
* Changes to follow the code conventions. Improved some things.
* Fixed name
* Fixed PNG name
---------
Co-authored-by: Ray <raysan5@gmail.com>
* Added shapes_pie_chart example
* Made the example colorful
* Added some interactivity to the example
* Revert top comment to the standard
* Remove unused MAX_SLICES constant
---------
Co-authored-by: Gideon Serfontein <gse@newspacesystems.com>
Co-authored-by: Ray <raysan5@gmail.com>
The tool can work with other libraries following `raylib.h` structure, keeping the `raylib_parser` name could be missleading. Also added an icon an reviewed Makefile an CI.
* Add core monitor change example
* Add monitor drawing and more information
* Update monitor information every frame
* Show info and window position inside the rectangle
* FIXED: rexm's makefile and default paths
Fixed a windows only backslash in
rexm's makefile causing build errors on macOS and linux
Added unix paths to rexm for better compatibility
* Update rexm.c
Readded the fall-through in OP_CREATE
Added some safety checks to UpdateRequiredFiles() so it plays nicely outside of the raylib.com context (would segfault previously)
* delta example
* clarification
* made it more clear what delta time is
* more explanation
* vector2 positions, removed all warnings
* removed keys, moved global to local, conventions & comments, show target fps
* new png
* remove more periods
* another period
* remove note about conventions, remove period
* add base of rlsw.h
* implement state support
Also replace the triangle rasterization functions with macros that generate specific functions for each state of the rendering system.
Also, add the OpenGL definitions in order to add a binding for rlgl.
* branchless float saturation
* apply perspective correction to colors
* impl line clipping and rasterization
+ tweak function names
* impl face culling
* impl color blending
* fixes and tweaks
* add clear buffer bitmasks
* small optimizations / tweaks
* review ndc to screen projection
* avoid to recalculate MVP when its not needed + tweaks
* review the loading and management of textures
to be closer to the OpenGL API
* texture sampling optimization
* review get pixel functions
+ review unorm/float conversion
* add several buffer format support
Several depth and color formats have been added for the framebuffer.
8-bit, 16-bit, and 24-bit formats are now available for depth.
RGB 8-bit (332), RGB 16-bit (565), and RGB 24-bit (888) formats are now available for color.
Alpha support is no longer present for the framebuffer at the moment, but it can easily be restored by adding the formats and reinterpolating the alpha in the areas that do not perform color blending.
Additionally, this commit brings performance improvements.
* tweaks
* impl line width
* impl points + point size
* fix and improve polygon clipping functions
* impl polygone modes
* add some not planned functions
- `glDepthMask`
- `glColorMask`
* framebuffer resizing + handle init failure
* add quick notes about line clipping algorithms used
* start to impl scissor test + review line clipping
The support for the scissor test has been implemented for clearing as well as for triangle clipping.
The implementation for lines and points is still missing.
I also removed the 2D clipping of lines that used the Cohen-Sutherland algorithm, opting instead to always use the Liang-Barsky algorithm in all cases.
This simplifies the implementation, and the 2D version would have caused issues when interpolating vertices in the future if we want to implement additional features.
* review scissor clear
* review `swScissor`
* impl line scissor clipping
* round screen coordinate (line rasterization)
* impl point scissor clipping
* remove unused defs
* add getter functions
* gl binding
* add `glHint` and `glShadeModel` macros (not implmented)
* binding tweaks
* impl copy framebuffer function + glReadPixels
* review `swCopyFramebuffer`
* update rlgl.h
* update rlgl.h
* texture copy support
* fix typo..
* add get error function
* def sw alloc macros
* reimpl get color buffer func
just in case
* remove normal interpolation
* review texture wrap
* fix ndc projection (viewport/scissor)
* impl framebuffer blit function
* reduce matrix compuations and memory usage
* swBegin tweaks
* preventing a possible division by zero
* remove useless scissor related data
* review color blending system
* greatly improve float saturation
* tweak lerp vertex function
* use opitmized fract function in sw_texture_map
* tweak framebuffer functions for better readability
* optimized copy/blit functions for each dst format
* review framebuffer filling functions
* impl specific quad rendering func
* use of a single global vertex buffer
* fix 'sw_poly_point_render'
* added `SW_RESTRICT` and redesigned `sw_lerp_vertex_PNCTH`
* tweak the pipeline flow regarding the face culling
avoids misprediction, improves vectorization if possible
* new rendering path for axis aligned quads
* oops, translating some comments
* use of `restrict` for blending function parameters
* update rlgl.h
* adding `GRAPHICS_API_OPENGL_11_SOFTWARE` in `DrawMesh`
* add `RL_OPENGL_11_SOFTWARE` enum
* temp tweak
* build fixes
* fix DrawMesh for GL 1.1
* update swClose
* review texture format + fix copy
* set minimum req vertices to 3 (quads)
* check swInit
* review pixelformat
* tweaks
* fix animNormals (DrawMesh)
* fallback color/texcoord (swDrawArrays)
* review swMultMatrixf
* fix texture pool alloc..
* review triangle scanlines
increment all data
* fix `sw_quad_sort_cw`
* impl sdl platform
* rm def
* increase max clipped polygon vertices
* improve triangle rasterization along Y axis
improved robustness against numerical errors
incremental interpolation along Y
simplified function, fewer jumps
* review current vertex data
+ increase max clipped polygon vertices (for extreme cases)
* fix and improve polygon clipping
Sets the vertex count to zero when the polygon is invalid
Stops clipping when the vertex count drops below 3
* fix gradient calculation
* cache texture size minus one + comments
* tweaks
* BGRA copy support
* adding software backend option (cmake)
* update Makefile
* fix face culling
* excluse some exemple with the software backend
* review SW_CLAMP case in sw_texture_map
* review sw_saturate
* review line raster
* fix sw_quad_is_aligned
* review sw_raster_quad_axis_aligned
* tweaks
* codepoint fix (?)
* fix var name...
* rcore_drm software renderering
* cleanup and tweaks
* adding support for `GL_POINT_SIZE` and `GL_LINE_WIDTH` get
* fix sampling issue
* fix swBlendFunc
---------
Co-authored-by: Ray <raysan5@gmail.com>
* adding core_input_actions
action based input API vs direct input, allows remapping of buttons or keys to an action.
* adjusted formatting.
* updates for struct name
and fixed a typo
* gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize
* gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize
* more coverage for fixing expected texcoords, normals, and colors
* fix guard styling
* fix guard issue, and remove fallback unneccessary else clause (default shader ill work)
* opengl3.3 and es2 need the color array allocated in order to allow for updates later (unlike opengl11)
Currently, scaling doesn't work correctly on macOS (see #5185). This commit
works around this issue by disabling SCALE_FRAMEBUFFER on macOS when
`FLAG_WINDOW_HIGHDPI` is unset.
* fix definition to use SDL3
* [cmake] fix definition to use SDL3
* [build][cmake] prefer USING_VERSION_SDL3 over PLATFORM_DESKTOP_SDL3
* [build][cmake] when libs are added externally, consumer needs to import them too
The following code would crash the previous version when calling MemFree:
// 53 * A
const char maliciousBase64Input[] = "AAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAA";
int decodedSize = 0;
unsigned char *decodedData = DecodeDataBase64(
maliciousBase64Input, &decodedSize);
if (decodedData) {
MemFree(decodedData);
}
The reason is a lack of array bound checks in the decoding loop, which
corrupted here the heap (though this is platform dependent).
Adding the bound checks here prevents the memory corruption.
Tested with encoding random data of sizes 0-1023 and comparing it
with the decoded result.
This example was POSIX only and had some special requirements for web, it made it more difficult to be managed from collection standard examples format.
It will be re-added in the `others` category, that is not processed for web.
* add const qualifier to the first arg of TextJoin
* Update raylib_api.* by CI
* Update raylib.h
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Ray <raysan5@gmail.com>
This redesign is a big improvement on font loading time and memory requirements. It only loads glyphs available on font from requested codepoints and only processes those glyphs for packaging. When processing +10K codepoints (CJK), the loading time improves considerably.
Previously stated it was the near plane width in orthographic, in actuality it's the height. The wording has been fixed, with added clarity that it's in world units so no conversion is needed.
* win32 backend
* [rcore][win32] use SwapBuffers instead of wglSwapLayerBuffers
I don't understand OpenGL well enough to know the difference between
SwapBuffers and wglSwapLayerBuffers but the former seems to double
my FPS (from 2000 to about 4000 in core_vr_simulator).
* [rcore][win32] stop lying to the OS about when our window is updated
Instead of calling BeginPaint/EndPaint in WM_PAINT which signals to the
OS that our window content is updated, now when we encounter the WM_PAINT
message instead we return back to the raylib application which will
trigger it to render a new frame. We've replaced the call to BeginPaint
and EndPaint with a call to ValidateRect in SwapBuffers, which, means
we're now correctly telling the OS when our window content is actually
up-to-date.
Note that this doesn't fix the window content not being updated during
a window resize/move beacuse thos have their own message loop which
doesn't return early when it's time to paint.
* [rcore][win32] fallback to finding functions from opengl32.dll
* [rcore][win32] fixes from review/for gcc
* [rcore][win32] incorporate style conventions
* [rcore][win32] workaround unused function error SetupFramebuffer
* [rcore][win32] re-enable sanitize flags check for MSAA_4X
* [rcore][win32] more style changes and remove old DPI cases
Added some more missing spaces after conditional statements. Also
made unsupported MSAA_4X an assert instead of an abort and also
removed dpi-aware cases for older OS's. More changes would be needed
to support those OS versions, namely, removing the dependency
on shcore.
* [rcore][win32] fixes for compling with w64devkit without -DUNICODE
* Update build.zig
* Update build.zig
---------
Co-authored-by: Ray <raysan5@gmail.com>
* debug print the working directory
* trigger it on any branch (temporarily)
* nope, wrong fix
* dummy commit to trigger the workflow
* lets see if this works
* trigger the workflow when updating it
* nice typo
* add missing dollar signs
* debug list the contents of the repository
* dir/s instead of ls
* remove this, no longer needed
* backslashes maybe? windows...
* this should be a forward slash
* remove no longer needed spam
* debug check if examples dir exists
* LOG is disabled apparently
* ...
* temporarily disable this step to save time
* ubuntu maybe
* bash
* install deps
* link libc
* link libm
* now to test the rest
* emsdk is back
* add missing shaders
* Update examples collection
* add indentation
* remove emsdk cache
* ignore emsdk cache
* Update examples collection
* fix errors with the find command
* remove emsdk cache now
* i forgot to actually add it to gitignore
* fix error with git not finding anything to commit
* global config instead of repo specific
* clone raylib.com repo under the same owner as the raylib repo owner
* add proper access token
* reorganize it all
* remove non-existent example
* clone raylib.com before running rexm
* no extra slash
* Update examples collection
* copy updated examples to the right place
* remove unnecessary debug line from rexm.c
* Update examples collection
* Update examples collection
* use hardcoded absolute path to make
* add debug line
* semicolon
* fix wrong handling of make path
* fix wrong cwd
* rebuild raylib for web after installing it
* cleanuo
* conditionally push to repos, never on PR
* build rexm with make for consistency
* remove workflow run results
* add back the examples report files
* pause automatic commits
* revert makefile changes
* readd removed vs2022 project file
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Fixed bad references to shaders_normalmap in the project raylib\projects\VS2022\examples\shaders_normal_map.vcxproj
Changed GUID for shaders_normal_map as it coincided with that for core_3d_fps_controller {6B1A933E-71B8-4C1F-9E79-02D98830E671}
- Add ubuntu-24.04-arm runner for native ARM64 compilation
- Support building both static and shared libraries for ARM64
- Maintain backwards compatibility with existing x86/x64 builds
- Addresses issue #5051 for ARM64 pre-compiled binaries
Expected output: raylib-X.X-linux_arm64.tar.gz in releases
Added CMake support for SDL3.
Now supports including SDL2 or SDL3 as a subdirectory within the project. The system will first check for SDL3, then SDL2. If neither is found, it will attempt find_package(SDL3), followed by find_package(SDL2). If all these checks fail, the process will terminate with an error.
- make sure that src/external/rl_gputex.h uses it's own macros
for printing warnings and allocating memory
- add few additional macros in order to decouple rl_gputex from headers
that are being included by Raylib (e.g. *_MEMSET, *_NULL and so on)
- make sure that rl_gputex uses RL_*ALLOC, TRACELOG and RLAPI macros
when (and only when) being included by src/rtextures.c
- replace LOG() and RL_GPUTEX_SHOW_LOG_INFO macros with: RL_GPUTEX_WARN
and RL_GPUTEX_SHOW_WARN_INFO (this is a breaking change, but it was
broken and unusable anyway, see:
https://github.com/raysan5/raylib/issues/5039#issuecomment-3065732596 )
- fixes issue all issues mentioned in:
https://github.com/raysan5/raylib/issues/5039#issuecomment-3065732596
- remove logging upon successfully saving a file; Raylib does this
anyway and we want rl_gputex to only print WARNings upon failures;
see: https://discord.com/channels/426912293134270465/541710686468702250/1394406734306480352
- add additional condition when saving a file; now checks for both
fwrite() and fclose() failures; before it would warn about both,
but only return result based on fclose()
- add some notes about the current state of compiling rl_gputex
without depending on Raylib (spoiler: it's still broken...)
- bump rl_gputex version to 1.1 since this is a potential breaking
change (only for people attempting to use it without Raylib)
Fixes: https://github.com/raysan5/raylib/issues/5039
Reference: https://discord.com/channels/426912293134270465/541710686468702250/1394403611852931255
I did this with the intention of fixing
https://github.com/raysan5/raylib/issues/5027
but it's hard to tell if it will help in that case or not.
Anyway, bumping the header with mappings should be done once in a while.
I haven't found any Raylib script for doing this, so here's how I did it
step-by-step with CMake rule provided by GLFW (I'm on Linux, but this
should be similar on any other POSIX system):
```sh
$ git clone https://github.com/raysan5/raylib.git
$ cd raylib/src/external/glfw/
$ cmake -B ./build -DGLFW_BUILD_EXAMPLES=OFF -DGLFW_BUILD_TESTS=OFF -DGLFW_BUILD_DOCS=OFF -G "Unix Makefiles"
$ make -C ./build update_mappings
$ rm -fr ./build
```
then I checked, if any mappings were deleted (without updating) with
following shell one-liner:
```sh
# you must be at 'raylib/src/external/glfw/' when executing this
$ for i in $(git diff ./src/mappings.h | sed -n -e 's/^-"\([0-9a-z]*\),.*$/\1/p'); do grep <./src/mappings.h "$i" > /dev/null || echo "$i"; done;
```
which gave me the following IDs:
```txt
0300000066f700000500000000000000
030000000d0f00001600000000007803
03000000efbe0000edfe000000000000
03000000786901006e70000000000000
050000005e040000e002000030110000
03000000790000000600000010010000
030000000d0f00000d00000000010000
030000000d0f0000d800000072056800
03000000c0160000dc27000001010000
030000008916000000fd000024010000
```
I have checked all those IDs with `git log -p` against
https://github.com/mdqinc/SDL_GameControllerDB
and it seems that all of them were deleted by upstream (I was afraid that
maybe some mappings were added manually by a Raylib contributor and then
overwritten by my patch, but they weren't; All good!)
Fixes a regression since 5.5, where `ScanDirectoryFilesRecursively` no
longer does the "recursively" part due to `path` being `static`.
The issue was once already fixed in
5530a3ceb8
but recently made it back it in.
The original implementation created/destroyed framebuffers (FBs) per-frame, leading to kernel overhead and screen tearing. This commit replaces it with a different approach using:
- Asynchronous `drmModePageFlip()` with vblank sync
- Framebuffer caching to reduce repeated FB creation/removal operations
- Proper resource management through BO callbacks and buffer release synchronization
- Added error handling for busy displays, cache overflows, and flip failures
- Event-driven cleanup via page_flip_handler to prevent GPU/scanout conflicts
Co-authored-by: rob-bits
Examining the code shows that the rectangle is drawn winding counterclockwise, starting
with the top left. Therefore the colors used should be in the order: topLeft, bottomLeft,
bottomRight, topRight.
However, the variables actually being used are topLeft, bottomLeft, topRight,
bottomRight. I was confused by this as I was getting striping where I didn't expect any.
Put another way, the last two parameters are misnamed.
This diff swaps the parameter names and their usages. The result is that no runtime
behaviour changes: the same parameter order yields the same visual result both before and
after this change, but the parameter names now correctly reflect what they are actually
used for.
You can actually see this in the implementation of DrawRectangleGradientV, which
(correctly) passes top, bottom, bottom, top to DrawRectangleGradientEx.
build.zig doesn't support the examples for the emscripten OS but it does
support the raylib library. However, the examples panic if emscripten
is configured which prevents it from building the library. I've replaced
this panic with a fail step to fix this.
I believe it makes sense to only do this when there are no known
touch points. I am not even sure if this should be done at all.
See https://github.com/raysan5/raylib/issues/4872 for more information.
Previously, the libc paths file `android-libc.txt` was written to
the folder from which the user ran `zig build`. This caused
problems when using raylib as a dependency in other zig
projects, since raylib is not built in the project root, but the
`android-libc.txt` file was still generated in the project root. The file
should now be generated in .zig-cache, which should fix the isssue (and
leave the project root folder cleaner).
Added an Android target to the zig build script.
This allows a user to easily build with only Android-supported
libraries.
Library paths are automatically inferred as much as possible.
Restore window currently says it sets the window state to:
"not minimized/maximized"
However, if a window is maximized and then minimized, it's typical that
it would restore back to being maximized, which is what seems to happen
from my testing. I've reworded the description to better reflect
this behavior.
It looks like raylib doesn't require rglfw.c if you're using the RGFW
backend. I'm guessing the same is true for SDL but I haven't tested.
Excluding this one file brings the raylib library down from 6.9 MB to
6.3 MB for RGFW.
However, one of the examples requires the symbols from rglfw.c,
to accomodate this I added a function that will check whether raylib has
already included rglfw and if not include it for that one example.
The core_window_flags example automatically restores the window from
being minimized after 3 seconds. However, it only resets the frameCounter
if the window is minimized through the app from inputting KEY_N. This
means if you miminize the window by other means (like pressing the minimize
button) then the example will immediately restore the window because the
frame counter wasn't reset. I've fixed this by setting the frameCounter
back to 0 once it's expired. I also added a note in the UI that the example
automatically restores the window so it's not a surprise.
I think this line was accidently commented out in this commit:
3d1ae3500c
The FPS limit is needed to get the desired wait time for the "hide window"
test, which uses the frame counter to hide the window for 3 seconds. On
my machine without this limit it runs at over 1000 FPS and it appears
like the hide window state is broken.
I also added some text that tells the user that it only hides the window
for 3 seconds so they're not surprised when the window automatically
reappears.
raylib app crashing when started and a gamepad is already connected to the PC (even if the gamepad is not used in the app). I only tested this with a gamepad that has a layout which is not recognized. Using SDL3 as backend.
Removes the second build.zig in the examples directory and incorporates it
into the main build.zig. This gives the zig build system the data needed to
know if the raylib library needs to be rebuilt when running any example.
InitWindow() prints CWD during initialization,
but ChangeDirectory() does not, which is quite confusing when you start
messing with CWD. Now said function should log similar message.
Prevents unnecessary work and division by zero (when segments=0) in DrawCircleSector/DrawCircleSectorLines when startAngle equals endAngle, matching existing behavior in DrawRing/DrawRingLines.
This may not be the correct approach, however this appears to work. The idea is that before modifying `CORE.Window.flags` when first creating the window we keep a copy of the flags in order to call `SetWindowState` after initialization has completed, which should behave as if `MaximizeWindow` or `MinimizeWindow`, or conceptually any other flag modifying function were called after `InitWindow`.
This pull request only performs this for the windows platform, modify as needed in the switch statement at the end for others.
Undefine DEBUG to avoid external redefinition
warnings/conflicts. This is probably a common
definition for many external build systems'
debug configurations.
This ensures raylib will not emit
a warning about the DEBUG definition being
redefined in external build systems.
...so it will always prioritize local version of raylib instead of
system-wide installations, which is a huge problem when testing any
changes done locally to raylib as it might cause silent mismatch issues.
There were only 4 examples affected by this issue which were using
`#include <raylib.h>`. Other examples use proper `#include "raylib.h"`
Fixes: https://github.com/raysan5/raylib/issues/4820
* [rcore] fix crash in InitWindow, due to unchecked result of InitPlatform
Check the result of InitPlatform(), if it isn't 0, report the Error
and return. This prevent crashes and allows for gracefully aborting
or recovering by checking IsWindowReady().
Partially-fixes: https://github.com/raysan5/raylib/issues/4801
* [rcore] style: store the result of InitPlatform() before checking it
Small style change that doesn't impact how the code behaves here.
Variable 'result' is not used anywhere else in this block,
it's just for compliance with Raylib's coding conventions.
Requested in PR: https://github.com/raysan5/raylib/pull/4803#discussion_r1976502788
* [rcore] use LOG_WARNING when InitPlatform() fails
...as this is preferred over LOG_ERROR.
Requested-by: https://github.com/raysan5/raylib/pull/4803#discussion_r1976651724
In the case of a failure within miniaudio on the function: ma_convert_frames, the dynamic memory allocated for the `data` variable will leak on the early return.
Raylib allows for providing custom allocators via macros.
GLFW supports this too, but via function pointers.
Make sure that GLFW uses those Raylib macros, by wrapping them in
function calls and setting them up inside of InitPlatform().
This is possible because of glfwInitAllocator() and GLFWallocator.
Fixes: https://github.com/raysan5/raylib/issues/4776
Relates-to: https://github.com/raysan5/raylib/issues/4751
I was really wondering what is going on here :D I believe this code
tried initially to out-cast 'const' specifier but this is not needed here
at all. Currently, it just confuses whoever reads this so I changed it.
The old code would also trigger -Wcast-qual warning on some compilers.
Currently, a warning about _GNU_SOURCE being redefined is emitted when
compiling rglfw.c
In file included from rglfw.c:99:
external/glfw/src/posix_poll.c:27:9: warning: "_GNU_SOURCE" redefined
27 | #define _GNU_SOURCE
| ^~~~~~~~~~~
<command-line>: note: this is the location of the previous definition
This can be avoided by not defining _GNU_SOURCE on the command line for
this file.
Defining feature test macros in source code is not really good practice
so this should probably reviewed in glfw itself, at least to maybe check
#ifdef _GNU_SOURCE first. But for now this change will suffice.
Fixes#4725
When asking Makefile to create SHARED library for WEB
$ make TARGET_PLATFORM=PLATFORM_WEB RAYLIB_LIBTYPE=SHARED
it would instead silently create STATIC library
thus not fulfilling the request as expected
This commit adds an error in this case and stops further execution.
This is not consistent with Cmake, because Cmake throws the warning and
does not stop, but Cmake can easily recover from this case and people
probably does not even notice it. However, Makefile is something that
you have to handle yourself and you have to recover from any issues so
having an error and aborting with exit code 1 is more expected.
Otherwise people may spend a lot of time debugging Makefile in order to
understand what's even going on.
Fixes: https://github.com/raysan5/raylib/issues/4717
define STBIR_NO_SIMD when __TINYC__ is defined so stb_image_resize2 will
not include *mmintrin which are not supported by all compilers.
There are similar checks for __TINYC__ already elswere in raylib
and they are also mostly there to disable SIMD headers.
Additionally, move similar check for stb_image, to be a little bit
deeper. Before it was defining STBI_NO_SIMD without including stb_image
It was also clashing with note, causing said note to make no sense.
Fixes: https://github.com/raysan5/raylib/discussions/2994
Reference: https://github.com/nothings/stb/issues/1738
* Update examples inconsistencies
* Happy new years, examples!
* Missed one inconsistency
* Update final few examples inconsistencies
---------
Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
This change is replacing the hardcoded "#canvas" element references in
rcore_web to allow using canvas elements that use different names
(which is necessary when using multiple canvas elements on one page).
Also adding a cursor hiding example to mouse example.
The bindings from @EmmaTheMartian were moved to official status, so the link is updated.
The name was normalized to be consistent with other 'vendored' names in other languages.
Lately got some compilation `errors` related, it seems GCC 14 interprets some `const`-missmatch as errors instead of warnings (as previous versions).
But in any case, I don't see why an user won't be able to operate directly over of those returned buffers; `const` adds a restriction (for security reasons?) that in my opinion is useless.
From an expert on compilers (w64devkit creator), here there are some notes I agree with:
```
No const. It serves no practical role in optimization, and I cannot recall an instance where it caught, or would have caught, a mistake. I held out for awhile as prototype documentation, but on reflection I found that good parameter names were sufficient. Dropping const has made me noticeably more productive by reducing cognitive load and eliminating visual clutter. I now believe its inclusion in C was a costly mistake.
(One small exception: I still like it as a hint to place static tables in read-only memory closer to the code. I’ll cast away the const if needed. This is only of minor importance.)
```
Ref: https://nullprogram.com/blog/2023/10/08/
This optimization works in the following ways:
1. Reduces calls to malloc to 1. Instead of needing an extra array, we
can just swap the top half with the bottom half of the one array.
2. Unroll the inner for loop and remove a condition. Unrolling loops
buys some performance wins, but the real goal was to remove the if check
and just set the alpha channel to 255.
On my hidpi arm64 laptop, I saw ~60% improvement in performance in my
debug build (29 FPS vs 47 FPS). When optimized, the gains were roughly
10% (75 FPS vs 83%).
Signed-off-by: K. Adam Christensen <pope@shifteleven.com>
* Add implementation for CORE.Window.eventWaiting on PLATFORM_DESKTOP_SDL
* Optimize GetFrameTime() reset
* Optimize FLAG_WINDOW_ALWAYS_RUN and GetFrameTime() reset for PLATFORM_DESKTOP_GLFW
* Enable FLAG_WINDOW_ALWAYS_RUN by default on PLATFORM_DESKTOP_GLFW
* Revert enabling FLAG_WINDOW_ALWAYS_RUN by default on PLATFORM_DESKTOP_GLFW
* Add implementation for FLAG_WINDOW_ALWAYS_RUN on PLATFORM_DESKTOP_SDL
* Add reset for GetFrameTime()
* Update rmodels.c
resolves segfault with missing bone weights or bone IDs
* Update rmodels.c segfault with animation and missing normals/animnormals
* correct place.
This fixes an incomplete framebuffer issue due to the use of a texture format not supported in ES 3.
This commit also adds more information on how to manage deferred rendering.
- Updating bones only once instead for each mesh.
- Updating only one `model.meshes[].boneMatrices` and then using deep copy for other meshes instead of calculating for each bone in each mesh.
**Other points:**
- Makes it a clean base/template/reference for bone updation functions. Because if using this as template then some calculations done in one mesh can affect bones in other mesh in next iteration(doubles the effect in for next mesh).
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* updated raylib-lua version
* Updated some bindings
* removed 404 bindings
* adding my bindings project to the list
* Adding a related project
* fixing the license foi ReiLua
* Make sure ShaderUniformDataType matches rlShaderUniformDataType
* Update raylib_api.* by CI
---------
Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
Co-authored-by: Ray <raysan5@gmail.com>
* basic pbr example
pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve
* Unloading PBRMAterial
I forgot unloading PBRMaterial
* fix small issue with texOffset assigment.
value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .
* Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
* Update to 5.5 version of eexample and fix to work in web
set GLSL_VERSION 100
set precision highp float;
removed in keyword
fix for loop has to use only constant
* Update shader_basic_pbr example to work on web
changed to GLSL_VERSION 100
update glsl100 shader
set float precision to highp
removed keyword in
change for loop tu use constant value gives an error
* Update shader_basic_pbr example to work on web
changed to GLSL_VERSION 100
update glsl100 shader
set float precision to highp
removed keyword in
change for loop tu use constant value gives an error
* removed rpbr.h
removed rpbr.h
* Bindings for c3-lang raylib 5.5 and raylib 5.0
I've created raylib 5.5 binding for c3-Lang https://c3-lang.org
* Improve cmake config file generation
This allows for finding raylib on a non-standard location (eg, not in /usr/lib{,64})
* Only have glfw as private if using internal glfw and not static
* basic pbr example
pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve
* Unloading PBRMAterial
I forgot unloading PBRMaterial
* fix small issue with texOffset assigment.
value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .
* Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
* Update to 5.5 version of eexample and fix to work in web
set GLSL_VERSION 100
set precision highp float;
removed in keyword
fix for loop has to use only constant
* Update shader_basic_pbr example to work on web
changed to GLSL_VERSION 100
update glsl100 shader
set float precision to highp
removed keyword in
change for loop tu use constant value gives an error
* Update shader_basic_pbr example to work on web
changed to GLSL_VERSION 100
update glsl100 shader
set float precision to highp
removed keyword in
change for loop tu use constant value gives an error
* removed rpbr.h
removed rpbr.h
* increased vertex data precision to match blender exports
* modified memory allocation to better fit higher precision data
* now accounting for newline characters during allocation
* now accounting for potentially higher vertex counts
* removed unnecessary final newline
Changed line 118 from, "// For advance camera controls, it's reecommended to compute camera movement manually", to, "// For advanced camera controls, it's recommended to compute camera movement manually".
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's paradigm.
@ -90,7 +90,7 @@ I personally consider raylib a graphics library with some high-level features ra
### What does raylib provide that other engines or libraries don't?
I would say "simplicity" and "enjoyment" at a really low level of coding but actually is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try.
I would say "simplicity" and "enjoyment" at a really low level of coding but actually it is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try.
### How does raylib compare to Unity/Unreal/Godot?
- **`NEW` Support QOA audio format (import/export)**: Just a couple of months ago the new [QOA file format](https://qoaformat.org/) was published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it, added to `raudio` module and including audio loading from file, loading from memory, streaming from file, streaming from memory and **exporting to QOA** audio format. **Because simplicity really matters to raylib!**
- **`NEW` Module for compressed textures loading**: [`rl_gputex`](https://github.com/raysan5/raylib/blob/master/src/external/rl_gputex.h), a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib `rtextures` module, now it has been moved into a separate self-contained library, **improving portability**. Note that this module is only intended to **load compressed data from files, ready to be uploaded to GPU**, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library.
- **`NEW` Module for compressed textures loading**: [`rl_gputex`](https://github.com/raysan5/raylib/blob/master/src/external/rltexgpu.h), a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib `rtextures` module, now it has been moved into a separate self-contained library, **improving portability**. Note that this module is only intended to **load compressed data from files, ready to be uploaded to GPU**, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library.
- **Reviewed `rlgl` module for automatic limits checking**: Again, [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been reviewed to simplify usage. Now users do not need to worry about reaching the internal render-batch limits when they send their triangles to draw 2d/3d, `rlgl` manages it automatically! This change allows a **great simplification for other modules** like `rshapes`, `rtextures` and `rmodels` that do not need to worry about bufffer overflows and can just define as many vertex as desired!
@ -475,7 +475,7 @@ Undoubtedly, this is the **biggest raylib update in 10 years**. Many new feature
notes on raylib 5.5
-------------------
One year after raylib 5.0 release, arribes `raylib 5.5`, the next big revision of the library. It's been **11 years** since raylib 1.0 release and in all this time it has never stopped growing and improving. With an outstanding number of new contributors and improvements, it's, again, the biggest raylib release to date.
One year after raylib 5.0 release, arrives `raylib 5.5`, the next big revision of the library. It's been **11 years** since raylib 1.0 release and in all this time it has never stopped growing and improving. With an outstanding number of new contributors and improvements, it's, again, the biggest raylib release to date.
Some numbers for this release:
@ -522,3 +522,83 @@ Last but not least, I want to thank **raylib sponsors and all the raylib communi
**After 11 years of development, `raylib 5.5` is the best raylib ever.**
**Enjoy programming with raylib!** :)
notes on raylib 6.0
-------------------
A new `raylib` release is finally ready and, again, this is the **biggest `raylib` release ever**! Thanks to the support of many amazing contributors this release comes packed with many new features and improvements, also thanks to the financial support of [NLnet](https://nlnet.nl/) and the [NGI Zero Commond Fund](https://nlnet.nl/NGI0/) that allow me to work on this project mostly fulltime for the past few months.
Some astonishing numbers for this release:
- **+330** closed issues (for a TOTAL of **+2150**!)
- **+2000** commits since previous RELEASE (for a TOTAL of **+9760**!)
- **+20** new functions ADDED to raylib API (for a TOTAL of **600**!)
- **+70** new examples to learn from (for a TOTAL of **+215**!)
- **+210** new contributors (for a TOTAL of **+850**!)
Highlights for `raylib 6.0`:
- **`NEW` Software Renderer - [`rlsw`](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h)**: The biggest addition of this new release. A new software renderer backend, that allows raylib to run purely on CPU, with no neeed for a GPU. It finally closes the circle of my search for a portable self-contained, with **no-external-dependencies**, graphics library, able to run on any device providing some CPU-power and some RAM memory. It has been possible thanks to the amazing work of **Le Juez Victor** ([@Bigfoot71](https://github.com/Bigfoot71)), who created [`rlsw`](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h), a single-file header-only library implementing OpenGL 1.1+ specification, tailored to fit into raylib [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) OpenGL wrapper, and allowing to run raylib seamlessly over CPU with **no code changes required on user side**. As expected, software rendering is slower than hardware-accelerated rendering but it is still fast enough to run basic application at 30-60 fps. Actually, it already proved it usefulness on a new [raylib port for ESP32](https://components.espressif.com/components/georgik/raylib/versions/6.0.0/readme) microcontroller by Espressif, useful for industrial applications, and opens the door to the upcoming RISC-V powered devices that start arriving to the marked, and many times come with no GPU. Along the new software renderer, some of the existing platform backends have been adapted to support it (SDL, RGFW, DRM) and also **new platforms backends have been created** to accomodate it (Win32, Emscripten), incluing a new `PLATFORM_MEMORY`, that allows direct rendering to a memory framebuffer.
- **`NEW` Platform backend: Memory - [`rcore_memory`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_memory.c)**: This new platform has been added along the **software renderer** backend, allowing 2d and 3d rendering over a **platform-agnostic memory framebuffer**, it can run headless and output frames can be directly exported to images. This new backend could also be useful for graphics rendering on servers or process images directly using the memory buffer.
- **`NEW` Platform backend: Win32 - [`rcore_desktop_win32`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_win32.c)**: A new **Windows platform backend** and the first step towards a potential replacement/alternative to the platform libraries currently used by raylib (GLFW/SDL/RGFW). This backend follows same API template structure than the other raylib backends, but directly implementing Win32 API calls. It allows initializing OpenGL GPU-accelerated windows and also GDI based windows, useful for the software renderer backend. This new backend approach, following a common template-structure and separating the platform logic by specific OS/Windowing system, will simplify code, improve maintenance, readability and portability for raylib, setting some bases for the future. *NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.*
- **`NEW` Platform backend: Emscripten - [`rcore_web_emscripten`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_web_emscripten.c)**: In the same line as Win32 backend, this new web backend moves away from `libglfw.js` and **directly implements Emscripten/JS functionality**, with **no other dependencies**, adding support for the new software renderer to draw directly on a **non-accelerated 2d canvas** but also supporting a WebGL-hardware-accelerated canvas when required. *NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.*
- **`REDESIGNED` Fullscreen modes and High-DPI content scaling**: After many years and many related issues, the full-screen and high-dpi content scaling support has been **completely redesigned** from scratch. New design prioritizes **borderless fullscreen modes** and automatically detects current monitor content scaling configuration to scale window and framebuffer accordingly when required. Still, High-DPI support must be requested by user if desired enabling `FLAG_WINDOW_HIGHDPI` on window creation. This new system has been carefully tested on Windows, Linux (X11, Wayland), macOS with multiple monitors and multiple resolutions, including 4K monitors.
- **`REDESIGNED` Skeletal Animation System**: A new animation system for 3d models has been created to support animation blending, between single frames but also between differents frames on different animations, to allow easy **timed transitions** between animations. This redesign implied reviewing several raylib structures to better accomodate animation data: `Model`, `ModelSkeleton`, `ModelAnimation`, but the API was simplified and support for GPU-skinning was improved with multiple optimizations.
- **`REDESIGNED` Build Config System - [`config.h`](https://github.com/raysan5/raylib/blob/master/src/config.h)**: raylib allows lot of customization for specific needs (i.e. disabling modules not needed for specific applications like rmodels or raudio) but previous implementation did not allow easely disabling some features from **custom build systems**. New design not only allows disabling features with simple `-DSUPPORT_FILEFORMAT_OBJ=0` on building command-line but also the full system has been reviewed, removing useless flags and exposing new ones.
- **`NEW` File System API**: Along the years, multiple filesystem functions have been added to raylib API as required but it felt somewhat inconsistent with some pieces missing. In this new release, the full filesystem API has beeen reviewed and reorganized, compiling all the functionality single module: [rcore](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1126), consequently `utils` module has been removed and build system has been simplified even more; **only 6-7 modules (.c) need to be compiled containing the full raylib library**. This new filesystem API will allow raylib to be used on the creation of custom build systems, as already demostrated with the new `rexm` tool for examples management. At the moment raylib includes **+40 file system management functions**, here a list with the new functions added:
intFileCopy(constchar*srcPath,constchar*dstPath);// Copy file from one path to another, dstPath created if it doesn't exist
intFileMove(constchar*srcPath,constchar*dstPath);// Move file from one directory to another, dstPath created if it doesn't exist
intFileTextReplace(constchar*fileName,constchar*search,constchar*replacement);// Replace text in an existing file
intFileTextFindIndex(constchar*fileName,constchar*search);// Find text in existing file
```
- **`NEW` Text Management API**: Along with the new file system functionality, a new set of text management functions has been added, also very useful for text procesing and also used in custom build systems creation using raylib. At the moment raylib includes **+30 text management functions**, here a list with the new functions added:
```c
char**LoadTextLines(constchar*text,int*count);// Load text as separate lines ('\n')
voidUnloadTextLines(char**text,intlineCount);// Unload text lines
constchar*TextRemoveSpaces(constchar*text);// Remove text spaces, concat words
char*GetTextBetween(constchar*text,constchar*begin,constchar*end);// Get text between two strings
char*TextReplace(constchar*text,constchar*search,constchar*replacement);// Replace text string with new string
char*TextReplaceAlloc(constchar*text,constchar*search,constchar*replacement);// Replace text string with new string, memory must be MemFree()
char*TextReplaceBetween(constchar*text,constchar*begin,constchar*end,constchar*replacement);// Replace text between two specific strings
char*TextReplaceBetweenAlloc(constchar*text,constchar*begin,constchar*end,constchar*replacement);// Replace text between two specific strings, memory must be MemFree()
char*TextInsertAlloc(constchar*text,constchar*insert,intposition);// Insert text in a defined byte position, memory must be MemFree()
```
- **`NEW` tool: raylib examples manager - [rexm](https://github.com/raysan5/raylib/tree/master/tools/rexm)**: raylib examples collection is huge, with **more than 200 examples** it was quite difficult to manage: adding, removing, renaming examples was a very costly process involving many files to be modified (including build systems), also the examples did not follow a common header convention neither a structure conventions. For that reason, a new support tool has been created: **rexm**, a raylib examples manager that allows to easely add/remove/rename examples, automatically fix inconsistencies and even **building and automated testing** on multiple platforms.
update : Validate and update examples collection, generates report
```
- **`NEW` +70 new examples**: Thanks to `rexm` and the simplification on examples management, this new raylib release includes +70 new examples to learn from, most of them contributed by community. Multiple examples have also been renamed for consistency and all examples header and structure have been reviewed and unified.
Make sure to check raylib [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) for a detailed list of changes!
I want to **thank all the contributors (+850!**) that along the years have **greatly improved raylib** and pushed it further and better day after day. And **many thanks to raylib community and all raylib users** for supporting the library along those many years.
Finally, I want to thank [puffer.ai](https://puffer.ai/) and [comma.ai](https://comma.ai/) for **using raylib and supporting the project** as platinum sponsors, along many others individuals that have been sponsoring raylib along the years. Thanks to all of you for allowing me to keep working on this library!
**After +12 years of development, `raylib 6.0` is today one of the bests libraries to enjoy games/tools/graphics programming!**
[](https://github.com/raysan5/raylib/commits/master)
[](https://github.com/raysan5/raylib/commits/master)
Here is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas:
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
- [GitHub PRs](https://github.com/raysan5/raylib/pulls) open with improvements to be reviewed.
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.h) module.
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
#ifdef PLATFORM_WEB // NOTE: On web platform for some reason the PollInputEvents only works after the inputs check, so just call it after check all your inputs (on web)
if((currentGesture!=0)&&(currentGesture!=4)&&(currentGesture!=previousGesture))lastGesture=currentGesture;// Filter the meaningful gestures (1, 2, 8 to 512) for the display
if(currentGesture>255)// aka Pinch In and Pinch Out
{
currentAngleDegrees=currentPitchDegrees;
}
elseif(currentGesture>15)// aka Swipe Right, Swipe Left, Swipe Up and Swipe Down
{
currentAngleDegrees=currentDragDegrees;
}
elseif(currentGesture>0)// aka Tap, Doubletap, Hold and Grab
{
currentAngleDegrees=0.0f;
}
floatcurrentAngleRadians=((currentAngleDegrees+90.0f)*PI/180);// Convert the current angle to Radians
finalVector=(Vector2){(angleLength*sinf(currentAngleRadians))+protractorPosition.x,(angleLength*cosf(currentAngleRadians))+protractorPosition.y};// Calculate the final vector for display
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