diff --git a/README.md b/README.md index af65aa4..dc734f0 100644 --- a/README.md +++ b/README.md @@ -42,10 +42,10 @@ Build and install Raylib from the raylib-c directory. cd raylib-python-cffi/raylib-c mkdir build cd build - cmake -DWITH_PIC=on -DSTATIC=on -DSHARED=on .. + ccmake -DWITH_PIC=on -DBUILD_SHARED_LIBS=on -DCMAKE_BUILD_TYPE=Release .. sudo make install -Make a patched version of raylib header. +Make a patched version of raylib header. (Not necessary if you've already got raylib_modifed.h from repo and haven't changed anything.) cd ../../raylib cp raylib.h raylib_modified.h diff --git a/raylib/raylib_modified.h b/raylib/raylib_modified.h index 1b1334a..f67f728 100644 --- a/raylib/raylib_modified.h +++ b/raylib/raylib_modified.h @@ -4,7 +4,8 @@ * * FEATURES: * - NO external dependencies, all required libraries included with raylib -* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, MacOS, UWP, Android, Raspberry Pi, HTML5. +* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, +* MacOS, Haiku, UWP, Android, Raspberry Pi, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] @@ -12,7 +13,7 @@ * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps -* - Skeletal Animation support (CPU bones-based animation) +* - Animated 3D models supported (skeletal bones animation) (IQM, glTF) * - Shaders support, including Model shaders and Postprocessing shaders * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) @@ -20,17 +21,20 @@ * - Bindings to multiple programming languages available! * * NOTES: -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads +* One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] +* One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2) +* One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) +* One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * * DEPENDENCIES (included): -* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) -* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP) -* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management +* [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) +* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) +* [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): -* [core] rgif (Charlie Tangora, Ramon Santamaria) for GIF recording +* [core] msf_gif (Miles Fogle) for GIF recording +* [core] sinfl (Micha Mettke) for DEFLATE decompression algorythm +* [core] sdefl (Micha Mettke) for DEFLATE compression algorythm * [textures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [textures] stb_image_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG) * [textures] stb_image_resize (Sean Barret) for image resizing algorithms @@ -40,9 +44,10 @@ * [models] par_shapes (Philip Rideout) for parametric 3d shapes generation * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [models] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [raudio] stb_vorbis (Sean Barret) for OGG audio loading +* [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading +* [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading * @@ -52,7 +57,7 @@ * 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) 2013-2020 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2021 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. @@ -71,103 +76,7 @@ * **********************************************************************************************/ -//#ifndef RAYLIB_H -//#define RAYLIB_H -// -//#include // Required for: va_list - Only used by TraceLogCallback -// -//#if defined(_WIN32) -// // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll -// #if defined(BUILD_LIBTYPE_SHARED) -// #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) -// #elif defined(USE_LIBTYPE_SHARED) -// #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) -// #else -// #define RLAPI // We are building or using raylib as a static library -// #endif -//#else -// #define RLAPI // We are building or using raylib as a static library (or Linux shared library) -//#endif -// -////---------------------------------------------------------------------------------- -//// Some basic Defines -////---------------------------------------------------------------------------------- -//#ifndef PI -// #define PI 3.14159265358979323846f -//#endif -// -//#define DEG2RAD (PI/180.0f) -//#define RAD2DEG (180.0f/PI) -// -//// Allow custom memory allocators -//#ifndef RL_MALLOC -// #define RL_MALLOC(sz) malloc(sz) -//#endif -//#ifndef RL_CALLOC -// #define RL_CALLOC(n,sz) calloc(n,sz) -//#endif -//#ifndef RL_REALLOC -// #define RL_REALLOC(ptr,sz) realloc(ptr,sz) -//#endif -//#ifndef RL_FREE -// #define RL_FREE(ptr) free(ptr) -//#endif -// -//// NOTE: MSC C++ compiler does not support compound literals (C99 feature) -//// Plain structures in C++ (without constructors) can be initialized from { } initializers. -//#if defined(__cplusplus) -// #define CLITERAL(type) type -//#else -// #define CLITERAL(type) (type) -//#endif -// -//// Some Basic Colors -//// NOTE: Custom raylib color palette for amazing visuals on WHITE background -//#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray -//#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray -//#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray -//#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow -//#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold -//#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange -//#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink -//#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red -//#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon -//#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green -//#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime -//#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green -//#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue -//#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue -//#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue -//#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple -//#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet -//#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple -//#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige -//#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown -//#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown -// -//#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White -//#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black -//#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) -//#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta -//#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) -// -//// Temporal hack to avoid breaking old codebases using -//// deprecated raylib implementation of these functions -//#define FormatText TextFormat -//#define LoadText LoadFileText -//#define GetExtension GetFileExtension -//#define GetImageData LoadImageColors -////#define Fade(c, a) ColorAlpha(c, a) -// -////---------------------------------------------------------------------------------- -//// Structures Definition -////---------------------------------------------------------------------------------- -//// Boolean type -//#if defined(__STDC__) && __STDC_VERSION__ >= 199901L -// #include -//#elif !defined(__cplusplus) && !defined(bool) -// typedef enum { false, true } bool; -//#endif + // Vector2 type typedef struct Vector2 { @@ -245,9 +154,9 @@ typedef Texture TextureCubemap; // RenderTexture type, for texture rendering typedef struct RenderTexture { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture texture; // Color buffer attachment texture - Texture depth; // Depth buffer attachment texture + unsigned int id; // OpenGL framebuffer object id + Texture texture; // Color buffer attachment texture + Texture depth; // Depth buffer attachment texture } RenderTexture; // RenderTexture2D type, same as RenderTexture @@ -255,12 +164,12 @@ typedef RenderTexture RenderTexture2D; // N-Patch layout info typedef struct NPatchInfo { - Rectangle source; // Region in the texture - int left; // left border offset - int top; // top border offset - int right; // right border offset - int bottom; // bottom border offset - int type; // layout of the n-patch: 3x3, 1x3 or 3x1 + Rectangle source; // Texture source rectangle + int left; // Left border offset + int top; // Top border offset + int right; // Right border offset + int bottom; // Bottom border offset + int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 } NPatchInfo; // Font character info @@ -282,7 +191,6 @@ typedef struct Font { CharInfo *chars; // Characters info data } Font; -//#define SpriteFont Font // SpriteFont type fallback, defaults to Font // Camera type, defines a camera position/orientation in 3d space typedef struct Camera3D { @@ -290,7 +198,7 @@ typedef struct Camera3D { 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) in perspective, used as near plane width in orthographic - int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC + int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera3D; typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D @@ -346,7 +254,7 @@ typedef struct MaterialMap { typedef struct Material { Shader shader; // Material shader MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) - float *params; // Material generic parameters (if required) + float params[4]; // Material generic parameters (if required) } Material; // Transformation properties @@ -446,18 +354,30 @@ typedef struct Music { // Head-Mounted-Display device parameters typedef struct VrDeviceInfo { - int hResolution; // HMD horizontal resolution in pixels - int vResolution; // HMD vertical resolution in pixels - float hScreenSize; // HMD horizontal size in meters - float vScreenSize; // HMD vertical size in meters - float vScreenCenter; // HMD screen center in meters - float eyeToScreenDistance; // HMD distance between eye and display in meters - float lensSeparationDistance; // HMD lens separation distance in meters - float interpupillaryDistance; // HMD IPD (distance between pupils) in meters - float lensDistortionValues[4]; // HMD lens distortion constant parameters - float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters + int hResolution; // Horizontal resolution in pixels + int vResolution; // Vertical resolution in pixels + float hScreenSize; // Horizontal size in meters + float vScreenSize; // Vertical size in meters + float vScreenCenter; // Screen center in meters + float eyeToScreenDistance; // Distance between eye and display in meters + float lensSeparationDistance; // Lens separation distance in meters + float interpupillaryDistance; // IPD (distance between pupils) in meters + float lensDistortionValues[4]; // Lens distortion constant parameters + float chromaAbCorrection[4]; // Chromatic aberration correction parameters } VrDeviceInfo; +// VR Stereo rendering configuration for simulator +typedef struct VrStereoConfig { + Matrix projection[2]; // VR projection matrices (per eye) + Matrix viewOffset[2]; // VR view offset matrices (per eye) + float leftLensCenter[2]; // VR left lens center + float rightLensCenter[2]; // VR right lens center + float leftScreenCenter[2]; // VR left screen center + float rightScreenCenter[2]; // VR right screen center + float scale[2]; // VR distortion scale + float scaleIn[2]; // VR distortion scale in +} VrStereoConfig; + //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- @@ -479,9 +399,9 @@ typedef enum { FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) -} ConfigFlag; +} ConfigFlags; -// Trace log type +// Trace log level typedef enum { LOG_ALL = 0, // Display all logs LOG_TRACE, @@ -491,12 +411,13 @@ typedef enum { LOG_ERROR, LOG_FATAL, LOG_NONE // Disable logging -} TraceLogType; +} TraceLogLevel; // Keyboard keys (US keyboard layout) // NOTE: Use GetKeyPressed() to allow redefining // required keys for alternative layouts typedef enum { + KEY_NULL = 0, // Alphanumeric keys KEY_APOSTROPHE = 39, KEY_COMMA = 44, @@ -606,16 +527,13 @@ typedef enum { KEY_KP_SUBTRACT = 333, KEY_KP_ADD = 334, KEY_KP_ENTER = 335, - KEY_KP_EQUAL = 336 -} KeyboardKey; - -// Android buttons -typedef enum { + KEY_KP_EQUAL = 336, + // Android key buttons KEY_BACK = 4, KEY_MENU = 82, KEY_VOLUME_UP = 24, KEY_VOLUME_DOWN = 25 -} AndroidButton; +} KeyboardKey; // Mouse buttons typedef enum { @@ -624,7 +542,7 @@ typedef enum { MOUSE_MIDDLE_BUTTON = 2 } MouseButton; -// Mouse cursor types +// Mouse cursor typedef enum { MOUSE_CURSOR_DEFAULT = 0, MOUSE_CURSOR_ARROW = 1, @@ -639,14 +557,6 @@ typedef enum { MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape } MouseCursor; -// Gamepad number -typedef enum { - GAMEPAD_PLAYER1 = 0, - GAMEPAD_PLAYER2 = 1, - GAMEPAD_PLAYER3 = 2, - GAMEPAD_PLAYER4 = 3 -} GamepadNumber; - // Gamepad buttons typedef enum { // This is here just for error checking @@ -674,9 +584,9 @@ typedef enum { GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // These are buttons in the center of the gamepad - GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select - GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button - GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start + GAMEPAD_BUTTON_MIDDLE_LEFT, // PS3 Select + GAMEPAD_BUTTON_MIDDLE, // PS Button/XBOX Button + GAMEPAD_BUTTON_MIDDLE_RIGHT, // PS3 Start // These are the joystick press in buttons GAMEPAD_BUTTON_LEFT_THUMB, @@ -698,124 +608,125 @@ typedef enum { GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) } GamepadAxis; -// Shader location points +// Material map index typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF + MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE + MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR + MATERIAL_MAP_NORMAL = 2, + MATERIAL_MAP_ROUGHNESS = 3, + MATERIAL_MAP_OCCLUSION, + MATERIAL_MAP_EMISSION, + MATERIAL_MAP_HEIGHT, + MATERIAL_MAP_BRDG, + MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP +} MaterialMapIndex; + +#define MATERIAL_MAP_DIFFUSE 0 +#define MATERIAL_MAP_SPECULAR 1 + +// Shader location index +typedef enum { + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_NORMAL, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF } ShaderLocationIndex; -#define LOC_MAP_DIFFUSE 14 //LOC_MAP_ALBEDO -#define LOC_MAP_SPECULAR 15 //LOC_MAP_METALNESS +#define SHADER_LOC_MAP_DIFFUSE 15 +#define SHADER_LOC_MAP_SPECULAR 16 -// Shader uniform data types +// Shader uniform data type typedef enum { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D } ShaderUniformDataType; -// Material maps -typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF -} MaterialMapType; - -#define MAP_DIFFUSE 0 //MAP_ALBEDO -#define MAP_SPECULAR 1 //MAP_METALNESS - // Pixel formats // NOTE: Support depends on OpenGL version and platform typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, // 8*2 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 - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - 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 + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } PixelFormat; // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification typedef enum { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x -} TextureFilterMode; + TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation + TEXTURE_FILTER_BILINEAR, // Linear filtering + TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} TextureFilter; // Texture parameters: wrap mode typedef enum { - WRAP_REPEAT = 0, // Repeats texture in tiled mode - WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode - WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode - WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode -} TextureWrapMode; + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode +} TextureWrap; // Cubemap layouts typedef enum { - CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type - CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces - CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map) -} CubemapLayoutType; + CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type + CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces + CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces + CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) +} CubemapLayout; // Font type, defines generation method typedef enum { @@ -831,10 +742,10 @@ typedef enum { BLEND_MULTIPLIED, // Blend textures multiplying colors BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) - BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) + BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode()) } BlendMode; -// Gestures type +// Gestures // NOTE: It could be used as flags to enable only some gestures typedef enum { GESTURE_NONE = 0, @@ -848,7 +759,7 @@ typedef enum { GESTURE_SWIPE_DOWN = 128, GESTURE_PINCH_IN = 256, GESTURE_PINCH_OUT = 512 -} GestureType; +} Gestures; // Camera system modes typedef enum { @@ -859,25 +770,22 @@ typedef enum { CAMERA_THIRD_PERSON } CameraMode; -// Camera projection modes +// Camera projection typedef enum { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC -} CameraType; +} CameraProjection; -// N-patch types +// N-patch layout typedef enum { - NPT_9PATCH = 0, // Npatch defined by 3x3 tiles - NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles - NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles -} NPatchType; + NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles + NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles + NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles +} NPatchLayout; + +// Callbacks to hook some internal functions +// WARNING: This callbacks are intended for advance users -// Callbacks to be implemented by users -//typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); -// -//#if defined(__cplusplus) -//extern "C" { // Prevents name mangling of functions -//#endif //------------------------------------------------------------------------------------ // Global Variables Definition @@ -916,9 +824,10 @@ RLAPI void *GetWindowHandle(void); // Get native RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetCurrentMonitor(void); // Get current connected monitor RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position -RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width -RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor) RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate @@ -946,8 +855,30 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position @@ -961,21 +892,21 @@ RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time) RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() // Misc. functions +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) -RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level -RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level -//RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) - +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void *MemAlloc(int size); // Internal memory allocator +RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator RLAPI void MemFree(void *ptr); // Internal memory free -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) + + // Files management functions RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) @@ -987,7 +918,7 @@ RLAPI bool SaveFileText(const char *fileName, char *text); // Save text d RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (including point: ".png") +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png") RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) @@ -1034,6 +965,7 @@ RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gam RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once @@ -1047,7 +979,6 @@ RLAPI void SetMousePosition(int x, int y); // Set mouse posit RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y -RLAPI int GetMouseCursor(void); // Returns mouse cursor if (MouseCursor enum) RLAPI void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch @@ -1058,30 +989,34 @@ RLAPI Vector2 GetTouchPosition(int index); // Returns touch p //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ -RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected -RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI int GetTouchPointsCount(void); // Get touch points count -RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector -RLAPI float GetGestureDragAngle(void); // Get gesture drag angle -RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) -RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode -RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) -RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) -RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Basic shapes drawing functions RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel @@ -1090,17 +1025,18 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out +RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle -RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline -RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring -RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle @@ -1138,7 +1074,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) -RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. "png" +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png" RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success @@ -1207,7 +1143,7 @@ RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 posi // NOTE: These functions require GPU access RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) @@ -1218,26 +1154,27 @@ RLAPI Image GetScreenData(void); // Texture configuration functions RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture -RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode -RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode // Texture drawing functions RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters -RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. -RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters -RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon // Color/pixel related functions RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] -RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color -RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values +RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1] RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value @@ -1254,14 +1191,14 @@ RLAPI Font GetFontDefault(void); RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf" +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf" RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM) RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits @@ -1322,53 +1259,55 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model loading/unloading functions -RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) -RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) -RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) // Mesh loading/unloading functions -RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success // Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) -RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose -RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data -RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Mesh generation functions -RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh -RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) -RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh -RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) -RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) -RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh -RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh -RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh -RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data -RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Mesh manipulation functions -RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals -RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals +RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -1391,57 +1330,6 @@ RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetShaderDefault(void); // Get default shader -RLAPI Texture2D GetTextureDefault(void); // Get default texture -RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes -RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes - -// Shader configuration functions -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value -RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture -RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix -RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture -RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data -RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture - -// Shading begin/end functions -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR control functions -RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ @@ -1454,7 +1342,7 @@ RLAPI void SetMasterVolume(float volume); // Set mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. "wav" +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data @@ -1482,13 +1370,14 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music -RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) @@ -1508,8 +1397,3 @@ RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set vol RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams -//#if defined(__cplusplus) -//} -//#endif -// -//#endif // RAYLIB_H diff --git a/raylib/raylib_modified.h.patch b/raylib/raylib_modified.h.patch deleted file mode 100644 index 81bee41..0000000 --- a/raylib/raylib_modified.h.patch +++ /dev/null @@ -1,274 +0,0 @@ ---- raylib_modified.h 2021-01-16 16:20:49.658611910 +0000 -+++ raylib_modified.h 2021-01-16 16:11:55.862545751 +0000 -@@ -71,103 +71,103 @@ - * - **********************************************************************************************/ - --#ifndef RAYLIB_H --#define RAYLIB_H -- --#include // Required for: va_list - Only used by TraceLogCallback -- --#if defined(_WIN32) -- // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll -- #if defined(BUILD_LIBTYPE_SHARED) -- #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) -- #elif defined(USE_LIBTYPE_SHARED) -- #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) -- #else -- #define RLAPI // We are building or using raylib as a static library -- #endif --#else -- #define RLAPI // We are building or using raylib as a static library (or Linux shared library) --#endif -- --//---------------------------------------------------------------------------------- --// Some basic Defines --//---------------------------------------------------------------------------------- --#ifndef PI -- #define PI 3.14159265358979323846f --#endif -- --#define DEG2RAD (PI/180.0f) --#define RAD2DEG (180.0f/PI) -- --// Allow custom memory allocators --#ifndef RL_MALLOC -- #define RL_MALLOC(sz) malloc(sz) --#endif --#ifndef RL_CALLOC -- #define RL_CALLOC(n,sz) calloc(n,sz) --#endif --#ifndef RL_REALLOC -- #define RL_REALLOC(ptr,sz) realloc(ptr,sz) --#endif --#ifndef RL_FREE -- #define RL_FREE(ptr) free(ptr) --#endif -- --// NOTE: MSC C++ compiler does not support compound literals (C99 feature) --// Plain structures in C++ (without constructors) can be initialized from { } initializers. --#if defined(__cplusplus) -- #define CLITERAL(type) type --#else -- #define CLITERAL(type) (type) --#endif -- --// Some Basic Colors --// NOTE: Custom raylib color palette for amazing visuals on WHITE background --#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray --#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray --#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray --#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow --#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold --#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange --#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink --#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red --#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon --#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green --#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime --#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green --#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue --#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue --#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue --#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple --#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet --#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple --#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige --#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown --#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown -- --#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White --#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black --#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) --#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta --#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) -- --// Temporal hack to avoid breaking old codebases using --// deprecated raylib implementation of these functions --#define FormatText TextFormat --#define LoadText LoadFileText --#define GetExtension GetFileExtension --#define GetImageData LoadImageColors --//#define Fade(c, a) ColorAlpha(c, a) -- --//---------------------------------------------------------------------------------- --// Structures Definition --//---------------------------------------------------------------------------------- --// Boolean type --#if defined(__STDC__) && __STDC_VERSION__ >= 199901L -- #include --#elif !defined(__cplusplus) && !defined(bool) -- typedef enum { false, true } bool; --#endif -+//#ifndef RAYLIB_H -+//#define RAYLIB_H -+// -+//#include // Required for: va_list - Only used by TraceLogCallback -+// -+//#if defined(_WIN32) -+// // Microsoft attibutes to tell compiler that symbols are imported/exported from a .dll -+// #if defined(BUILD_LIBTYPE_SHARED) -+// #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll) -+// #elif defined(USE_LIBTYPE_SHARED) -+// #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) -+// #else -+// #define RLAPI // We are building or using raylib as a static library -+// #endif -+//#else -+// #define RLAPI // We are building or using raylib as a static library (or Linux shared library) -+//#endif -+// -+////---------------------------------------------------------------------------------- -+//// Some basic Defines -+////---------------------------------------------------------------------------------- -+//#ifndef PI -+// #define PI 3.14159265358979323846f -+//#endif -+// -+//#define DEG2RAD (PI/180.0f) -+//#define RAD2DEG (180.0f/PI) -+// -+//// Allow custom memory allocators -+//#ifndef RL_MALLOC -+// #define RL_MALLOC(sz) malloc(sz) -+//#endif -+//#ifndef RL_CALLOC -+// #define RL_CALLOC(n,sz) calloc(n,sz) -+//#endif -+//#ifndef RL_REALLOC -+// #define RL_REALLOC(ptr,sz) realloc(ptr,sz) -+//#endif -+//#ifndef RL_FREE -+// #define RL_FREE(ptr) free(ptr) -+//#endif -+// -+//// NOTE: MSC C++ compiler does not support compound literals (C99 feature) -+//// Plain structures in C++ (without constructors) can be initialized from { } initializers. -+//#if defined(__cplusplus) -+// #define CLITERAL(type) type -+//#else -+// #define CLITERAL(type) (type) -+//#endif -+// -+//// Some Basic Colors -+//// NOTE: Custom raylib color palette for amazing visuals on WHITE background -+//#define LIGHTGRAY CLITERAL(Color){ 200, 200, 200, 255 } // Light Gray -+//#define GRAY CLITERAL(Color){ 130, 130, 130, 255 } // Gray -+//#define DARKGRAY CLITERAL(Color){ 80, 80, 80, 255 } // Dark Gray -+//#define YELLOW CLITERAL(Color){ 253, 249, 0, 255 } // Yellow -+//#define GOLD CLITERAL(Color){ 255, 203, 0, 255 } // Gold -+//#define ORANGE CLITERAL(Color){ 255, 161, 0, 255 } // Orange -+//#define PINK CLITERAL(Color){ 255, 109, 194, 255 } // Pink -+//#define RED CLITERAL(Color){ 230, 41, 55, 255 } // Red -+//#define MAROON CLITERAL(Color){ 190, 33, 55, 255 } // Maroon -+//#define GREEN CLITERAL(Color){ 0, 228, 48, 255 } // Green -+//#define LIME CLITERAL(Color){ 0, 158, 47, 255 } // Lime -+//#define DARKGREEN CLITERAL(Color){ 0, 117, 44, 255 } // Dark Green -+//#define SKYBLUE CLITERAL(Color){ 102, 191, 255, 255 } // Sky Blue -+//#define BLUE CLITERAL(Color){ 0, 121, 241, 255 } // Blue -+//#define DARKBLUE CLITERAL(Color){ 0, 82, 172, 255 } // Dark Blue -+//#define PURPLE CLITERAL(Color){ 200, 122, 255, 255 } // Purple -+//#define VIOLET CLITERAL(Color){ 135, 60, 190, 255 } // Violet -+//#define DARKPURPLE CLITERAL(Color){ 112, 31, 126, 255 } // Dark Purple -+//#define BEIGE CLITERAL(Color){ 211, 176, 131, 255 } // Beige -+//#define BROWN CLITERAL(Color){ 127, 106, 79, 255 } // Brown -+//#define DARKBROWN CLITERAL(Color){ 76, 63, 47, 255 } // Dark Brown -+// -+//#define WHITE CLITERAL(Color){ 255, 255, 255, 255 } // White -+//#define BLACK CLITERAL(Color){ 0, 0, 0, 255 } // Black -+//#define BLANK CLITERAL(Color){ 0, 0, 0, 0 } // Blank (Transparent) -+//#define MAGENTA CLITERAL(Color){ 255, 0, 255, 255 } // Magenta -+//#define RAYWHITE CLITERAL(Color){ 245, 245, 245, 255 } // My own White (raylib logo) -+// -+//// Temporal hack to avoid breaking old codebases using -+//// deprecated raylib implementation of these functions -+//#define FormatText TextFormat -+//#define LoadText LoadFileText -+//#define GetExtension GetFileExtension -+//#define GetImageData LoadImageColors -+////#define Fade(c, a) ColorAlpha(c, a) -+// -+////---------------------------------------------------------------------------------- -+//// Structures Definition -+////---------------------------------------------------------------------------------- -+//// Boolean type -+//#if defined(__STDC__) && __STDC_VERSION__ >= 199901L -+// #include -+//#elif !defined(__cplusplus) && !defined(bool) -+// typedef enum { false, true } bool; -+//#endif - - // Vector2 type - typedef struct Vector2 { -@@ -282,7 +282,7 @@ - CharInfo *chars; // Characters info data - } Font; - --#define SpriteFont Font // SpriteFont type fallback, defaults to Font -+//#define SpriteFont Font // SpriteFont type fallback, defaults to Font - - // Camera type, defines a camera position/orientation in 3d space - typedef struct Camera3D { -@@ -727,8 +727,8 @@ - LOC_MAP_BRDF - } ShaderLocationIndex; - --#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO --#define LOC_MAP_SPECULAR LOC_MAP_METALNESS -+#define LOC_MAP_DIFFUSE 14 //LOC_MAP_ALBEDO -+#define LOC_MAP_SPECULAR 15 //LOC_MAP_METALNESS - - // Shader uniform data types - typedef enum { -@@ -758,8 +758,8 @@ - MAP_BRDF - } MaterialMapType; - --#define MAP_DIFFUSE MAP_ALBEDO --#define MAP_SPECULAR MAP_METALNESS -+#define MAP_DIFFUSE 0 //MAP_ALBEDO -+#define MAP_SPECULAR 1 //MAP_METALNESS - - // Pixel formats - // NOTE: Support depends on OpenGL version and platform -@@ -873,11 +873,11 @@ - } NPatchType; - - // Callbacks to be implemented by users --typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); -- --#if defined(__cplusplus) --extern "C" { // Prevents name mangling of functions --#endif -+//typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); -+// -+//#if defined(__cplusplus) -+//extern "C" { // Prevents name mangling of functions -+//#endif - - //------------------------------------------------------------------------------------ - // Global Variables Definition -@@ -969,7 +969,7 @@ - - RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level - RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level --RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging -+//RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging - RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) - - RLAPI void *MemAlloc(int size); // Internal memory allocator -@@ -1508,8 +1508,8 @@ - RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) - RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams - --#if defined(__cplusplus) --} --#endif -- --#endif // RAYLIB_H -+//#if defined(__cplusplus) -+//} -+//#endif -+// -+//#endif // RAYLIB_H diff --git a/test_dynamic.py b/test_dynamic.py index 90c452c..787a9ee 100644 --- a/test_dynamic.py +++ b/test_dynamic.py @@ -14,7 +14,7 @@ texture = rl.LoadTextureFromImage(image) mesh = rl.GenMeshHeightmap(image, [16, 8, 16]) model = rl.LoadModelFromMesh(mesh) print(model.materials) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ? -model.materials.maps[rl.MAP_DIFFUSE].texture = texture +model.materials.maps[rl.MATERIAL_MAP_DIFFUSE].texture = texture rl.UnloadImage(image) rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) diff --git a/test_pyray.py b/test_pyray.py index b0289eb..97ad9ac 100644 --- a/test_pyray.py +++ b/test_pyray.py @@ -15,7 +15,7 @@ image = pyray.load_image("examples/models/resources/heightmap.png") texture = pyray.load_texture_from_image(image) mesh = pyray.gen_mesh_heightmap(image, (16, 8, 16)) model = pyray.load_model_from_mesh(mesh) -model.materials.maps[pyray.MAP_DIFFUSE].texture = texture +model.materials.maps[pyray.MATERIAL_MAP_DIFFUSE].texture = texture pyray.unload_image(image) pyray.set_camera_mode(camera, pyray.CAMERA_ORBITAL) diff --git a/test_static.py b/test_static.py index a2dcd95..c63a9a9 100644 --- a/test_static.py +++ b/test_static.py @@ -13,7 +13,7 @@ image = LoadImage(b"examples/models/resources/heightmap.png") texture = LoadTextureFromImage(image) mesh = GenMeshHeightmap(image, (16, 8, 16)) model = LoadModelFromMesh(mesh) -model.materials.maps[MAP_DIFFUSE].texture = texture +model.materials.maps[MATERIAL_MAP_DIFFUSE].texture = texture UnloadImage(image) SetCameraMode(camera[0], CAMERA_ORBITAL)