update to raylib 3.7

This commit is contained in:
richard 2021-06-12 21:51:27 +01:00
parent 677dfc0de0
commit 124f0c77a9
6 changed files with 283 additions and 673 deletions

View file

@ -42,10 +42,10 @@ Build and install Raylib from the raylib-c directory.
cd raylib-python-cffi/raylib-c cd raylib-python-cffi/raylib-c
mkdir build mkdir build
cd 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 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 cd ../../raylib
cp raylib.h raylib_modified.h cp raylib.h raylib_modified.h

View file

@ -4,7 +4,8 @@
* *
* FEATURES: * FEATURES:
* - NO external dependencies, all required libraries included with raylib * - 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 * - 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) * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
@ -12,7 +13,7 @@
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps * - 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 * - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) * - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
@ -20,17 +21,20 @@
* - Bindings to multiple programming languages available! * - Bindings to multiple programming languages available!
* *
* NOTES: * NOTES:
* One custom font is loaded by default when InitWindow() [core] * One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] * One default Texture2D is loaded on rlglInit() [rlgl] (OpenGL 3.3 or ES2)
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads * 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): * DEPENDENCIES (included):
* [core] rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) * [core] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (only PLATFORM_DESKTOP) * [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [raudio] miniaudio (github.com/dr-soft/miniaudio) for audio device/context management * [raudio] miniaudio (David Reid - github.com/dr-soft/miniaudio) for audio device/context management
* *
* OPTIONAL DEPENDENCIES (included): * 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 (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_write (Sean Barret) for image writting (BMP, TGA, PNG, JPG)
* [textures] stb_image_resize (Sean Barret) for image resizing algorithms * [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] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [models] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [models] cgltf (Johannes Kuhlmann) for models loading (glTF) * [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_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 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_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD 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, * 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: * 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 * 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. * 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 <stdarg.h> // 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 <stdbool.h>
//#elif !defined(__cplusplus) && !defined(bool)
// typedef enum { false, true } bool;
//#endif
// Vector2 type // Vector2 type
typedef struct Vector2 { typedef struct Vector2 {
@ -245,7 +154,7 @@ typedef Texture TextureCubemap;
// RenderTexture type, for texture rendering // RenderTexture type, for texture rendering
typedef struct RenderTexture { typedef struct RenderTexture {
unsigned int id; // OpenGL Framebuffer Object (FBO) id unsigned int id; // OpenGL framebuffer object id
Texture texture; // Color buffer attachment texture Texture texture; // Color buffer attachment texture
Texture depth; // Depth buffer attachment texture Texture depth; // Depth buffer attachment texture
} RenderTexture; } RenderTexture;
@ -255,12 +164,12 @@ typedef RenderTexture RenderTexture2D;
// N-Patch layout info // N-Patch layout info
typedef struct NPatchInfo { typedef struct NPatchInfo {
Rectangle source; // Region in the texture Rectangle source; // Texture source rectangle
int left; // left border offset int left; // Left border offset
int top; // top border offset int top; // Top border offset
int right; // right border offset int right; // Right border offset
int bottom; // bottom border offset int bottom; // Bottom border offset
int type; // layout of the n-patch: 3x3, 1x3 or 3x1 int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1
} NPatchInfo; } NPatchInfo;
// Font character info // Font character info
@ -282,7 +191,6 @@ typedef struct Font {
CharInfo *chars; // Characters info data CharInfo *chars; // Characters info data
} Font; } Font;
//#define SpriteFont Font // SpriteFont type fallback, defaults to Font
// Camera type, defines a camera position/orientation in 3d space // Camera type, defines a camera position/orientation in 3d space
typedef struct Camera3D { typedef struct Camera3D {
@ -290,7 +198,7 @@ typedef struct Camera3D {
Vector3 target; // Camera target it looks-at Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis) 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 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; } Camera3D;
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
@ -346,7 +254,7 @@ typedef struct MaterialMap {
typedef struct Material { typedef struct Material {
Shader shader; // Material shader Shader shader; // Material shader
MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
float *params; // Material generic parameters (if required) float params[4]; // Material generic parameters (if required)
} Material; } Material;
// Transformation properties // Transformation properties
@ -446,18 +354,30 @@ typedef struct Music {
// Head-Mounted-Display device parameters // Head-Mounted-Display device parameters
typedef struct VrDeviceInfo { typedef struct VrDeviceInfo {
int hResolution; // HMD horizontal resolution in pixels int hResolution; // Horizontal resolution in pixels
int vResolution; // HMD vertical resolution in pixels int vResolution; // Vertical resolution in pixels
float hScreenSize; // HMD horizontal size in meters float hScreenSize; // Horizontal size in meters
float vScreenSize; // HMD vertical size in meters float vScreenSize; // Vertical size in meters
float vScreenCenter; // HMD screen center in meters float vScreenCenter; // Screen center in meters
float eyeToScreenDistance; // HMD distance between eye and display in meters float eyeToScreenDistance; // Distance between eye and display in meters
float lensSeparationDistance; // HMD lens separation distance in meters float lensSeparationDistance; // Lens separation distance in meters
float interpupillaryDistance; // HMD IPD (distance between pupils) in meters float interpupillaryDistance; // IPD (distance between pupils) in meters
float lensDistortionValues[4]; // HMD lens distortion constant parameters float lensDistortionValues[4]; // Lens distortion constant parameters
float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters float chromaAbCorrection[4]; // Chromatic aberration correction parameters
} VrDeviceInfo; } 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 // Enumerators Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -479,9 +399,9 @@ typedef enum {
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlag; } ConfigFlags;
// Trace log type // Trace log level
typedef enum { typedef enum {
LOG_ALL = 0, // Display all logs LOG_ALL = 0, // Display all logs
LOG_TRACE, LOG_TRACE,
@ -491,12 +411,13 @@ typedef enum {
LOG_ERROR, LOG_ERROR,
LOG_FATAL, LOG_FATAL,
LOG_NONE // Disable logging LOG_NONE // Disable logging
} TraceLogType; } TraceLogLevel;
// Keyboard keys (US keyboard layout) // Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining // NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts // required keys for alternative layouts
typedef enum { typedef enum {
KEY_NULL = 0,
// Alphanumeric keys // Alphanumeric keys
KEY_APOSTROPHE = 39, KEY_APOSTROPHE = 39,
KEY_COMMA = 44, KEY_COMMA = 44,
@ -606,16 +527,13 @@ typedef enum {
KEY_KP_SUBTRACT = 333, KEY_KP_SUBTRACT = 333,
KEY_KP_ADD = 334, KEY_KP_ADD = 334,
KEY_KP_ENTER = 335, KEY_KP_ENTER = 335,
KEY_KP_EQUAL = 336 KEY_KP_EQUAL = 336,
} KeyboardKey; // Android key buttons
// Android buttons
typedef enum {
KEY_BACK = 4, KEY_BACK = 4,
KEY_MENU = 82, KEY_MENU = 82,
KEY_VOLUME_UP = 24, KEY_VOLUME_UP = 24,
KEY_VOLUME_DOWN = 25 KEY_VOLUME_DOWN = 25
} AndroidButton; } KeyboardKey;
// Mouse buttons // Mouse buttons
typedef enum { typedef enum {
@ -624,7 +542,7 @@ typedef enum {
MOUSE_MIDDLE_BUTTON = 2 MOUSE_MIDDLE_BUTTON = 2
} MouseButton; } MouseButton;
// Mouse cursor types // Mouse cursor
typedef enum { typedef enum {
MOUSE_CURSOR_DEFAULT = 0, MOUSE_CURSOR_DEFAULT = 0,
MOUSE_CURSOR_ARROW = 1, MOUSE_CURSOR_ARROW = 1,
@ -639,14 +557,6 @@ typedef enum {
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor; } MouseCursor;
// Gamepad number
typedef enum {
GAMEPAD_PLAYER1 = 0,
GAMEPAD_PLAYER2 = 1,
GAMEPAD_PLAYER3 = 2,
GAMEPAD_PLAYER4 = 3
} GamepadNumber;
// Gamepad buttons // Gamepad buttons
typedef enum { typedef enum {
// This is here just for error checking // This is here just for error checking
@ -674,9 +584,9 @@ typedef enum {
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
// These are buttons in the center of the gamepad // These are buttons in the center of the gamepad
GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select GAMEPAD_BUTTON_MIDDLE_LEFT, // PS3 Select
GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button GAMEPAD_BUTTON_MIDDLE, // PS Button/XBOX Button
GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start GAMEPAD_BUTTON_MIDDLE_RIGHT, // PS3 Start
// These are the joystick press in buttons // These are the joystick press in buttons
GAMEPAD_BUTTON_LEFT_THUMB, GAMEPAD_BUTTON_LEFT_THUMB,
@ -698,124 +608,125 @@ typedef enum {
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level) GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
} GamepadAxis; } GamepadAxis;
// Shader location points // Material map index
typedef enum { typedef enum {
LOC_VERTEX_POSITION = 0, MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
LOC_VERTEX_TEXCOORD01, MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
LOC_VERTEX_TEXCOORD02, MATERIAL_MAP_NORMAL = 2,
LOC_VERTEX_NORMAL, MATERIAL_MAP_ROUGHNESS = 3,
LOC_VERTEX_TANGENT, MATERIAL_MAP_OCCLUSION,
LOC_VERTEX_COLOR, MATERIAL_MAP_EMISSION,
LOC_MATRIX_MVP, MATERIAL_MAP_HEIGHT,
LOC_MATRIX_MODEL, MATERIAL_MAP_BRDG,
LOC_MATRIX_VIEW, MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
LOC_MATRIX_PROJECTION, MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
LOC_VECTOR_VIEW, MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP
LOC_COLOR_DIFFUSE, } MaterialMapIndex;
LOC_COLOR_SPECULAR,
LOC_COLOR_AMBIENT, #define MATERIAL_MAP_DIFFUSE 0
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE #define MATERIAL_MAP_SPECULAR 1
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
LOC_MAP_NORMAL, // Shader location index
LOC_MAP_ROUGHNESS, typedef enum {
LOC_MAP_OCCLUSION, SHADER_LOC_VERTEX_POSITION = 0,
LOC_MAP_EMISSION, SHADER_LOC_VERTEX_TEXCOORD01,
LOC_MAP_HEIGHT, SHADER_LOC_VERTEX_TEXCOORD02,
LOC_MAP_CUBEMAP, SHADER_LOC_VERTEX_NORMAL,
LOC_MAP_IRRADIANCE, SHADER_LOC_VERTEX_TANGENT,
LOC_MAP_PREFILTER, SHADER_LOC_VERTEX_COLOR,
LOC_MAP_BRDF 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; } ShaderLocationIndex;
#define LOC_MAP_DIFFUSE 14 //LOC_MAP_ALBEDO #define SHADER_LOC_MAP_DIFFUSE 15
#define LOC_MAP_SPECULAR 15 //LOC_MAP_METALNESS #define SHADER_LOC_MAP_SPECULAR 16
// Shader uniform data types // Shader uniform data type
typedef enum { typedef enum {
UNIFORM_FLOAT = 0, SHADER_UNIFORM_FLOAT = 0,
UNIFORM_VEC2, SHADER_UNIFORM_VEC2,
UNIFORM_VEC3, SHADER_UNIFORM_VEC3,
UNIFORM_VEC4, SHADER_UNIFORM_VEC4,
UNIFORM_INT, SHADER_UNIFORM_INT,
UNIFORM_IVEC2, SHADER_UNIFORM_IVEC2,
UNIFORM_IVEC3, SHADER_UNIFORM_IVEC3,
UNIFORM_IVEC4, SHADER_UNIFORM_IVEC4,
UNIFORM_SAMPLER2D SHADER_UNIFORM_SAMPLER2D
} ShaderUniformDataType; } 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 // Pixel formats
// NOTE: Support depends on OpenGL version and platform // NOTE: Support depends on OpenGL version and platform
typedef enum { typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
UNCOMPRESSED_R5G6B5, // 16 bpp PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
UNCOMPRESSED_R32, // 32 bpp (1 channel - float) PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat; } PixelFormat;
// Texture parameters: filter mode // Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification // NOTE 2: Filter is accordingly set for minification and magnification
typedef enum { typedef enum {
FILTER_POINT = 0, // No filter, just pixel aproximation TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation
FILTER_BILINEAR, // Linear filtering TEXTURE_FILTER_BILINEAR, // Linear filtering
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilterMode; } TextureFilter;
// Texture parameters: wrap mode // Texture parameters: wrap mode
typedef enum { typedef enum {
WRAP_REPEAT = 0, // Repeats texture in tiled mode TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrapMode; } TextureWrap;
// Cubemap layouts // Cubemap layouts
typedef enum { typedef enum {
CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces CUBEMAP_LAYOUT_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_LAYOUT_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_LAYOUT_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) CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
} CubemapLayoutType; } CubemapLayout;
// Font type, defines generation method // Font type, defines generation method
typedef enum { typedef enum {
@ -831,10 +742,10 @@ typedef enum {
BLEND_MULTIPLIED, // Blend textures multiplying colors BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting 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; } BlendMode;
// Gestures type // Gestures
// NOTE: It could be used as flags to enable only some gestures // NOTE: It could be used as flags to enable only some gestures
typedef enum { typedef enum {
GESTURE_NONE = 0, GESTURE_NONE = 0,
@ -848,7 +759,7 @@ typedef enum {
GESTURE_SWIPE_DOWN = 128, GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256, GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512 GESTURE_PINCH_OUT = 512
} GestureType; } Gestures;
// Camera system modes // Camera system modes
typedef enum { typedef enum {
@ -859,25 +770,22 @@ typedef enum {
CAMERA_THIRD_PERSON CAMERA_THIRD_PERSON
} CameraMode; } CameraMode;
// Camera projection modes // Camera projection
typedef enum { typedef enum {
CAMERA_PERSPECTIVE = 0, CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC CAMERA_ORTHOGRAPHIC
} CameraType; } CameraProjection;
// N-patch types // N-patch layout
typedef enum { typedef enum {
NPT_9PATCH = 0, // Npatch defined by 3x3 tiles NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles
NPT_3PATCH_VERTICAL, // Npatch defined by 1x3 tiles NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles
} NPatchType; } 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 // Global Variables Definition
@ -916,9 +824,10 @@ RLAPI void *GetWindowHandle(void); // Get native
RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetMonitorCount(void); // Get number of connected monitors 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 Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height 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 GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate 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 EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture 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 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 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 // Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position 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 // Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS 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() RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Misc. functions // 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 SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level RLAPI void SetTraceLogLevel(int logLevel); // Set the current 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 *MemAlloc(int size); // Internal memory allocator 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 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 // Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) 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 FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path 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 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 *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 *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) 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 GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad 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 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 // Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once 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 SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y 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 RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch // Input-related functions: touch
@ -1058,7 +989,7 @@ RLAPI Vector2 GetTouchPosition(int index); // Returns touch p
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures) // Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags 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 bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI int GetTouchPointsCount(void); // Get touch points count RLAPI int GetTouchPointsCount(void); // Get touch points count
@ -1082,6 +1013,10 @@ RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int ke
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes) // 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 // Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel 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 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 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 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 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 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 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, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline 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 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 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 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 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 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 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, int startAngle, int endAngle, int segments, Color color); // Draw ring outline 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 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 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 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 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 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 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 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 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 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 // NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) 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 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 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
@ -1218,8 +1154,8 @@ RLAPI Image GetScreenData(void);
// Texture configuration functions // Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture 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 SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
// Texture drawing functions // Texture drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
@ -1230,14 +1166,15 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
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 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 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 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 // 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 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 int ColorToInt(Color color); // Returns hexadecimal value for a Color
RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] 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 Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color 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 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 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 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 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 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 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 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 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 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 UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions // 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 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 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 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
@ -1322,7 +1259,6 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ 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 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 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 3d Loading and Drawing Functions (Module: models)
@ -1335,21 +1271,25 @@ RLAPI void UnloadModel(Model model);
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not 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 // Mesh loading/unloading functions
RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) 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 RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
// Material loading/unloading functions // Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file 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 Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) 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 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 RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions // Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file 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 UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data 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 RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Mesh generation functions // Mesh generation functions
@ -1368,7 +1308,6 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals
// Model drawing functions // Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) 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 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) 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) // Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
@ -1454,7 +1342,7 @@ RLAPI void SetMasterVolume(float volume); // Set mas
// Wave/Sound loading/unloading functions // Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file 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 LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data 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 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 // Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file 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 UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing 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 UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music 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 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 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) 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 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 RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
//#if defined(__cplusplus)
//}
//#endif
//
//#endif // RAYLIB_H

View file

@ -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 <stdarg.h> // 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 <stdbool.h>
-#elif !defined(__cplusplus) && !defined(bool)
- typedef enum { false, true } bool;
-#endif
+//#ifndef RAYLIB_H
+//#define RAYLIB_H
+//
+//#include <stdarg.h> // 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 <stdbool.h>
+//#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

View file

@ -14,7 +14,7 @@ texture = rl.LoadTextureFromImage(image)
mesh = rl.GenMeshHeightmap(image, [16, 8, 16]) mesh = rl.GenMeshHeightmap(image, [16, 8, 16])
model = rl.LoadModelFromMesh(mesh) model = rl.LoadModelFromMesh(mesh)
print(model.materials) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ? 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.UnloadImage(image)
rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)

View file

@ -15,7 +15,7 @@ image = pyray.load_image("examples/models/resources/heightmap.png")
texture = pyray.load_texture_from_image(image) texture = pyray.load_texture_from_image(image)
mesh = pyray.gen_mesh_heightmap(image, (16, 8, 16)) mesh = pyray.gen_mesh_heightmap(image, (16, 8, 16))
model = pyray.load_model_from_mesh(mesh) 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.unload_image(image)
pyray.set_camera_mode(camera, pyray.CAMERA_ORBITAL) pyray.set_camera_mode(camera, pyray.CAMERA_ORBITAL)

View file

@ -13,7 +13,7 @@ image = LoadImage(b"examples/models/resources/heightmap.png")
texture = LoadTextureFromImage(image) texture = LoadTextureFromImage(image)
mesh = GenMeshHeightmap(image, (16, 8, 16)) mesh = GenMeshHeightmap(image, (16, 8, 16))
model = LoadModelFromMesh(mesh) model = LoadModelFromMesh(mesh)
model.materials.maps[MAP_DIFFUSE].texture = texture model.materials.maps[MATERIAL_MAP_DIFFUSE].texture = texture
UnloadImage(image) UnloadImage(image)
SetCameraMode(camera[0], CAMERA_ORBITAL) SetCameraMode(camera[0], CAMERA_ORBITAL)