1065 lines
62 KiB
C
1065 lines
62 KiB
C
// This is copy pasted from the Raylib docs
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// This is no longer used and just here for reference now
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// We use raylib_modified.h instead
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typedef ... va_list;
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#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Vector4 type
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typedef struct Vector4 {
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float x;
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float y;
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float z;
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float w;
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} Vector4;
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// Quaternion type, same as Vector4
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typedef Vector4 Quaternion;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Rectangle type
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typedef struct Rectangle {
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float x;
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float y;
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float width;
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float height;
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} Rectangle;
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// Image type, bpp always RGBA (32bit)
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// NOTE: Data stored in CPU memory (RAM)
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typedef struct Image {
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void *data; // Image raw data
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (PixelFormat type)
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} Image;
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// Texture2D type
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (PixelFormat type)
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} Texture2D;
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// Texture type, same as Texture2D
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typedef Texture2D Texture;
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// TextureCubemap type, actually, same as Texture2D
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typedef Texture2D TextureCubemap;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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bool depthTexture; // Track if depth attachment is a texture or renderbuffer
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} RenderTexture2D;
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// RenderTexture type, same as RenderTexture2D
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typedef RenderTexture2D RenderTexture;
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// N-Patch layout info
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typedef struct NPatchInfo {
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Rectangle sourceRec; // Region in the texture
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int left; // left border offset
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int top; // top border offset
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int right; // right border offset
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int bottom; // bottom border offset
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int type; // layout of the n-patch: 3x3, 1x3 or 3x1
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} NPatchInfo;
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// Font character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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Rectangle rec; // Character rectangle in sprite font
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int offsetX; // Character offset X when drawing
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int offsetY; // Character offset Y when drawing
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int advanceX; // Character advance position X
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unsigned char *data; // Character pixel data (grayscale)
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} CharInfo;
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// Font type, includes texture and charSet array data
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typedef struct Font {
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Texture2D texture; // Font texture
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int baseSize; // Base size (default chars height)
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int charsCount; // Number of characters
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CharInfo *chars; // Characters info data
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} Font;
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typedef Font SpriteFont; // SpriteFont type fallback, defaults to Font
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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// Default vertex data
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
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} Shader;
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// Material texture map
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
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float *params; // Material generic parameters (if required)
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} Material;
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// Transformation properties
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typedef struct Transform {
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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} Transform;
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// Bone information
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typedef struct BoneInfo {
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char name[32]; // Bone name
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int parent; // Bone parent
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} BoneInfo;
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// Model type
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typedef struct Model {
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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Mesh *meshes; // Meshes array
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int materialCount; // Number of materials
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Material *materials; // Materials array
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int *meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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} Model;
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// Model animation
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typedef struct ModelAnimation {
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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int frameCount; // Number of animation frames
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Transform **framePoses; // Poses array by frame
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} ModelAnimation;
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// Ray type (useful for raycast)
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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// Raycast hit information
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typedef struct RayHitInfo {
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 position; // Position of nearest hit
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Vector3 normal; // Surface normal of hit
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} RayHitInfo;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Wave type, defines audio wave data
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typedef struct Wave {
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unsigned int sampleCount; // Number of samples
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void *data; // Buffer data pointer
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} Wave;
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// Sound source type
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typedef struct Sound {
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void *audioBuffer; // Pointer to internal data used by the audio system
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unsigned int source; // Audio source id
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unsigned int buffer; // Audio buffer id
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int format; // Audio format specifier
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} Sound;
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// Music type (file streaming from memory)
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// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct MusicData *Music;
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// Audio stream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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typedef struct AudioStream {
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void *audioBuffer; // Pointer to internal data used by the audio system.
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int format; // Audio format specifier
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unsigned int source; // Audio source id
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unsigned int buffers[2]; // Audio buffers (double buffering)
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} AudioStream;
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// Head-Mounted-Display device parameters
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typedef struct VrDeviceInfo {
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int hResolution; // HMD horizontal resolution in pixels
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int vResolution; // HMD vertical resolution in pixels
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float hScreenSize; // HMD horizontal size in meters
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float vScreenSize; // HMD vertical size in meters
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float vScreenCenter; // HMD screen center in meters
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float eyeToScreenDistance; // HMD distance between eye and display in meters
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float lensSeparationDistance; // HMD lens separation distance in meters
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float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
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float lensDistortionValues[4]; // HMD lens distortion constant parameters
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float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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} VrDeviceInfo;
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//----------------------------------------------------------------------------------
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// Enumerators Definition
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//----------------------------------------------------------------------------------
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// System config flags
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// NOTE: Used for bit masks
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typedef enum {
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FLAG_SHOW_LOGO = 1, // Set to show raylib logo at startup
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FLAG_FULLSCREEN_MODE = 2, // Set to run program in fullscreen
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FLAG_WINDOW_RESIZABLE = 4, // Set to allow resizable window
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FLAG_WINDOW_UNDECORATED = 8, // Set to disable window decoration (frame and buttons)
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FLAG_WINDOW_TRANSPARENT = 16, // Set to allow transparent window
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FLAG_WINDOW_HIDDEN = 128, // Set to create the window initially hidden
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FLAG_MSAA_4X_HINT = 32, // Set to try enabling MSAA 4X
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FLAG_VSYNC_HINT = 64 // Set to try enabling V-Sync on GPU
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} ConfigFlag;
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// Trace log type
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typedef enum {
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LOG_ALL = 0, // Display all logs
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LOG_TRACE,
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LOG_DEBUG,
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LOG_INFO,
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LOG_WARNING,
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LOG_ERROR,
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LOG_FATAL,
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LOG_NONE // Disable logging
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} TraceLogType;
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// Keyboard keys
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typedef enum {
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// Alphanumeric keys
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KEY_APOSTROPHE = 39,
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KEY_COMMA = 44,
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KEY_MINUS = 45,
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KEY_PERIOD = 46,
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KEY_SLASH = 47,
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KEY_ZERO = 48,
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KEY_ONE = 49,
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KEY_TWO = 50,
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KEY_THREE = 51,
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KEY_FOUR = 52,
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KEY_FIVE = 53,
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KEY_SIX = 54,
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KEY_SEVEN = 55,
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KEY_EIGHT = 56,
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KEY_NINE = 57,
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KEY_SEMICOLON = 59,
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KEY_EQUAL = 61,
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KEY_A = 65,
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KEY_B = 66,
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KEY_C = 67,
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KEY_D = 68,
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KEY_E = 69,
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KEY_F = 70,
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KEY_G = 71,
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KEY_H = 72,
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KEY_I = 73,
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KEY_J = 74,
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KEY_K = 75,
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KEY_L = 76,
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KEY_M = 77,
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KEY_N = 78,
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KEY_O = 79,
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KEY_P = 80,
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KEY_Q = 81,
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KEY_R = 82,
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KEY_S = 83,
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KEY_T = 84,
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KEY_U = 85,
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KEY_V = 86,
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KEY_W = 87,
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KEY_X = 88,
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KEY_Y = 89,
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KEY_Z = 90,
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// Function keys
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KEY_SPACE = 32,
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KEY_ESCAPE = 256,
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KEY_ENTER = 257,
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KEY_TAB = 258,
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KEY_BACKSPACE = 259,
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KEY_INSERT = 260,
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KEY_DELETE = 261,
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KEY_RIGHT = 262,
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KEY_LEFT = 263,
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KEY_DOWN = 264,
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KEY_UP = 265,
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KEY_PAGE_UP = 266,
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KEY_PAGE_DOWN = 267,
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KEY_HOME = 268,
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KEY_END = 269,
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KEY_CAPS_LOCK = 280,
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KEY_SCROLL_LOCK = 281,
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KEY_NUM_LOCK = 282,
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KEY_PRINT_SCREEN = 283,
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KEY_PAUSE = 284,
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KEY_F1 = 290,
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KEY_F2 = 291,
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KEY_F3 = 292,
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KEY_F4 = 293,
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KEY_F5 = 294,
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KEY_F6 = 295,
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KEY_F7 = 296,
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KEY_F8 = 297,
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KEY_F9 = 298,
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KEY_F10 = 299,
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KEY_F11 = 300,
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KEY_F12 = 301,
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KEY_LEFT_SHIFT = 340,
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KEY_LEFT_CONTROL = 341,
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KEY_LEFT_ALT = 342,
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KEY_LEFT_SUPER = 343,
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KEY_RIGHT_SHIFT = 344,
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KEY_RIGHT_CONTROL = 345,
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KEY_RIGHT_ALT = 346,
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KEY_RIGHT_SUPER = 347,
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KEY_KB_MENU = 348,
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KEY_LEFT_BRACKET = 91,
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KEY_BACKSLASH = 92,
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KEY_RIGHT_BRACKET = 93,
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KEY_GRAVE = 96,
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// Keypad keys
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KEY_KP_0 = 320,
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KEY_KP_1 = 321,
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KEY_KP_2 = 322,
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KEY_KP_3 = 323,
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KEY_KP_4 = 324,
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KEY_KP_5 = 325,
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KEY_KP_6 = 326,
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KEY_KP_7 = 327,
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KEY_KP_8 = 328,
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KEY_KP_9 = 329,
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KEY_KP_DECIMAL = 330,
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KEY_KP_DIVIDE = 331,
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KEY_KP_MULTIPLY = 332,
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KEY_KP_SUBTRACT = 333,
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KEY_KP_ADD = 334,
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KEY_KP_ENTER = 335,
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KEY_KP_EQUAL = 336
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} KeyboardKey;
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// Android buttons
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typedef enum {
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KEY_BACK = 4,
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KEY_MENU = 82,
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KEY_VOLUME_UP = 24,
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KEY_VOLUME_DOWN = 25
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} AndroidButton;
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// Mouse buttons
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typedef enum {
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MOUSE_LEFT_BUTTON = 0,
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MOUSE_RIGHT_BUTTON = 1,
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MOUSE_MIDDLE_BUTTON = 2
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} MouseButton;
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// Gamepad number
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typedef enum {
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GAMEPAD_PLAYER1 = 0,
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GAMEPAD_PLAYER2 = 1,
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GAMEPAD_PLAYER3 = 2,
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GAMEPAD_PLAYER4 = 3
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} GamepadNumber;
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// Gamepad Buttons
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typedef enum {
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// This is here just for error checking
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GAMEPAD_BUTTON_UNKNOWN = 0,
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// This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
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// No support for 6 button controllers though..
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GAMEPAD_BUTTON_LEFT_FACE_UP,
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GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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// This is normally a DPAD
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GAMEPAD_BUTTON_RIGHT_FACE_UP,
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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// Triggers
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GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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// These are buttons in the center of the gamepad
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GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
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GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
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GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
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// These are the joystick press in buttons
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GAMEPAD_BUTTON_LEFT_THUMB,
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GAMEPAD_BUTTON_RIGHT_THUMB
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} GamepadButton;
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typedef enum {
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// This is here just for error checking
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GAMEPAD_AXIS_UNKNOWN = 0,
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// Left stick
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GAMEPAD_AXIS_LEFT_X,
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GAMEPAD_AXIS_LEFT_Y,
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// Right stick
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GAMEPAD_AXIS_RIGHT_X,
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GAMEPAD_AXIS_RIGHT_Y,
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// Pressure levels for the back triggers
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GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
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GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
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} GamepadAxis;
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// Shader location point type
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typedef enum {
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LOC_VERTEX_POSITION = 0,
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LOC_VERTEX_TEXCOORD01,
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LOC_VERTEX_TEXCOORD02,
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LOC_VERTEX_NORMAL,
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LOC_VERTEX_TANGENT,
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LOC_VERTEX_COLOR,
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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
|
|
} ShaderLocationIndex;
|
|
|
|
#define LOC_MAP_DIFFUSE 14
|
|
#define LOC_MAP_SPECULAR 15
|
|
|
|
// Shader uniform data types
|
|
typedef enum {
|
|
UNIFORM_FLOAT = 0,
|
|
UNIFORM_VEC2,
|
|
UNIFORM_VEC3,
|
|
UNIFORM_VEC4,
|
|
UNIFORM_INT,
|
|
UNIFORM_IVEC2,
|
|
UNIFORM_IVEC3,
|
|
UNIFORM_IVEC4,
|
|
UNIFORM_SAMPLER2D
|
|
} ShaderUniformDataType;
|
|
|
|
// Material map type
|
|
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
|
|
#define MAP_SPECULAR 1
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
// Cubemap layout type
|
|
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;
|
|
|
|
// 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;
|
|
|
|
// Font type, defines generation method
|
|
typedef enum {
|
|
FONT_DEFAULT = 0, // Default font generation, anti-aliased
|
|
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
|
|
FONT_SDF // SDF font generation, requires external shader
|
|
} FontType;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
|
|
BLEND_ADDITIVE, // Blend textures adding colors
|
|
BLEND_MULTIPLIED // Blend textures multiplying colors
|
|
} BlendMode;
|
|
|
|
// Gestures type
|
|
// NOTE: It could be used as flags to enable only some gestures
|
|
typedef enum {
|
|
GESTURE_NONE = 0,
|
|
GESTURE_TAP = 1,
|
|
GESTURE_DOUBLETAP = 2,
|
|
GESTURE_HOLD = 4,
|
|
GESTURE_DRAG = 8,
|
|
GESTURE_SWIPE_RIGHT = 16,
|
|
GESTURE_SWIPE_LEFT = 32,
|
|
GESTURE_SWIPE_UP = 64,
|
|
GESTURE_SWIPE_DOWN = 128,
|
|
GESTURE_PINCH_IN = 256,
|
|
GESTURE_PINCH_OUT = 512
|
|
} GestureType;
|
|
|
|
// Camera system modes
|
|
typedef enum {
|
|
CAMERA_CUSTOM = 0,
|
|
CAMERA_FREE,
|
|
CAMERA_ORBITAL,
|
|
CAMERA_FIRST_PERSON,
|
|
CAMERA_THIRD_PERSON
|
|
} CameraMode;
|
|
|
|
// Camera projection modes
|
|
typedef enum {
|
|
CAMERA_PERSPECTIVE = 0,
|
|
CAMERA_ORTHOGRAPHIC
|
|
} CameraType;
|
|
|
|
|
|
|
|
// Type of n-patch
|
|
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;
|
|
|
|
// Callbacks to be implemented by users
|
|
typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
|
|
|
|
|
|
|
|
|
|
// Window-related functions
|
|
void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
|
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
void CloseWindow(void); // Close window and unload OpenGL context
|
|
bool IsWindowReady(void); // Check if window has been initialized successfully
|
|
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
|
bool IsWindowResized(void); // Check if window has been resized
|
|
bool IsWindowHidden(void); // Check if window is currently hidden
|
|
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
void UnhideWindow(void); // Show the window
|
|
void HideWindow(void); // Hide the window
|
|
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
|
void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
|
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
|
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowSize(int width, int height); // Set window dimensions
|
|
void *GetWindowHandle(void); // Get native window handle
|
|
int GetScreenWidth(void); // Get current screen width
|
|
int GetScreenHeight(void); // Get current screen height
|
|
int GetMonitorCount(void); // Get number of connected monitors
|
|
int GetMonitorWidth(int monitor); // Get primary monitor width
|
|
int GetMonitorHeight(int monitor); // Get primary monitor height
|
|
int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres
|
|
const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
const char *GetClipboardText(void); // Get clipboard text content
|
|
void SetClipboardText(const char *text); // Set clipboard text content
|
|
|
|
// Cursor-related functions
|
|
void ShowCursor(void); // Shows cursor
|
|
void HideCursor(void); // Hides cursor
|
|
bool IsCursorHidden(void); // Check if cursor is not visible
|
|
void EnableCursor(void); // Enables cursor (unlock cursor)
|
|
void DisableCursor(void); // Disables cursor (lock cursor)
|
|
|
|
// Drawing-related functions
|
|
void ClearBackground(Color color); // Set background color (framebuffer clear color)
|
|
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
|
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
|
void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
|
void EndMode2D(void); // Ends 2D mode with custom camera
|
|
void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
|
|
void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
|
void EndTextureMode(void); // Ends drawing to render texture
|
|
|
|
// Screen-space-related functions
|
|
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
|
// Timing-related functions
|
|
void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
int GetFPS(void); // Returns current FPS
|
|
float GetFrameTime(void); // Returns time in seconds for last frame drawn
|
|
double GetTime(void); // Returns elapsed time in seconds since InitWindow()
|
|
|
|
// Color-related functions
|
|
int ColorToInt(Color color); // Returns hexadecimal value for a Color
|
|
Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
|
|
Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
|
|
Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values
|
|
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
|
|
// Misc. functions
|
|
void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
|
|
void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
|
|
void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
|
|
void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
|
|
void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
|
|
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
|
|
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
|
|
// Files management functions
|
|
bool FileExists(const char *fileName); // Check if file exists
|
|
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
|
|
const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
|
|
const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
|
|
const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed)
|
|
const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
|
|
const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
|
|
char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
|
|
void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
|
|
bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
|
bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
|
|
void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
|
|
long GetFileModTime(const char *fileName); // Get file modification time (last write time)
|
|
|
|
// Persistent storage management
|
|
void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
|
|
int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
|
|
|
|
void OpenURL(const char *url); // Open URL with default system browser (if available)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyb
|
|
bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
|
bool IsKeyDown(int key); // Detect if a key is being pressed
|
|
bool IsKeyReleased(int key); // Detect if a key has been released once
|
|
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
|
int GetKeyPressed(void); // Get latest key pressed
|
|
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
// Input-related functions: gamepads
|
|
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
|
const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
|
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
|
int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
|
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
|
|
|
// Input-related functions: mouse
|
|
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
int GetMouseX(void); // Returns mouse position X
|
|
int GetMouseY(void); // Returns mouse position Y
|
|
Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
void SetMousePosition(int x, int y); // Set mouse position XY
|
|
void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
|
|
void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
|
|
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
|
|
// Input-related functions: touch
|
|
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
|
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
|
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Gestures and Touch Handling Functions (Module: gestures)
|
|
//------------------------------------------------------------------------------------
|
|
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
|
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
|
int GetGestureDetected(void); // Get latest detected gesture
|
|
int GetTouchPointsCount(void); // Get touch points count
|
|
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
|
Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
|
float GetGestureDragAngle(void); // Get gesture drag angle
|
|
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
|
|
float GetGesturePinchAngle(void); // Get gesture pinch angle
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Camera System Functions (Module: camera)
|
|
//------------------------------------------------------------------------------------
|
|
void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
|
|
void UpdateCamera(Camera *camera); // Update camera position for selected mode
|
|
|
|
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
|
|
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
|
|
void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
|
|
void SetCameraMoveControls(int frontKey, int backKey,
|
|
int rightKey, int leftKey,
|
|
int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
|
|
|
|
|
|
|
|
// Font loading/unloading functions
|
|
Font GetFontDefault(void); // Get the default Font
|
|
Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
|
|
Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
|
|
Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
|
CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
|
|
Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
|
void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
|
|
|
|
// Text drawing functions
|
|
void DrawFPS(int posX, int posY); // Shows current FPS
|
|
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
|
|
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
|
|
void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
|
|
void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
|
|
int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection
|
|
|
|
// Text misc. functions
|
|
int MeasureText(const char *text, int fontSize); // Measure string width for default font
|
|
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
|
|
int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
|
|
|
|
// Text strings management functions
|
|
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
|
bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
|
|
unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
|
|
const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style)
|
|
const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
|
|
const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!)
|
|
const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!)
|
|
const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
|
|
const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
|
|
void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
|
|
int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
|
|
const char *TextToUpper(const char *text); // Get upper case version of provided string
|
|
const char *TextToLower(const char *text); // Get lower case version of provided string
|
|
const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
|
|
int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
|
|
|
|
|
|
// Image/Texture2D data loading/unloading/saving functions
|
|
Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
|
|
Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
|
|
Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
|
|
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
|
|
void ExportImage(Image image, const char *fileName); // Export image data to file
|
|
void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
|
|
Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
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Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
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RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
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int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
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Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
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void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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// Image manipulation functions
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Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
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void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
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void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
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void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
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void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
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void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
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void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
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void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
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void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
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void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
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void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed)
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Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
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Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
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void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
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void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
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void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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void ImageFlipVertical(Image *image); // Flip image vertically
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void ImageFlipHorizontal(Image *image); // Flip image horizontally
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void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
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void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
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void ImageColorTint(Image *image, Color color); // Modify image color: tint
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void ImageColorInvert(Image *image); // Modify image color: invert
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void ImageColorGrayscale(Image *image); // Modify image color: grayscale
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void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
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void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
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void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
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// Image generation functions
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Image GenImageColor(int width, int height, Color color); // Generate image: plain color
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Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
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Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
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Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
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Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
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Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
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Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
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Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
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// Texture2D configuration functions
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void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
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void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
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void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
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// Texture2D drawing functions
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
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// Basic geometric 3D shapes drawing functions
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void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
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void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
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void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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void DrawRay(Ray ray, Color color); // Draw a ray line
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position); // Draw simple gizmo
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// Model loading/unloading functions
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Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
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Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Mesh loading/unloading functions
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Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
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void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file
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void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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// Material loading/unloading functions
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Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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// Model animations loading/unloading functions
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ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
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void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Mesh generation functions
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Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
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Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
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Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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// Mesh manipulation functions
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BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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void MeshTangents(Mesh *mesh); // Compute mesh tangents
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void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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// Model drawing functions
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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// Collision detection functions
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
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RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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