Review and recompile web examples
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@ -1,51 +1,53 @@
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/**********************************************************************************************
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*
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* raylib 1.6.0 (www.raylib.com)
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* raylib v1.7.0
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*
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* A simple and easy-to-use library to learn videogames programming
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* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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*
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* Features:
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* Library written in plain C code (C99)
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* Uses PascalCase/camelCase notation
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* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* Multiple textures support, including compressed formats and mipmaps generation
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* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
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* Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* Audio loading and playing with streaming support and mixing channels [audio]
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* VR stereo rendering support with configurable HMD device parameters
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* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
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* Custom color palette for fancy visuals on raywhite background
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* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* Complete binding for Lua [rlua]
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* FEATURES:
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* - Library written in plain C code (C99)
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* - Uses PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* - Multiple textures support, including compressed formats and mipmaps generation
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* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support and mixing channels: [audio]
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* - VR stereo rendering support with configurable HMD device parameters
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* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
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* - Custom color palette for fancy visuals on raywhite background
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* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* - Complete bindings for Lua, Go and Pascal
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*
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* External libs:
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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* stb_truetype (Sean Barret) for ttf fonts loading [text]
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* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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* dr_flac (David Reid) for FLAC audio file loading [audio]
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* OpenAL Soft for audio device/context management [audio]
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* tinfl for data decompression (DEFLATE algorithm) [utils]
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* NOTES:
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* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
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* One custom default font could be loaded automatically when InitWindow() [core]
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
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*
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* Some design decisions:
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* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
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* One custom default font could be loaded automatically when InitWindow() [core]
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
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* DEPENDENCIES:
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* OpenAL Soft for audio device/context management [audio]
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*
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* -- LICENSE --
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* OPTIONAL DEPENDENCIES:
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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* stb_truetype (Sean Barret) for ttf fonts loading [text]
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* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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* dr_flac (David Reid) for FLAC audio file loading [audio]
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* tinfl for data decompression (DEFLATE algorithm) [rres]
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*
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*
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* LICENSE: zlib/libpng
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -98,13 +100,13 @@
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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#define FLAG_FULLSCREEN_MODE 1
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#define FLAG_RESIZABLE_WINDOW 2
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#define FLAG_SHOW_LOGO 4
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#define FLAG_SHOW_MOUSE_CURSOR 8
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#define FLAG_CENTERED_MODE 16
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#define FLAG_MSAA_4X_HINT 32
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#define FLAG_VSYNC_HINT 64
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#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
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#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
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#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
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#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
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#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
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#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
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#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
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// Keyboard Function Keys
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#define KEY_SPACE 32
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@ -297,13 +299,9 @@
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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#ifndef __APPLE__
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#endif
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#else
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#include <stdbool.h>
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#endif
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#endif
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@ -371,15 +369,21 @@ typedef struct RenderTexture2D {
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont 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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} CharInfo;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture; // Font texture
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int size; // Base size (default chars height)
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int numChars; // Number of characters
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int *charValues; // Characters values array
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Rectangle *charRecs; // Characters rectangles within the texture
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Vector2 *charOffsets; // Characters offsets (on drawing)
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int *charAdvanceX; // Characters x advance (on drawing)
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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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} SpriteFont;
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// Camera type, defines a camera position/orientation in 3d space
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Material material; // Shader and textures data
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} Model;
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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bool enabled; // Light enabled
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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Vector3 position; // Light position
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Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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Color diffuse; // Light diffuse color
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float intensity; // Light intensity level
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float coneAngle; // Light cone max angle: LIGHT_SPOT
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} LightData, *Light;
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// Light types
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typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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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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HMD_FOVE_VR,
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} VrDevice;
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// rRES data returned when reading a resource, it contains all required data for user (24 byte)
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typedef struct {
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// rRES data returned when reading a resource,
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// it contains all required data for user (24 byte)
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typedef struct RRESData {
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unsigned int type; // Resource type (4 byte)
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unsigned int param1; // Resouce parameter 1 (4 byte)
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unsigned int param2; // Resouce parameter 2 (4 byte)
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unsigned int param3; // Resouce parameter 3 (4 byte)
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unsigned int param4; // Resouce parameter 4 (4 byte)
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void *data; // Resource data pointer (4 byte)
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} RRESData;
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// RRESData type
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typedef enum {
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RRES_RAW = 0,
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RRES_IMAGE,
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RRES_WAVE,
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RRES_VERTEX,
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RRES_TEXT
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RRES_TYPE_RAW = 0,
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RRES_TYPE_IMAGE,
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RRES_TYPE_WAVE,
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RRES_TYPE_VERTEX,
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RRES_TYPE_TEXT,
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RRES_TYPE_FONT_IMAGE,
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RRES_TYPE_FONT_CHARDATA, // CharInfo data array
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RRES_TYPE_DIRECTORY
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} RRESDataType;
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// RRES type (pointer to RRESData array)
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typedef struct RRESData *RRES;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@ -652,6 +645,9 @@ RLAPI void CloseWindow(void); // Close Windo
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RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
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RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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RLAPI int GetScreenWidth(void); // Get current screen width
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RLAPI int GetScreenHeight(void); // Get current screen height
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@ -679,7 +675,7 @@ RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI float GetFPS(void); // Returns current FPS
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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@ -691,8 +687,11 @@ RLAPI float *MatrixToFloat(Matrix mat); // Converts Ma
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
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RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
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//RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
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RLAPI void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
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RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
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RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
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RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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@ -769,12 +768,15 @@ RLAPI void DrawPixel(int posX, int posY, Color color);
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
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RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
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RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
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@ -820,7 +822,7 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color);
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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RLAPI 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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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
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@ -845,7 +847,7 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest
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//------------------------------------------------------------------------------------
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from TTF font file with generation parameters
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM)
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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@ -876,7 +878,6 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
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RLAPI void DrawLight(Light light); // Draw light in 3D world
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//DrawTorus(), DrawTeapot() could be useful?
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//------------------------------------------------------------------------------------
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@ -892,21 +893,19 @@ RLAPI void UnloadMesh(Mesh *mesh);
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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@ -914,7 +913,7 @@ RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
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@ -930,7 +929,6 @@ RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Loa
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI Shader GetDefaultShader(void); // Get default shader
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RLAPI Shader GetStandardShader(void); // Get standard shader
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RLAPI Texture2D GetDefaultTexture(void); // Get default texture
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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@ -946,19 +944,17 @@ RLAPI void EndShaderMode(void); // End
|
|||
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||
|
||||
RLAPI Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
RLAPI void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// VR experience Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
||||
RLAPI void CloseVrDevice(void); // Close VR device
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
||||
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
|
||||
RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
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)
|
||||
|
@ -966,12 +962,13 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR experienc
|
|||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||
RLAPI void CloseAudioDevice(void); // Close the audio device and context
|
||||
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
|
||||
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
||||
|
||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
||||
RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
|
||||
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
||||
RLAPI void UpdateSound(Sound sound, const void *data, int numSamples);// Update sound buffer with new data
|
||||
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
|
||||
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||
RLAPI void PlaySound(Sound sound); // Play a sound
|
||||
|
@ -995,13 +992,14 @@ RLAPI void ResumeMusicStream(Music music); // Resume
|
|||
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
|
||||
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
||||
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
||||
RLAPI void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
|
||||
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||
|
||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
|
||||
unsigned int sampleSize,
|
||||
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int numSamples); // Update audio stream buffers with data
|
||||
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
|
||||
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue