Update ro raylib 1.5 release
This commit is contained in:
parent
0e6b249260
commit
bec58075ff
10 changed files with 126 additions and 87 deletions
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@ -7,14 +7,18 @@
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* Features:
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* Features:
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* Library written in plain C code (C99)
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* Library written in plain C code (C99)
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* Uses C# PascalCase/camelCase notation
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* Uses C# PascalCase/camelCase notation
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* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
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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 [rlgl]
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* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
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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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* Multiple textures support, including compressed formats and mipmaps generation
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards
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* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* Powerful math module for Vector and Matrix operations [raymath]
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* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
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* Audio loading and playing with streaming support (WAV and OGG)
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* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
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* Multiplatform support, including Android devices, Raspberry Pi and HTML5
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* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
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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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*
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*
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* Used external libs:
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* Used external libs:
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* GLFW3 (www.glfw.org) for window/context management and input
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* GLFW3 (www.glfw.org) for window/context management and input
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@ -23,6 +27,8 @@
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* stb_image_write (Sean Barret) for image writting (PNG)
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* stb_image_write (Sean Barret) for image writting (PNG)
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* stb_vorbis (Sean Barret) for ogg audio loading
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* stb_vorbis (Sean Barret) for ogg audio loading
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* stb_truetype (Sean Barret) for ttf fonts loading
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* stb_truetype (Sean Barret) for ttf fonts loading
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* jar_xm (Joshua Reisenauer) for XM audio module loading
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* jar_mod (Joshua Reisenauer) for MOD audio module loading
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* OpenAL Soft for audio device/context management
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* OpenAL Soft for audio device/context management
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* tinfl for data decompression (DEFLATE algorithm)
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* tinfl for data decompression (DEFLATE algorithm)
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*
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*
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@ -37,7 +43,7 @@
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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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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* BSD-like license that allows static linking with closed source software:
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*
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*
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* Copyright (c) 2013 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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*
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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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* 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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* will the authors be held liable for any damages arising from the use of this software.
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@ -536,7 +542,7 @@ typedef enum {
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HMD_SONY_PLAYSTATION_VR,
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HMD_SONY_PLAYSTATION_VR,
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HMD_RAZER_OSVR,
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HMD_RAZER_OSVR,
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HMD_FOVE_VR,
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HMD_FOVE_VR,
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} HmdDevice;
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} VrDevice;
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#ifdef __cplusplus
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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extern "C" { // Prevents name mangling of functions
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@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCube(Vector3 position, float width, float height, float lenght, 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 DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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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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void DrawGizmo(Vector3 position); // Draw simple gizmo
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void DrawLight(Light light); // Draw light in 3D world
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void DrawLight(Light light); // Draw light in 3D world
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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//DrawTorus(), DrawTeapot() are useless...
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//DrawTorus(), DrawTeapot() are useless...
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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Shader GetDefaultShader(void); // Get default shader
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Shader GetStandardShader(void); // Get standard shader
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Texture2D GetDefaultTexture(void); // Get default texture
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
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// VR experience Functions (Module: rlgl)
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// VR experience Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void InitVrDevice(int hmdDevice); // Init VR device
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void InitVrDevice(int vdDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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void CloseVrDevice(void); // Close VR device
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void BeginVrDrawing(void); // Begin VR drawing configuration
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Binary file not shown.
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@ -7,14 +7,18 @@
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* Features:
|
* Features:
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||||||
* Library written in plain C code (C99)
|
* Library written in plain C code (C99)
|
||||||
* Uses C# PascalCase/camelCase notation
|
* Uses C# PascalCase/camelCase notation
|
||||||
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
|
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
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* Unique OpenGL abstraction layer [rlgl]
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* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
|
* 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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* Multiple textures support, including compressed formats and mipmaps generation
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||||||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
|
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||||
* Powerful math module for Vector and Matrix operations [raymath]
|
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
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||||||
* Audio loading and playing with streaming support (WAV and OGG)
|
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
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||||||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
|
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
|
||||||
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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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||||||
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* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||||
*
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*
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||||||
* Used external libs:
|
* Used external libs:
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||||||
* GLFW3 (www.glfw.org) for window/context management and input
|
* GLFW3 (www.glfw.org) for window/context management and input
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||||||
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@ -23,6 +27,8 @@
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* stb_image_write (Sean Barret) for image writting (PNG)
|
* stb_image_write (Sean Barret) for image writting (PNG)
|
||||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
* stb_vorbis (Sean Barret) for ogg audio loading
|
||||||
* stb_truetype (Sean Barret) for ttf fonts loading
|
* stb_truetype (Sean Barret) for ttf fonts loading
|
||||||
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* jar_xm (Joshua Reisenauer) for XM audio module loading
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||||||
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* jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||||
* OpenAL Soft for audio device/context management
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* OpenAL Soft for audio device/context management
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||||||
* tinfl for data decompression (DEFLATE algorithm)
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* tinfl for data decompression (DEFLATE algorithm)
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*
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*
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||||||
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@ -37,7 +43,7 @@
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software:
|
* BSD-like license that allows static linking with closed source software:
|
||||||
*
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*
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||||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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||||||
*
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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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* 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.
|
* will the authors be held liable for any damages arising from the use of this software.
|
||||||
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@ -536,7 +542,7 @@ typedef enum {
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HMD_SONY_PLAYSTATION_VR,
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HMD_SONY_PLAYSTATION_VR,
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HMD_RAZER_OSVR,
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HMD_RAZER_OSVR,
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HMD_FOVE_VR,
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HMD_FOVE_VR,
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} HmdDevice;
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} VrDevice;
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#ifdef __cplusplus
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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extern "C" { // Prevents name mangling of functions
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@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCube(Vector3 position, float width, float height, float lenght, 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 DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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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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void DrawGizmo(Vector3 position); // Draw simple gizmo
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void DrawLight(Light light); // Draw light in 3D world
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void DrawLight(Light light); // Draw light in 3D world
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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//DrawTorus(), DrawTeapot() are useless...
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//DrawTorus(), DrawTeapot() are useless...
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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Shader GetDefaultShader(void); // Get default shader
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Shader GetStandardShader(void); // Get standard shader
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Texture2D GetDefaultTexture(void); // Get default texture
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
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// VR experience Functions (Module: rlgl)
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// VR experience Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void InitVrDevice(int hmdDevice); // Init VR device
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void InitVrDevice(int vdDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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void CloseVrDevice(void); // Close VR device
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void BeginVrDrawing(void); // Begin VR drawing configuration
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@ -7,14 +7,18 @@
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* Features:
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* Features:
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||||||
* Library written in plain C code (C99)
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* Library written in plain C code (C99)
|
||||||
* Uses C# PascalCase/camelCase notation
|
* Uses C# PascalCase/camelCase notation
|
||||||
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
|
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
||||||
* Unique OpenGL abstraction layer [rlgl]
|
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||||
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
|
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||||
* Multiple textures support, including compressed formats and mipmaps generation
|
* Multiple textures support, including compressed formats and mipmaps generation
|
||||||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
|
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||||
* Powerful math module for Vector and Matrix operations [raymath]
|
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
|
||||||
* Audio loading and playing with streaming support (WAV and OGG)
|
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
|
||||||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
|
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
|
||||||
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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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||||||
*
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*
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* Used external libs:
|
* Used external libs:
|
||||||
* GLFW3 (www.glfw.org) for window/context management and input
|
* GLFW3 (www.glfw.org) for window/context management and input
|
||||||
|
@ -23,6 +27,8 @@
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||||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
* stb_image_write (Sean Barret) for image writting (PNG)
|
||||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
* stb_vorbis (Sean Barret) for ogg audio loading
|
||||||
* stb_truetype (Sean Barret) for ttf fonts loading
|
* stb_truetype (Sean Barret) for ttf fonts loading
|
||||||
|
* jar_xm (Joshua Reisenauer) for XM audio module loading
|
||||||
|
* jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||||
* OpenAL Soft for audio device/context management
|
* OpenAL Soft for audio device/context management
|
||||||
* tinfl for data decompression (DEFLATE algorithm)
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* tinfl for data decompression (DEFLATE algorithm)
|
||||||
*
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*
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||||||
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@ -37,7 +43,7 @@
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||||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software:
|
* BSD-like license that allows static linking with closed source software:
|
||||||
*
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*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
* will the authors be held liable for any damages arising from the use of this software.
|
||||||
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@ -536,7 +542,7 @@ typedef enum {
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HMD_SONY_PLAYSTATION_VR,
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HMD_SONY_PLAYSTATION_VR,
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HMD_RAZER_OSVR,
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HMD_RAZER_OSVR,
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HMD_FOVE_VR,
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HMD_FOVE_VR,
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} HmdDevice;
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} VrDevice;
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#ifdef __cplusplus
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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extern "C" { // Prevents name mangling of functions
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||||||
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@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCube(Vector3 position, float width, float height, float lenght, 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 DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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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
|
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||||
void DrawLight(Light light); // Draw light in 3D world
|
void DrawLight(Light light); // Draw light in 3D world
|
||||||
|
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||||
|
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||||
//DrawTorus(), DrawTeapot() are useless...
|
//DrawTorus(), DrawTeapot() are useless...
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
|
||||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||||
|
|
||||||
Shader GetDefaultShader(void); // Get default shader
|
Shader GetDefaultShader(void); // Get default shader
|
||||||
Shader GetStandardShader(void); // Get default shader
|
Shader GetStandardShader(void); // Get standard shader
|
||||||
Texture2D GetDefaultTexture(void); // Get default texture
|
Texture2D GetDefaultTexture(void); // Get default texture
|
||||||
|
|
||||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
|
@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
|
||||||
// VR experience Functions (Module: rlgl)
|
// VR experience Functions (Module: rlgl)
|
||||||
// NOTE: This functions are useless when using OpenGL 1.1
|
// NOTE: This functions are useless when using OpenGL 1.1
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
void InitVrDevice(int hmdDevice); // Init VR device
|
void InitVrDevice(int vdDevice); // Init VR device
|
||||||
void CloseVrDevice(void); // Close VR device
|
void CloseVrDevice(void); // Close VR device
|
||||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||||
|
|
Binary file not shown.
|
@ -7,14 +7,18 @@
|
||||||
* Features:
|
* Features:
|
||||||
* Library written in plain C code (C99)
|
* Library written in plain C code (C99)
|
||||||
* Uses C# PascalCase/camelCase notation
|
* Uses C# PascalCase/camelCase notation
|
||||||
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
|
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
||||||
* Unique OpenGL abstraction layer [rlgl]
|
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||||
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
|
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||||
* Multiple textures support, including compressed formats and mipmaps generation
|
* Multiple textures support, including compressed formats and mipmaps generation
|
||||||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
|
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||||
* Powerful math module for Vector and Matrix operations [raymath]
|
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
|
||||||
* Audio loading and playing with streaming support (WAV and OGG)
|
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
|
||||||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
|
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
|
||||||
|
* VR stereo rendering support with configurable HMD device parameters
|
||||||
|
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
|
||||||
|
* Custom color palette for fancy visuals on raywhite background
|
||||||
|
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||||
*
|
*
|
||||||
* Used external libs:
|
* Used external libs:
|
||||||
* GLFW3 (www.glfw.org) for window/context management and input
|
* GLFW3 (www.glfw.org) for window/context management and input
|
||||||
|
@ -23,6 +27,8 @@
|
||||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
* stb_image_write (Sean Barret) for image writting (PNG)
|
||||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
* stb_vorbis (Sean Barret) for ogg audio loading
|
||||||
* stb_truetype (Sean Barret) for ttf fonts loading
|
* stb_truetype (Sean Barret) for ttf fonts loading
|
||||||
|
* jar_xm (Joshua Reisenauer) for XM audio module loading
|
||||||
|
* jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||||
* OpenAL Soft for audio device/context management
|
* OpenAL Soft for audio device/context management
|
||||||
* tinfl for data decompression (DEFLATE algorithm)
|
* tinfl for data decompression (DEFLATE algorithm)
|
||||||
*
|
*
|
||||||
|
@ -37,7 +43,7 @@
|
||||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software:
|
* BSD-like license that allows static linking with closed source software:
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
* will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
@ -64,7 +70,7 @@
|
||||||
//#define PLATFORM_ANDROID // Android device
|
//#define PLATFORM_ANDROID // Android device
|
||||||
//#define PLATFORM_RPI // Raspberry Pi
|
//#define PLATFORM_RPI // Raspberry Pi
|
||||||
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
|
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
|
||||||
//#define PLATFORM_OCULUS // Oculus Rift CV1
|
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
|
||||||
|
|
||||||
// Security check in case no PLATFORM_* defined
|
// Security check in case no PLATFORM_* defined
|
||||||
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
|
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
|
||||||
|
@ -431,8 +437,8 @@ typedef struct Model {
|
||||||
// Light type
|
// Light type
|
||||||
typedef struct LightData {
|
typedef struct LightData {
|
||||||
unsigned int id; // Light unique id
|
unsigned int id; // Light unique id
|
||||||
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
|
||||||
bool enabled; // Light enabled
|
bool enabled; // Light enabled
|
||||||
|
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||||
|
|
||||||
Vector3 position; // Light position
|
Vector3 position; // Light position
|
||||||
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||||
|
@ -468,8 +474,6 @@ typedef struct Wave {
|
||||||
short channels;
|
short channels;
|
||||||
} Wave;
|
} Wave;
|
||||||
|
|
||||||
typedef int RawAudioContext;
|
|
||||||
|
|
||||||
// Texture formats
|
// Texture formats
|
||||||
// NOTE: Support depends on OpenGL version and platform
|
// NOTE: Support depends on OpenGL version and platform
|
||||||
typedef enum {
|
typedef enum {
|
||||||
|
@ -527,6 +531,19 @@ typedef struct GestureEvent {
|
||||||
// Camera system modes
|
// Camera system modes
|
||||||
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
|
||||||
|
|
||||||
|
// Head Mounted Display devices
|
||||||
|
typedef enum {
|
||||||
|
HMD_DEFAULT_DEVICE = 0,
|
||||||
|
HMD_OCULUS_RIFT_DK2,
|
||||||
|
HMD_OCULUS_RIFT_CV1,
|
||||||
|
HMD_VALVE_HTC_VIVE,
|
||||||
|
HMD_SAMSUNG_GEAR_VR,
|
||||||
|
HMD_GOOGLE_CARDBOARD,
|
||||||
|
HMD_SONY_PLAYSTATION_VR,
|
||||||
|
HMD_RAZER_OSVR,
|
||||||
|
HMD_FOVE_VR,
|
||||||
|
} VrDevice;
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
extern "C" { // Prevents name mangling of functions
|
extern "C" { // Prevents name mangling of functions
|
||||||
#endif
|
#endif
|
||||||
|
@ -545,12 +562,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
|
||||||
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(PLATFORM_OCULUS)
|
|
||||||
void InitOculusDevice(void); // Init Oculus Rift device
|
|
||||||
void CloseOculusDevice(void); // Close Oculus Rift device
|
|
||||||
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
|
|
||||||
#endif
|
|
||||||
|
|
||||||
void CloseWindow(void); // Close Window and Terminate Context
|
void CloseWindow(void); // Close Window and Terminate Context
|
||||||
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||||
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||||
|
@ -644,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Gestures and Touch Handling Functions (Module: gestures)
|
// 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
|
||||||
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
||||||
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
|
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
|
||||||
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
|
|
||||||
int GetGestureDetected(void); // Get latest detected gesture
|
|
||||||
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
|
||||||
int GetTouchPointsCount(void); // Get touch points count
|
|
||||||
|
|
||||||
|
int GetTouchPointsCount(void); // Get touch points count
|
||||||
|
int GetGestureDetected(void); // Get latest detected gesture
|
||||||
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
|
||||||
Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
Vector2 GetGestureDragVector(void); // Get gesture drag vector
|
||||||
float GetGestureDragAngle(void); // Get gesture drag angle
|
float GetGestureDragAngle(void); // Get gesture drag angle
|
||||||
|
@ -773,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
|
||||||
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
|
||||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
||||||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
||||||
|
@ -789,6 +798,8 @@ void DrawRay(Ray ray, Color color);
|
||||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||||
void DrawLight(Light light); // Draw light in 3D world
|
void DrawLight(Light light); // Draw light in 3D world
|
||||||
|
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||||
|
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||||
//DrawTorus(), DrawTeapot() are useless...
|
//DrawTorus(), DrawTeapot() are useless...
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
@ -800,7 +811,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
|
||||||
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||||
void UnloadModel(Model model); // Unload 3d model from memory
|
void UnloadModel(Model model); // Unload 3d model from memory
|
||||||
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
|
|
||||||
|
|
||||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||||
|
@ -833,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
|
||||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||||
|
|
||||||
Shader GetDefaultShader(void); // Get default shader
|
Shader GetDefaultShader(void); // Get default shader
|
||||||
Shader GetStandardShader(void); // Get default shader
|
Shader GetStandardShader(void); // Get standard shader
|
||||||
Texture2D GetDefaultTexture(void); // Get default texture
|
Texture2D GetDefaultTexture(void); // Get default texture
|
||||||
|
|
||||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
|
@ -852,6 +862,18 @@ void EndBlendMode(void); // End blend
|
||||||
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||||
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
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
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
void InitVrDevice(int vdDevice); // Init VR device
|
||||||
|
void CloseVrDevice(void); // Close VR device
|
||||||
|
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||||
|
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||||
|
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
||||||
|
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
|
||||||
|
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Audio Loading and Playing Functions (Module: audio)
|
// Audio Loading and Playing Functions (Module: audio)
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
@ -877,17 +899,10 @@ void PauseMusicStream(int index); // Pause music p
|
||||||
void ResumeMusicStream(int index); // Resume playing paused music
|
void ResumeMusicStream(int index); // Resume playing paused music
|
||||||
bool IsMusicPlaying(int index); // Check if music is playing
|
bool IsMusicPlaying(int index); // Check if music is playing
|
||||||
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
|
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
|
||||||
|
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
|
||||||
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
|
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
|
||||||
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
|
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
|
||||||
int GetMusicStreamCount(void);
|
int GetMusicStreamCount(void); // Get number of streams loaded
|
||||||
void SetMusicPitch(int index, float pitch);
|
|
||||||
|
|
||||||
// used to output raw audio streams, returns negative numbers on error
|
|
||||||
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
|
|
||||||
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
|
|
||||||
|
|
||||||
void CloseRawAudioContext(RawAudioContext ctx);
|
|
||||||
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
}
|
}
|
||||||
|
|
|
@ -7,14 +7,18 @@
|
||||||
* Features:
|
* Features:
|
||||||
* Library written in plain C code (C99)
|
* Library written in plain C code (C99)
|
||||||
* Uses C# PascalCase/camelCase notation
|
* Uses C# PascalCase/camelCase notation
|
||||||
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
|
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
|
||||||
* Unique OpenGL abstraction layer [rlgl]
|
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
|
||||||
* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
|
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||||
* Multiple textures support, including compressed formats and mipmaps generation
|
* Multiple textures support, including compressed formats and mipmaps generation
|
||||||
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
|
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||||
* Powerful math module for Vector and Matrix operations [raymath]
|
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
|
||||||
* Audio loading and playing with streaming support (WAV and OGG)
|
* Powerful math module for Vector, Matrix and Quaternion operations [raymath]
|
||||||
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
|
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
|
||||||
|
* VR stereo rendering support with configurable HMD device parameters
|
||||||
|
* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
|
||||||
|
* Custom color palette for fancy visuals on raywhite background
|
||||||
|
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||||
*
|
*
|
||||||
* Used external libs:
|
* Used external libs:
|
||||||
* GLFW3 (www.glfw.org) for window/context management and input
|
* GLFW3 (www.glfw.org) for window/context management and input
|
||||||
|
@ -23,6 +27,8 @@
|
||||||
* stb_image_write (Sean Barret) for image writting (PNG)
|
* stb_image_write (Sean Barret) for image writting (PNG)
|
||||||
* stb_vorbis (Sean Barret) for ogg audio loading
|
* stb_vorbis (Sean Barret) for ogg audio loading
|
||||||
* stb_truetype (Sean Barret) for ttf fonts loading
|
* stb_truetype (Sean Barret) for ttf fonts loading
|
||||||
|
* jar_xm (Joshua Reisenauer) for XM audio module loading
|
||||||
|
* jar_mod (Joshua Reisenauer) for MOD audio module loading
|
||||||
* OpenAL Soft for audio device/context management
|
* OpenAL Soft for audio device/context management
|
||||||
* tinfl for data decompression (DEFLATE algorithm)
|
* tinfl for data decompression (DEFLATE algorithm)
|
||||||
*
|
*
|
||||||
|
@ -37,7 +43,7 @@
|
||||||
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software:
|
* BSD-like license that allows static linking with closed source software:
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
* will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
@ -536,7 +542,7 @@ typedef enum {
|
||||||
HMD_SONY_PLAYSTATION_VR,
|
HMD_SONY_PLAYSTATION_VR,
|
||||||
HMD_RAZER_OSVR,
|
HMD_RAZER_OSVR,
|
||||||
HMD_FOVE_VR,
|
HMD_FOVE_VR,
|
||||||
} HmdDevice;
|
} VrDevice;
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
extern "C" { // Prevents name mangling of functions
|
extern "C" { // Prevents name mangling of functions
|
||||||
|
@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length);
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
|
||||||
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
|
||||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
||||||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
||||||
|
@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color);
|
||||||
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
|
||||||
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
void DrawGizmo(Vector3 position); // Draw simple gizmo
|
||||||
void DrawLight(Light light); // Draw light in 3D world
|
void DrawLight(Light light); // Draw light in 3D world
|
||||||
|
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||||
|
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
|
||||||
//DrawTorus(), DrawTeapot() are useless...
|
//DrawTorus(), DrawTeapot() are useless...
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu
|
||||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||||
|
|
||||||
Shader GetDefaultShader(void); // Get default shader
|
Shader GetDefaultShader(void); // Get default shader
|
||||||
Shader GetStandardShader(void); // Get default shader
|
Shader GetStandardShader(void); // Get standard shader
|
||||||
Texture2D GetDefaultTexture(void); // Get default texture
|
Texture2D GetDefaultTexture(void); // Get default texture
|
||||||
|
|
||||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
|
@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a
|
||||||
// VR experience Functions (Module: rlgl)
|
// VR experience Functions (Module: rlgl)
|
||||||
// NOTE: This functions are useless when using OpenGL 1.1
|
// NOTE: This functions are useless when using OpenGL 1.1
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
void InitVrDevice(int hmdDevice); // Init VR device
|
void InitVrDevice(int vdDevice); // Init VR device
|
||||||
void CloseVrDevice(void); // Close VR device
|
void CloseVrDevice(void); // Close VR device
|
||||||
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
|
||||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
void BeginVrDrawing(void); // Begin VR drawing configuration
|
||||||
|
|
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Add table
Add a link
Reference in a new issue