Some tweaks around

This commit is contained in:
raysan5 2016-11-17 12:55:30 +01:00
parent e23e73d9b2
commit bee283b12b
6 changed files with 25 additions and 19 deletions

View file

@ -41,6 +41,11 @@ SHARED ?= NO
# define NO to use OpenAL Soft as static library (or shared by default) # define NO to use OpenAL Soft as static library (or shared by default)
SHARED_OPENAL ?= NO SHARED_OPENAL ?= NO
# on PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
SHARED_OPENAL ?= YES
endif
# determine if the file has root access (only for installing raylib) # determine if the file has root access (only for installing raylib)
# "whoami" prints the name of the user that calls him (so, if it is the root # "whoami" prints the name of the user that calls him (so, if it is the root
# user, "whoami" prints "root"). # user, "whoami" prints "root").

View file

@ -668,7 +668,7 @@ void Begin3dMode(Camera camera)
{ {
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
if (IsVrDeviceReady()) BeginVrDrawing(); if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
@ -698,7 +698,7 @@ void End3dMode(void)
{ {
rlglDraw(); // Process internal buffers (update + draw) rlglDraw(); // Process internal buffers (update + draw)
if (IsVrDeviceReady()) EndVrDrawing(); if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack

View file

@ -81,11 +81,11 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
} }
// Draw a circle in 3D world space // Draw a circle in 3D world space
void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color) void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
{ {
rlPushMatrix(); rlPushMatrix();
rlTranslatef(center.x, center.y, center.z); rlTranslatef(center.x, center.y, center.z);
rlRotatef(rotationAngle, rotation.x, rotation.y, rotation.z); rlRotatef(rotationAngle, rotationAxis.x, rotationAxis.y, rotationAxis.z);
rlBegin(RL_LINES); rlBegin(RL_LINES);
for (int i = 0; i < 360; i += 10) for (int i = 0; i < 360; i += 10)
@ -584,9 +584,9 @@ void DrawLight(Light light)
{ {
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, 0.0f, (Vector3){ 0, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 1, 0, 0 }, (light->enabled ? light->diffuse : GRAY)); DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
DrawCircle3D(light->position, light->radius, 90.0f, (Vector3){ 0, 1, 0 }, (light->enabled ? light->diffuse : GRAY)); DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
} break; } break;
case LIGHT_DIRECTIONAL: case LIGHT_DIRECTIONAL:
{ {
@ -602,7 +602,7 @@ void DrawLight(Light light)
Vector3 dir = VectorSubtract(light->target, light->position); Vector3 dir = VectorSubtract(light->target, light->position);
VectorNormalize(&dir); VectorNormalize(&dir);
DrawCircle3D(light->position, 0.5f, 0.0f, dir, (light->enabled ? light->diffuse : GRAY)); DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY)); //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));

View file

@ -724,7 +724,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Camera System Functions (Module: camera) // Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void SetCameraMode(Camera, int mode); // Set camera mode (multiple camera modes available) RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
@ -835,7 +835,7 @@ RLAPI const char *SubText(const char *text, int position, int length);
// Basic 3d Shapes Drawing Functions (Module: models) // Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
RLAPI void DrawCircle3D(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
@ -850,7 +850,7 @@ RLAPI void DrawRay(Ray ray, Color color);
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
RLAPI void DrawLight(Light light); // Draw light in 3D world RLAPI void DrawLight(Light light); // Draw light in 3D world
//DrawTorus(), DrawTeapot() are useless... //DrawTorus(), DrawTeapot() could be useful?
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models) // Model 3d Loading and Drawing Functions (Module: models)
@ -917,7 +917,7 @@ RLAPI void DestroyLight(Light light); // Des
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void InitVrDevice(int vdDevice); // Init VR device RLAPI void InitVrDevice(int vdDevice); // Init VR device
RLAPI void CloseVrDevice(void); // Close VR device RLAPI void CloseVrDevice(void); // Close VR device
RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running 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 UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
@ -926,7 +926,7 @@ RLAPI void ToggleVrMode(void); // Enable/Disable VR experienc
// Audio Loading and Playing Functions (Module: audio) // Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void InitAudioDevice(void); // Initialize audio device and context RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context (and music stream) RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM
@ -950,9 +950,9 @@ RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a
RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing (open stream) RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing (close stream) RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
@ -963,7 +963,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, RLAPI AudioStream InitAudioStream(unsigned int sampleRate,
unsigned int sampleSize, unsigned int sampleSize,
unsigned int channels); // Init audio stream (to stream audio pcm data) unsigned int channels); // Init audio stream (to stream raw audio pcm data)
RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory 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 bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

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@ -2786,13 +2786,13 @@ void CloseVrDevice(void)
// Detect if VR device is available // Detect if VR device is available
bool IsVrDeviceReady(void) bool IsVrDeviceReady(void)
{ {
return (vrDeviceReady || vrSimulator) && vrEnabled; return (vrDeviceReady && vrEnabled);
} }
// Detect if VR simulator is running // Detect if VR simulator is running
bool IsVrSimulator(void) bool IsVrSimulator(void)
{ {
return vrSimulator; return (vrSimulator && vrEnabled);
} }
// Enable/Disable VR experience (device or simulator) // Enable/Disable VR experience (device or simulator)

View file

@ -423,7 +423,8 @@ float *MatrixToFloat(Matrix mat);
void InitVrDevice(int vrDevice); // Init VR device void InitVrDevice(int vrDevice); // Init VR device
void CloseVrDevice(void); // Close VR device void CloseVrDevice(void); // Close VR device
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready bool IsVrDeviceReady(void); // Detect if VR device is ready
bool IsVrSimulator(void); // Detect if VR simulator is running
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)