Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
victorfisac 2016-03-23 15:38:04 +01:00
commit c453ac8265
13 changed files with 328 additions and 145 deletions

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@ -75,9 +75,12 @@ int main()
End3dMode();
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -60,12 +60,15 @@ int main()
End3dMode();
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -77,7 +77,7 @@ int main()
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);

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@ -116,9 +116,9 @@
#if defined(PLATFORM_RPI)
// Old device inputs system
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
#define DEFAULT_MOUSE_DEV "/dev/input/mouse0"
#define DEFAULT_GAMEPAD_DEV "/dev/input/js0"
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
// New device input events (evdev) (must be detected)
//#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
@ -126,7 +126,10 @@
//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
#define MOUSE_SENSITIVITY 0.8f
#define MAX_GAMEPAD_BUTTONS 11
#define MAX_GAMEPADS 2 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#endif
//----------------------------------------------------------------------------------
@ -143,10 +146,12 @@ static bool windowMinimized = false;
#elif defined(PLATFORM_ANDROID)
static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source
static int ident, events;
static int ident, events; // Android ALooper_pollAll() variables
static bool windowReady = false; // Used to detect display initialization
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
#elif defined(PLATFORM_RPI)
@ -163,13 +168,12 @@ static bool mouseReady = false; // Flag to know if mouse is read
pthread_t mouseThreadId; // Mouse reading thread id
// Gamepad input variables
static int gamepadStream = -1; // Gamepad device file descriptor
static bool gamepadReady = false; // Flag to know if gamepad is ready
pthread_t gamepadThreadId; // Gamepad reading thread id
static int gamepadStream[MAX_GAMEPADS] = { -1 }; // Gamepad device file descriptor (two gamepads supported)
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready (two gamepads supported)
pthread_t gamepadThreadId; // Gamepad reading thread id
int gamepadButtons[MAX_GAMEPAD_BUTTONS];
int gamepadAxisX = 0;
int gamepadAxisY = 0;
int gamepadButtons[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Gamepad buttons state
float gamepadAxisValues[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@ -191,9 +195,7 @@ static int renderOffsetY = 0; // Offset Y from render area (must b
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
static const char *windowTitle; // Window text title...
@ -401,13 +403,6 @@ void InitWindow(int width, int height, struct android_app *state)
TraceLog(INFO, "Android app initialized successfully");
// Init button states values (default up)
for(int i = 0; i < 128; i++)
{
currentButtonState[i] = 1;
previousButtonState[i] = 1;
}
// Wait for window to be initialized (display and context)
while (!windowReady)
{
@ -641,6 +636,8 @@ void Begin3dMode(Camera camera)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
// Ends 3D mode and returns to default 2D orthographic mode
@ -655,6 +652,8 @@ void End3dMode(void)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Set target FPS for the game
@ -1168,7 +1167,7 @@ bool IsGamepadAvailable(int gamepad)
bool result = false;
#if defined(PLATFORM_RPI)
if (gamepadReady && (gamepad == 0)) result = true;
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
#else
if (glfwJoystickPresent(gamepad) == 1) result = true;
#endif
@ -1177,30 +1176,25 @@ bool IsGamepadAvailable(int gamepad)
}
// Return axis movement vector for a gamepad
Vector2 GetGamepadMovement(int gamepad)
float GetGamepadAxisMovement(int gamepad, int axis)
{
Vector2 vec = { 0, 0 };
float value = 0;
#if defined(PLATFORM_RPI)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad])
{
if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[gamepad][axis];
}
#else
const float *axes;
int axisCount = 0;
#if defined(PLATFORM_RPI)
// TODO: Get gamepad axis information
// Use gamepadAxisX, gamepadAxisY
#else
axes = glfwGetJoystickAxes(gamepad, &axisCount);
if (axis < axisCount) value = axes[axis];
#endif
if (axisCount >= 2)
{
vec.x = axes[0]; // Left joystick X
vec.y = axes[1]; // Left joystick Y
//vec.x = axes[2]; // Right joystick X
//vec.x = axes[3]; // Right joystick Y
}
return vec;
return value;
}
// Detect if a gamepad button has been pressed once
@ -1227,7 +1221,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
if ((gamepad == 0) && (gamepadButtons[button] == 1)) result = true;
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true;
else result = false;
#else
const unsigned char *buttons;
@ -1266,7 +1260,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
if ((gamepad == 0) && (gamepadButtons[button] == 0)) result = true;
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 0)) result = true;
else result = false;
#else
const unsigned char *buttons;
@ -1487,11 +1481,11 @@ static void InitDisplay(int width, int height)
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
glfwSetWindowSizeCallback(window, WindowSizeCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default!
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwSetMouseButtonCallback(window, MouseButtonCallback);
glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
@ -1786,12 +1780,17 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
gestureEvent.touchAction = TOUCH_MOVE;
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
touchPosition[0] = gestureEvent.position[0];
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
@ -1817,16 +1816,19 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
}
// GLFW3 WindowSize Callback, runs when window is resized
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// If window is resized, graphics device is re-initialized (but only ortho mode)
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight);
rlglInitGraphics(0, 0, width, height);
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
//screenWidth = width;
//screenHeight = height;
screenWidth = width;
screenHeight = height;
renderWidth = width;
renderHeight = height;
// TODO: Update render size?
// NOTE: Postprocessing texture is not scaled to new size
// Background must be also re-cleared
ClearBackground(RAYWHITE);
@ -2455,18 +2457,30 @@ static void *MouseThread(void *arg)
// Init gamepad system
static void InitGamepad(void)
{
if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0)
{
TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
}
else
{
gamepadReady = true;
char gamepadDev[128] = "";
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
for (int i = 0; i < MAX_GAMEPADS; i++)
{
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
else TraceLog(INFO, "Gamepad device initialized successfully");
if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
{
// NOTE: Only show message for first gamepad
if (i == 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
}
else
{
gamepadReady[i] = true;
// NOTE: Only create one thread
if (i == 0)
{
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
else TraceLog(INFO, "Gamepad device initialized successfully");
}
}
}
}
@ -2484,45 +2498,38 @@ static void *GamepadThread(void *arg)
unsigned char number; // event axis/button number
};
// These values are sensible on Logitech Dual Action Rumble and Xbox360 controller
const int joystickAxisX = 0;
const int joystickAxisY = 1;
// Read gamepad event
struct js_event gamepadEvent;
while (1)
{
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
for (int i = 0; i < MAX_GAMEPADS; i++)
{
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
// Process gamepad events by type
if (gamepadEvent.type == JS_EVENT_BUTTON)
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
// Process gamepad events by type
if (gamepadEvent.type == JS_EVENT_BUTTON)
{
// 1 - button pressed, 0 - button released
gamepadButtons[gamepadEvent.number] = (int)gamepadEvent.value;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number == joystickAxisX) gamepadAxisX = (int)gamepadEvent.value;
if (gamepadEvent.number == joystickAxisY) gamepadAxisY = (int)gamepadEvent.value;
/*
switch (gamepadEvent.number)
{
case 0: // 1st Axis X
case 1: // 1st Axis Y
case 2: // 2st Axis X
case 3: // 2st Axis Y
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
// 1 - button pressed, 0 - button released
gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
gamepadAxisValues[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
}
}
*/
}
}
}

View file

@ -179,6 +179,7 @@ void ProcessGestureEvent(GestureEvent event)
}
touchDownDragPosition = (Vector2){ 0.0f, 0.0f };
pointCount = 0;
}
else if (event.touchAction == TOUCH_MOVE)
{
@ -257,6 +258,7 @@ void ProcessGestureEvent(GestureEvent event)
pinchDistance = 0.0f;
pinchAngle = 0.0f;
pinchVector = (Vector2){ 0.0f, 0.0f };
pointCount = 0;
currentGesture = GESTURE_NONE;
}

View file

@ -174,8 +174,8 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
#define GAMEPAD_PLAYER3 2 // Not supported
#define GAMEPAD_PLAYER4 3 // Not supported
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
@ -190,7 +190,35 @@
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// TODO: Review Xbox360 USB Controller Buttons
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
#define GAMEPAD_XBOX_BUTTON_B 1
#define GAMEPAD_XBOX_BUTTON_X 2
#define GAMEPAD_XBOX_BUTTON_Y 3
#define GAMEPAD_XBOX_BUTTON_LB 4
#define GAMEPAD_XBOX_BUTTON_RB 5
#define GAMEPAD_XBOX_BUTTON_SELECT 6
#define GAMEPAD_XBOX_BUTTON_START 7
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
#else
#define GAMEPAD_XBOX_BUTTON_UP 10
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT_RT 2
#endif
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
#define ANDROID_BACK 4
@ -592,7 +620,7 @@ void DisableCursor(void); // Disables cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once

View file

@ -32,7 +32,9 @@
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <string.h> // Declares strcmp(), strlen(), strtok()
#include "raymath.h" // Required for Vector3 and Matrix functions
#ifndef RLGL_STANDALONE
#include "raymath.h" // Required for Vector3 and Matrix functions
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
@ -186,6 +188,8 @@ typedef struct {
// Framebuffer Object type
typedef struct {
GLuint id;
int width;
int height;
GLuint colorTextureId;
GLuint depthTextureId;
} FBO;
@ -298,6 +302,7 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
#if defined(RLGL_STANDALONE)
static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@ -780,6 +785,18 @@ void rlDisableTexture(void)
#endif
}
// Enable depth test
void rlEnableDepthTest(void)
{
glEnable(GL_DEPTH_TEST);
}
// Disable depth test
void rlDisableDepthTest(void)
{
glDisable(GL_DEPTH_TEST);
}
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
@ -1056,8 +1073,8 @@ void rlglInitPostpro(void)
quad.vertexCount = 6;
float w = (float)screenWidth;
float h = (float)screenHeight;
float w = (float)postproFbo.width;
float h = (float)postproFbo.height;
float quadPositions[6*3] = { w, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, h, 0.0f, 0.0f, h, 0.0f, w, h, 0.0f, w, 0.0f, 0.0f };
float quadTexcoords[6*2] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
@ -1081,6 +1098,8 @@ FBO rlglLoadFBO(int width, int height)
{
FBO fbo;
fbo.id = 0;
fbo.width = width;
fbo.height = height;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Create the texture that will serve as the color attachment for the framebuffer
@ -1579,7 +1598,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
//glClearDepth(1.0f); // Clear depth buffer (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
@ -2324,22 +2343,21 @@ void SetCustomShader(Shader shader)
}
// Set postprocessing shader
// NOTE: Uses global variables screenWidth and screenHeight
void SetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (!enabledPostpro)
{
enabledPostpro = true;
rlglInitPostpro();
rlglInitPostpro(); // Lazy initialization on postprocessing usage
}
SetModelShader(&postproQuad, shader);
Texture2D texture;
texture.id = postproFbo.colorTextureId;
texture.width = screenWidth;
texture.height = screenHeight;
texture.width = postproFbo.width;
texture.height = postproFbo.height;
postproQuad.material.texDiffuse = texture;
@ -2569,6 +2587,7 @@ static Shader LoadDefaultShader(void)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragTintColor; \n"
"out vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@ -2578,8 +2597,13 @@ static Shader LoadDefaultShader(void)
"uniform sampler2D texture0; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
" fragColor = texelColor*fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
" gl_FragColor = texelColor*fragTintColor; \n"
#endif
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@ -2639,6 +2663,7 @@ static Shader LoadSimpleShader(void)
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@ -2648,8 +2673,13 @@ static Shader LoadSimpleShader(void)
"uniform vec4 fragTintColor; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
" fragColor = texelColor*fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
" gl_FragColor = texelColor*fragTintColor; \n"
#endif
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@ -3090,4 +3120,32 @@ static void TraceLog(int msgType, const char *text, ...)
if (msgType == ERROR) exit(1);
}
// Converts Matrix to float array
// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
#endif

View file

@ -36,7 +36,11 @@
#include "utils.h" // Required for function TraceLog()
#endif
#include "raymath.h"
#ifdef RLGL_STANDALONE
#define RAYMATH_STANDALONE
#endif
#include "raymath.h" // Required for types: Vector3, Matrix
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
@ -244,6 +248,8 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory

View file

@ -98,7 +98,7 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
DrawPoly((Vector2){ centerX, centerY }, 36, radius, 0, color);
DrawCircleV((Vector2){ centerX, centerY }, radius, color);
}
// Draw a gradient-filled circle
@ -119,17 +119,40 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawCircleV(Vector2 center, float radius, Color color)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
}
rlEnd();
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
}
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(whiteTexture); // Default white texture
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 20)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(DEG2RAD*(i + 20)) * radius);
}
rlEnd();
rlDisableTexture();
}
}
// Draw circle outline
@ -178,38 +201,76 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
}
// Draw a color-filled rectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(whiteTexture); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y);
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + size.y);
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + size.x, position.y + size.y);
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + size.x, position.y);
rlEnd();
rlDisableTexture();
}
}
// Draw rectangle outline
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX + 1, posY + 1);
rlVertex2i(posX + width, posY + 1);
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX + 1, posY + 1);
rlVertex2i(posX + width, posY + 1);
rlVertex2i(posX + width, posY + 1);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + width, posY + 1);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
DrawRectangle(posX, posY, width, 1, color);
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
DrawRectangle(posX, posY + height - 1, width, 1, color);
DrawRectangle(posX, posY + 1, 1, height - 2, color);
}
}
// Draw a triangle
@ -430,8 +491,23 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
}
}
if (retRec.width >= rec2.width) retRec.width = rec2.width;
if (retRec.height >= rec2.height) retRec.height = rec2.height;
if (rec1.width > rec2.width)
{
if (retRec.width >= rec2.width) retRec.width = rec2.width;
}
else
{
if (retRec.width >= rec1.width) retRec.width = rec1.width;
}
if (rec1.height > rec2.height)
{
if (retRec.height >= rec2.height) retRec.height = rec2.height;
}
else
{
if (retRec.height >= rec1.height) retRec.height = rec1.height;
}
}
return retRec;