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

This commit is contained in:
victorfisac 2016-03-16 12:40:08 +01:00
commit d728494099
37 changed files with 1095 additions and 972 deletions

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@ -79,31 +79,65 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../src
# external libraries headers
# GLFW3
INCLUDES += -I../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../external/openal_soft/include
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../src -L/opt/vc/lib
else
LFLAGS = -L. -L../src
# external libraries to link with
# GLFW3
LFLAGS += -L../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
# GLEW - Not required any more, replaced by GLAD
#LFLAGS += -L../external/glew/lib/$(LIBPATH)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
@ -114,9 +148,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -202,9 +235,9 @@ EXAMPLES = \
fix_dylib \
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is raylib
default: examples
all: examples
# compile all examples
examples: $(EXAMPLES)

71
examples/core_2d_camera.c Normal file
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@ -0,0 +1,71 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Camera2D camera;
camera.position = (Vector2){ 0, 0 };
camera.origin = (Vector2){ 100, 100 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT)) camera.position.x--;
else if (IsKeyDown(KEY_LEFT)) camera.position.x++;
else if (IsKeyDown(KEY_UP)) camera.position.y++;
else if (IsKeyDown(KEY_DOWN)) camera.position.y--;
if (IsKeyDown(KEY_R)) camera.rotation--;
else if (IsKeyDown(KEY_F)) camera.rotation++;
if (IsKeyDown(KEY_W)) camera.zoom += 0.005f;
if (IsKeyDown(KEY_S)) camera.zoom -= 0.005f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawingEx(camera);
ClearBackground(RAYWHITE);
DrawText("2D CAMERA TEST", 20, 20, 20, GRAY);
DrawRectangle(0, 300, screenWidth, 50, GRAY);
DrawRectangle(400, 250, 40, 40, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View file

@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns
float heights[MAX_COLUMNS];
@ -40,6 +40,7 @@ int main()
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -25,12 +25,14 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

View file

@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
@ -35,6 +36,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -53,8 +55,8 @@ int main()
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
@ -30,6 +30,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
@ -29,6 +29,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
@ -53,27 +53,29 @@ int main()
collision = false;
// Check collisions player vs enemy-box
if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 },
(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
if (CheckCollisionBoxes(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 },
enemySpherePos, enemySphereSize)) collision = true;
if (CheckCollisionBoxSphere(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED;
else playerColor = GREEN;

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@ -37,6 +37,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)

View file

@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -36,7 +36,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };

View file

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -30,7 +30,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

View file

@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
return true;
}
static void GetRandompiece()
@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch(random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
// We move down the piece
else
{
else
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false;
// Move left
if (IsKeyDown(KEY_LEFT))
{
if (IsKeyDown(KEY_LEFT))
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
}
}
// Move right
else if (IsKeyDown(KEY_RIGHT))
{
else if (IsKeyDown(KEY_RIGHT))
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
}
}
return collision;
}
@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
int aux;
bool checker = false;
{
int aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
}
return false;
}
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletition(bool *lineToDelete)
{
int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()

View file

@ -84,7 +84,7 @@ typedef enum { MOVE_FRONT = 0, MOVE_LEFT, MOVE_BACK, MOVE_RIGHT, MOVE_UP, MOVE_D
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
static Camera internalCamera = {{ 2.0f, 0.0f, 2.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
static Vector2 cameraAngle = { 0.0f, 0.0f };
static float cameraTargetDistance = 5.0f;
static Vector2 cameraMousePosition = { 0.0f, 0.0f };
@ -212,6 +212,12 @@ void SetCameraTarget(Vector3 target)
cameraTargetDistance = sqrt(dx*dx + dy*dy + dz*dz);
}
// Set internal camera fovy
void SetCameraFovy(float fovy)
{
internalCamera.fovy = fovy;
}
// Set camera pan key to combine with mouse movement (free camera)
void SetCameraPanControl(int panKey)
{

View file

@ -81,6 +81,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)

View file

@ -560,8 +560,25 @@ void BeginDrawing(void)
// NOTE: Not required with OpenGL 3.3+
}
// Setup drawing canvas with extended parameters
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform)
// Setup drawing canvas with 2d camera
void BeginDrawingEx(Camera2D camera)
{
BeginDrawing();
// TODO: Consider origin offset on position, rotation, scaling
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f);
Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform));
}
// Setup drawing canvas with pro parameters
void BeginDrawingPro(int blendMode, Shader shader, Matrix transform)
{
BeginDrawing();
@ -609,14 +626,14 @@ void Begin3dMode(Camera camera)
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.1*tan(45.0*PI/360.0);
double top = 0.01*tan(camera.fovy*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -867,16 +884,8 @@ int StorageLoadValue(int position)
}
// Returns a ray trace from mouse position
//http://www.songho.ca/opengl/gl_transform.html
//http://www.songho.ca/opengl/gl_matrix.html
//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
// Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
// Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
// or matrix order (transpose it or not... that's the question)
{
Ray ray;
// Calculate normalized device coordinates
@ -886,40 +895,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
float z = 1.0f;
// Store values in a vector
Vector3 deviceCoords = {x, y, z};
Vector3 deviceCoords = { x, y, z };
// Device debug message
TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
// Calculate projection matrix (from perspective instead of frustum)
Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Do I need to transpose it? It seems that yes...
// NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
// NOTE: matrix order may be incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
//#define USE_RLGL_UNPROJECT
#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
#endif
// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);
@ -936,7 +953,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Vector2 WorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
@ -1718,10 +1735,11 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
TakeScreenshot();
}
#endif
else currentKeyState[key] = action;
// TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key
if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3;
else
{
currentKeyState[key] = action;
if (action == GLFW_PRESS) lastKeyPressed = key;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed

View file

@ -72,7 +72,7 @@ static Vector2 moveDownPosition2 = { 0.0f, 0.0f };
static int numTap = 0;
static int pointCount = 0;
static int touchId = -1;
static int firstTouchId = -1;
static double eventTime = 0.0;
static double swipeTime = 0.0;
@ -120,9 +120,7 @@ void ProcessGestureEvent(GestureEvent event)
pointCount = event.pointCount; // Required on UpdateGestures()
if (pointCount < 2)
{
touchId = event.pointerId[0];
{
if (event.touchAction == TOUCH_DOWN)
{
numTap++; // Tap counter
@ -145,6 +143,8 @@ void ProcessGestureEvent(GestureEvent event)
touchUpPosition = touchDownPosition;
eventTime = GetCurrentTime();
firstTouchId = event.pointerId[0];
dragVector = (Vector2){ 0.0f, 0.0f };
}
else if (event.touchAction == TOUCH_UP)
@ -158,7 +158,7 @@ void ProcessGestureEvent(GestureEvent event)
startMoving = false;
// Detect GESTURE_SWIPE
if ((dragIntensity > FORCE_TO_SWIPE) && (touchId == 0)) // RAY: why check (touchId == 0)???
if ((dragIntensity > FORCE_TO_SWIPE) && firstTouchId == event.pointerId[0])
{
// NOTE: Angle should be inverted in Y
dragAngle = 360.0f - Vector2Angle(touchDownPosition, touchUpPosition);

View file

@ -56,6 +56,8 @@ extern unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static Mesh LoadOBJ(const char *fileName);
static Mesh GenMeshHeightmap(Image image, Vector3 size);
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
//----------------------------------------------------------------------------------
// Module Functions Definition
@ -446,41 +448,24 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
{
// NOTE: QUADS usage require defining a texture on OpenGL 3.3+
if (rlGetVersion() != OPENGL_11) rlEnableTexture(whiteTexture); // Default white texture
// NOTE: Plane is always created on XZ ground
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(size.x, 1.0f, size.y);
rlBegin(RL_QUADS);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, 0.5f);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(0.5f, 0.0f, -0.5f);
rlVertex3f(0.5f, 0.0f, -0.5f);
rlVertex3f(-0.5f, 0.0f, -0.5f);
rlVertex3f(-0.5f, 0.0f, 0.5f);
rlVertex3f(-0.5f, 0.0f, 0.5f);
rlVertex3f(0.5f, 0.0f, 0.5f);
rlVertex3f(0.5f, 0.0f, -0.5f);
rlEnd();
rlPopMatrix();
if (rlGetVersion() != OPENGL_11) rlDisableTexture();
}
// Draw a quad
void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color)
{
// TODO: Calculate normals from vertex position
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
//rlNormal3f(0.0f, 0.0f, 0.0f);
rlVertex3f(v1.x, v1.y, v1.z);
rlVertex3f(v2.x, v2.y, v2.z);
rlVertex3f(v3.x, v3.y, v3.z);
rlVertex3f(v4.x, v4.y, v4.z);
rlEnd();
}
// Draw a ray line
@ -566,28 +551,15 @@ Model LoadModel(const char *fileName)
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
if (mesh.vertexCount == 0)
{
TraceLog(WARNING, "Model could not be loaded");
}
if (mesh.vertexCount == 0) TraceLog(WARNING, "Model could not be loaded");
else
{
// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
model = rlglLoadModel(mesh); // Upload vertex data to GPU
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
// NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
/*
if (rlGetVersion() != OPENGL_11)
{
free(mesh.vertices);
free(mesh.texcoords);
free(mesh.normals);
free(mesh.colors);
}
*/
// NOTE: Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
// We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
// ...but we could keep CPU vertex data in case we need to update the mesh
}
return model;
@ -609,6 +581,54 @@ Model LoadModelEx(Mesh data)
// Load a heightmap image as a 3d model
// NOTE: model map size is defined in generic units
Model LoadHeightmap(Image heightmap, Vector3 size)
{
Mesh mesh = GenMeshHeightmap(heightmap, size);
Model model = rlglLoadModel(mesh);
return model;
}
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
{
Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0, 1.0, 1.5f });
Model model = rlglLoadModel(mesh);
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
// Unload mesh data
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
free(model.mesh.colors);
//if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); // Not used
//if (model.mesh.tangents != NULL) free(model.mesh.tangents); // Not used
rlDeleteBuffers(model.mesh.vboId[0]); // vertex
rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
rlDeleteBuffers(model.mesh.vboId[2]); // normals
//rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[4]); // tangents (NOT USED)
//rlDeleteBuffers(model.mesh.vboId[5]); // colors (NOT USED)
rlDeleteVertexArrays(model.mesh.vaoId);
if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0) model->material.texDiffuse.id = whiteTexture; // Use default white texture
else model->material.texDiffuse = texture;
}
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
#define GRAY_VALUE(c) ((c.r+c.g+c.b)/3)
@ -714,34 +734,17 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// NOTE: Not used any more... just one plain color defined at DrawModel()
for (int i = 0; i < (4*mesh.vertexCount); i++) mesh.colors[i] = 255;
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
Model model = rlglLoadModel(mesh);
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if (rlGetVersion() != OPENGL_11)
{
free(mesh.vertices);
free(mesh.texcoords);
free(mesh.normals);
free(mesh.colors);
}
return model;
return mesh;
}
// Load a map image as a 3d model (cubes based)
Model LoadCubicmap(Image cubicmap)
static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
{
Mesh mesh;
Color *cubicmapPixels = GetImageData(cubicmap);
// Map cube size will be 1.0
float mapCubeSide = 1.0f;
int mapWidth = cubicmap.width*(int)mapCubeSide;
int mapHeight = cubicmap.height*(int)mapCubeSide;
int mapWidth = cubicmap.width*(int)cubeSize.x;
int mapHeight = cubicmap.height*(int)cubeSize.z;
// NOTE: Max possible number of triangles numCubes * (12 triangles by cube)
int maxTriangles = cubicmap.width*cubicmap.height*12;
@ -750,9 +753,9 @@ Model LoadCubicmap(Image cubicmap)
int tcCounter = 0; // Used to count texcoords
int nCounter = 0; // Used to count normals
float w = mapCubeSide;
float h = mapCubeSide;
float h2 = mapCubeSide*1.5f; // TODO: Review walls height...
float w = cubeSize.x;
float h = cubeSize.z;
float h2 = cubeSize.y;
Vector3 *mapVertices = (Vector3 *)malloc(maxTriangles*3*sizeof(Vector3));
Vector2 *mapTexcoords = (Vector2 *)malloc(maxTriangles*3*sizeof(Vector2));
@ -781,9 +784,9 @@ Model LoadCubicmap(Image cubicmap)
RectangleF topTexUV = { 0.0f, 0.5f, 0.5f, 0.5f };
RectangleF bottomTexUV = { 0.5f, 0.5f, 0.5f, 0.5f };
for (int z = 0; z < mapHeight; z += mapCubeSide)
for (int z = 0; z < mapHeight; z += cubeSize.z)
{
for (int x = 0; x < mapWidth; x += mapCubeSide)
for (int x = 0; x < mapWidth; x += cubeSize.x)
{
// Define the 8 vertex of the cube, we will combine them accordingly later...
Vector3 v1 = { x - w/2, h2, z - h/2 };
@ -1087,59 +1090,9 @@ Model LoadCubicmap(Image cubicmap)
free(mapNormals);
free(mapTexcoords);
free(cubicmapPixels);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in mesh struct
Model model = rlglLoadModel(mesh);
// Now that vertex data is uploaded to GPU, we can free arrays
// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
if (rlGetVersion() != OPENGL_11)
{
free(mesh.vertices);
free(mesh.texcoords);
free(mesh.normals);
free(mesh.colors);
}
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
if (rlGetVersion() == OPENGL_11)
{
free(model.mesh.vertices);
free(model.mesh.texcoords);
free(model.mesh.normals);
}
rlDeleteBuffers(model.mesh.vboId[0]);
rlDeleteBuffers(model.mesh.vboId[1]);
rlDeleteBuffers(model.mesh.vboId[2]);
rlDeleteVertexArrays(model.mesh.vaoId);
free(cubicmapPixels); // Free image pixel data
if (model.mesh.vaoId > 0) TraceLog(INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vaoId);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i] Unloaded model data from VRAM (GPU)", model.mesh.vboId[0], model.mesh.vboId[1], model.mesh.vboId[2]);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0)
{
// Use default white texture (use mesh color)
model->texture.id = whiteTexture; // OpenGL 1.1
model->shader.texDiffuseId = whiteTexture; // OpenGL 3.3 / ES 2.0
}
else
{
model->texture = texture;
model->shader.texDiffuseId = texture.id;
}
return mesh;
}
// Draw a model (with texture if set)
@ -1177,8 +1130,16 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
Rectangle sourceRec = { 0, 0, texture.width, texture.height };
DrawBillboardRec(camera, texture, sourceRec, center, size, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
@ -1186,7 +1147,7 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
//Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
// NOTE: Billboard locked to axis-Y
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
/*
a-------b
@ -1208,49 +1169,6 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
rlEnableTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
rlEnd();
rlDisableTexture();
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
a-------b
| |
| * |
| |
d-------c
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
rlEnableTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
@ -1275,7 +1193,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
}
// Draw a bounding box with wires
void DrawBoundingBox(BoundingBox box)
void DrawBoundingBox(BoundingBox box, Color color)
{
Vector3 size;
@ -1285,7 +1203,7 @@ void DrawBoundingBox(BoundingBox box)
Vector3 center = { box.min.x + size.x/2.0f, box.min.y + size.y/2.0f, box.min.z + size.z/2.0f };
DrawCubeWires(center, size.x, size.y, size.z, GREEN);
DrawCubeWires(center, size.x, size.y, size.z, color);
}
// Detect collision between two spheres
@ -1306,14 +1224,14 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
// Detect collision between two boxes
// NOTE: Boxes are defined by two points minimum and maximum
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2)
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
{
bool collision = true;
if ((maxBBox1.x >= minBBox2.x) && (minBBox1.x <= maxBBox2.x))
if ((box1.max.x >= box2.min.x) && (box1.min.x <= box2.max.x))
{
if ((maxBBox1.y < minBBox2.y) || (minBBox1.y > maxBBox2.y)) collision = false;
if ((maxBBox1.z < minBBox2.z) || (minBBox1.z > maxBBox2.z)) collision = false;
if ((box1.max.y < box2.min.y) || (box1.min.y > box2.max.y)) collision = false;
if ((box1.max.z < box2.min.z) || (box1.min.z > box2.max.z)) collision = false;
}
else collision = false;
@ -1321,30 +1239,22 @@ bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, V
}
// Detect collision between box and sphere
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere)
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
{
bool collision = false;
if ((centerSphere.x - minBBox.x > radiusSphere) && (centerSphere.y - minBBox.y > radiusSphere) && (centerSphere.z - minBBox.z > radiusSphere) &&
(maxBBox.x - centerSphere.x > radiusSphere) && (maxBBox.y - centerSphere.y > radiusSphere) && (maxBBox.z - centerSphere.z > radiusSphere))
{
collision = true;
}
else
{
float dmin = 0;
float dmin = 0;
if (centerSphere.x - minBBox.x <= radiusSphere) dmin += (centerSphere.x - minBBox.x)*(centerSphere.x - minBBox.x);
else if (maxBBox.x - centerSphere.x <= radiusSphere) dmin += (centerSphere.x - maxBBox.x)*(centerSphere.x - maxBBox.x);
if (centerSphere.x < box.min.x) dmin += pow(centerSphere.x - box.min.x, 2);
else if (centerSphere.x > box.max.x) dmin += pow(centerSphere.x - box.max.x, 2);
if (centerSphere.y - minBBox.y <= radiusSphere) dmin += (centerSphere.y - minBBox.y)*(centerSphere.y - minBBox.y);
else if (maxBBox.y - centerSphere.y <= radiusSphere) dmin += (centerSphere.y - maxBBox.y)*(centerSphere.y - maxBBox.y);
if (centerSphere.y < box.min.y) dmin += pow(centerSphere.y - box.min.y, 2);
else if (centerSphere.y > box.max.y) dmin += pow(centerSphere.y - box.max.y, 2);
if (centerSphere.z - minBBox.z <= radiusSphere) dmin += (centerSphere.z - minBBox.z)*(centerSphere.z - minBBox.z);
else if (maxBBox.z - centerSphere.z <= radiusSphere) dmin += (centerSphere.z - maxBBox.z)*(centerSphere.z - maxBBox.z);
if (centerSphere.z < box.min.z) dmin += pow(centerSphere.z - box.min.z, 2);
else if (centerSphere.z > box.max.z) dmin += pow(centerSphere.z - box.max.z, 2);
if (dmin <= radiusSphere*radiusSphere) collision = true;
}
if (dmin <= (radiusSphere*radiusSphere)) collision = true;
return collision;
}
@ -1395,17 +1305,17 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
}
// Detect collision between ray and bounding box
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox)
bool CheckCollisionRayBox(Ray ray, BoundingBox box)
{
bool collision = false;
float t[8];
t[0] = (minBBox.x - ray.position.x)/ray.direction.x;
t[1] = (maxBBox.x - ray.position.x)/ray.direction.x;
t[2] = (minBBox.y - ray.position.y)/ray.direction.y;
t[3] = (maxBBox.y - ray.position.y)/ray.direction.y;
t[4] = (minBBox.z - ray.position.z)/ray.direction.z;
t[5] = (maxBBox.z - ray.position.z)/ray.direction.z;
t[0] = (box.min.x - ray.position.x)/ray.direction.x;
t[1] = (box.max.x - ray.position.x)/ray.direction.x;
t[2] = (box.min.y - ray.position.y)/ray.direction.y;
t[3] = (box.max.y - ray.position.y)/ray.direction.y;
t[4] = (box.min.z - ray.position.z)/ray.direction.z;
t[5] = (box.max.z - ray.position.z)/ray.direction.z;
t[6] = fmax(fmax(fmin(t[0], t[1]), fmin(t[2], t[3])), fmin(t[4], t[5]));
t[7] = fmin(fmin(fmax(t[0], t[1]), fmax(t[2], t[3])), fmax(t[4], t[5]));
@ -1712,7 +1622,7 @@ static Mesh LoadOBJ(const char *fileName)
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
// NOTE: faces MUST be defined as TRIANGLES, not QUADS
// NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);

View file

@ -59,16 +59,16 @@ static int style[NUM_PROPERTIES] = {
1, // GLOBAL_BORDER_WIDTH
0xf5f5f5ff, // BACKGROUND_COLOR
1, // LABEL_BORDER_WIDTH
0x000000ff, // LABEL_TEXT_COLOR
0x4d4d4dff, // LABEL_TEXT_COLOR
20, // LABEL_TEXT_PADDING
2, // BUTTON_BORDER_WIDTH
20, // BUTTON_TEXT_PADDING
0x828282ff, // BUTTON_DEFAULT_BORDER_COLOR
0xc8c8c8ff, // BUTTON_DEFAULT_INSIDE_COLOR
0x000000ff, // BUTTON_DEFAULT_TEXT_COLOR
0x4d4d4dff, // BUTTON_DEFAULT_TEXT_COLOR
0xc8c8c8ff, // BUTTON_HOVER_BORDER_COLOR
0xffffffff, // BUTTON_HOVER_INSIDE_COLOR
0x000000ff, // BUTTON_HOVER_TEXT_COLOR
0x353535ff, // BUTTON_HOVER_TEXT_COLOR
0x7bb0d6ff, // BUTTON_PRESSED_BORDER_COLOR
0xbcecffff, // BUTTON_PRESSED_INSIDE_COLOR
0x5f9aa7ff, // BUTTON_PRESSED_TEXT_COLOR
@ -120,7 +120,7 @@ static int style[NUM_PROPERTIES] = {
0x000000ff, // SPINNER_PRESSED_TEXT_COLOR
1, // COMBOBOX_PADDING
30, // COMBOBOX_BUTTON_WIDTH
30, // COMBOBOX_BUTTON_HEIGHT
20, // COMBOBOX_BUTTON_HEIGHT
1, // COMBOBOX_BORDER_WIDTH
0x828282ff, // COMBOBOX_DEFAULT_BORDER_COLOR
0xc8c8c8ff, // COMBOBOX_DEFAULT_INSIDE_COLOR
@ -258,15 +258,28 @@ bool GuiToggleButton(Rectangle bounds, const char *text, bool toggle)
//--------------------------------------------------------------------
if (toggleButton.width < textWidth) toggleButton.width = textWidth + style[TOGGLE_TEXT_PADDING];
if (toggleButton.height < textHeight) toggleButton.height = textHeight + style[TOGGLE_TEXT_PADDING]/2;
if (toggle) toggleState = TOGGLE_ACTIVE;
else toggleState = TOGGLE_UNACTIVE;
if (CheckCollisionPointRec(mousePoint, toggleButton))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) toggleState = TOGGLE_PRESSED;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) toggleState = TOGGLE_ACTIVE;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
if (toggle)
{
toggle = false;
toggleState = TOGGLE_UNACTIVE;
}
else
{
toggle = true;
toggleState = TOGGLE_ACTIVE;
}
}
else toggleState = TOGGLE_HOVER;
}
if (toggleState == TOGGLE_ACTIVE && !toggle) toggle = true;
if (toggle) toggleState = TOGGLE_ACTIVE;
//--------------------------------------------------------------------
// Draw control
@ -789,11 +802,11 @@ int GuiSpinner(Rectangle bounds, int value, int minValue, int maxValue)
// NOTE: Requires static variables: framesCounter - ERROR!
char *GuiTextBox(Rectangle bounds, char *text)
{
#define MAX_CHARS_LENGTH 20
#define KEY_BACKSPACE_TEXT 3
#define MAX_CHARS_LENGTH 20
#define KEY_BACKSPACE_TEXT 259 // GLFW BACKSPACE: 3 + 256
int initPos = bounds.x + 4;
char letter = -1;
int letter = -1;
static int framesCounter = 0;
Vector2 mousePoint = GetMousePosition();
@ -822,12 +835,15 @@ char *GuiTextBox(Rectangle bounds, char *text)
}
else
{
for (int i = 0; i < MAX_CHARS_LENGTH; i++)
if ((letter >= 32) && (letter < 127))
{
if (text[i] == '\0')
for (int i = 0; i < MAX_CHARS_LENGTH; i++)
{
text[i] = letter;
break;
if (text[i] == '\0')
{
text[i] = (char)letter;
break;
}
}
}
}

View file

@ -309,11 +309,20 @@ typedef struct SpriteFont {
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Field-Of-View apperture in Y (degrees)
} Camera;
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 position; // Camera position
Vector2 origin; // Camera origin (for rotation and zoom)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Bounding box type
typedef struct BoundingBox {
Vector3 min;
@ -338,12 +347,7 @@ typedef struct Mesh {
// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
// TODO: This should be Texture2D objects
unsigned int texDiffuseId; // Diffuse texture id
unsigned int texNormalId; // Normal texture id
unsigned int texSpecularId; // Specular texture id
unsigned int id; // Shader program id
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
@ -361,20 +365,19 @@ typedef struct Shader {
} Shader;
// Material type
// TODO: Redesign material-shaders-textures system
typedef struct Material {
//Shader shader;
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
//Texture2D texDiffuse; // Diffuse texture
//Texture2D texNormal; // Normal texture
//Texture2D texSpecular; // Specular texture
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colDiffuse;
Color colAmbient;
Color colSpecular;
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness;
float normalDepth;
float glossiness; // Glossiness level
float normalDepth; // Normal map depth
} Material;
// 3d Model type
@ -382,9 +385,7 @@ typedef struct Material {
typedef struct Model {
Mesh mesh;
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
//Material material;
Material material;
} Model;
// Ray type (useful for raycast)
@ -530,7 +531,8 @@ int GetScreenHeight(void); // Get current scree
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
void BeginDrawingPro(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with pro parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
@ -632,6 +634,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
@ -693,9 +696,12 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
@ -743,7 +749,6 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
@ -753,7 +758,7 @@ void DrawGizmo(Vector3 position);
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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)
@ -763,19 +768,19 @@ void SetModelTexture(Model *model, Texture2D texture);
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
@ -795,10 +800,10 @@ int GetShaderLocation(Shader shader, const char *uniformName);
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)

View file

@ -803,7 +803,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
// Returns perspective projection matrix
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
double top = near*tanf(fovy*PI/360.0f);
double top = near*tan(fovy*PI/360.0);
double right = top*aspect;
return MatrixFrustum(-right, right, -top, top, near, far);

View file

@ -1421,7 +1421,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#if defined(GRAPHICS_API_OPENGL_11)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, model.texture.id);
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
// NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
@ -1452,7 +1452,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUseProgram(model.shader.id);
glUseProgram(model.material.shader.id);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@ -1476,28 +1476,30 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniformMatrix4fv(model.material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
float vColor[4] = { (float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255 };
glUniform4fv(model.shader.tintColorLoc, 1, vColor);
glUniform4fv(model.material.shader.tintColorLoc, 1, vColor);
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId);
glUniform1i(model.shader.mapDiffuseLoc, 0);
if (model.shader.texNormalId != 0)
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if (model.material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.shader.texNormalId);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if (model.shader.texSpecularId != 0)
if (model.material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.shader.texSpecularId);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
glUniform1i(model.material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
}
if (vaoSupported)
@ -1508,19 +1510,19 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
{
// Bind model VBOs data
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[0]);
glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.vertexLoc);
glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.vertexLoc);
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[1]);
glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.texcoordLoc);
glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Add normals support
if (model.shader.normalLoc != -1)
if (model.material.shader.normalLoc != -1)
{
glBindBuffer(GL_ARRAY_BUFFER, model.mesh.vboId[2]);
glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.normalLoc);
glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.normalLoc);
}
}
@ -1531,13 +1533,13 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
//glDisableVertexAttribArray(model.shader.texcoordLoc);
//if (model.shader.normalLoc != -1) glDisableVertexAttribArray(model.shader.normalLoc);
if (model.shader.texNormalId != 0)
if (model.material.texNormal.id != 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (model.shader.texSpecularId != 0)
if (model.material.texSpecular.id != 0)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
@ -1611,54 +1613,24 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
}
// Get world coordinates from screen coordinates
// NOTE: Using global variables: screenWidth, screenHeight
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
Vector3 result = { 0.0f, 0.0f, 0.0f }; // Object coordinates
Vector3 result = { 0.0f, 0.0f, 0.0f };
//GLint viewport[4];
//glGetIntegerv(GL_VIEWPORT, viewport); // Not available on OpenGL ES 2.0
// Viewport data
int x = 0; // viewport[0]
int y = 0; // viewport[1]
int width = screenWidth; // viewport[2]
int height = screenHeight; // viewport[3]
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(proj, view);
MatrixInvert(&matProjView);
Matrix modelviewprojection = MatrixMultiply(view, proj);
MatrixInvert(&modelviewprojection);
/*
// NOTE: Compute unproject using Vector3
// Transformation of normalized coordinates between -1 and 1
result.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
result.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
result.z = source.z*2.0f - 1.0f;
// Object coordinates (multiply vector by matrix)
VectorTransform(&result, modelviewprojection);
*/
// NOTE: Compute unproject using Quaternion (Vector4)
Quaternion quat;
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };
quat.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
quat.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
quat.z = source.z*2.0f - 1.0f;
quat.w = 1.0f;
// Multiply quat point by unproject matrix
QuaternionTransform(&quat, matProjView);
QuaternionTransform(&quat, modelviewprojection);
if (quat.w != 0.0f)
{
quat.x /= quat.w;
quat.y /= quat.w;
quat.z /= quat.w;
}
result.x = quat.x;
result.y = quat.y;
result.z = quat.z;
// Normalized world points in vectors
result.x = quat.x/quat.w;
result.y = quat.y/quat.w;
result.z = quat.z/quat.w;
return result;
}
@ -1892,9 +1864,9 @@ void rlglGenerateMipmaps(Texture2D texture)
void *data = rlglReadTexturePixels(texture);
// NOTE: data size is reallocated to fit mipmaps data
// NOTE: CPU mipmap generation only supports RGBA 32bit data
int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
// TODO: Adjust mipmap size depending on texture format!
int size = texture.width*texture.height*4; // RGBA 32bit only
int offset = size;
@ -1915,6 +1887,9 @@ void rlglGenerateMipmaps(Texture2D texture)
TraceLog(WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture.id);
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
free(data):
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@ -1924,7 +1899,7 @@ void rlglGenerateMipmaps(Texture2D texture)
#endif
}
else TraceLog(WARNING, "[TEX ID %i] Mipmaps can not be generated", texture.id);
glBindTexture(GL_TEXTURE_2D, 0);
}
@ -1934,22 +1909,29 @@ Model rlglLoadModel(Mesh mesh)
Model model;
model.mesh = mesh;
model.transform = MatrixIdentity();
model.mesh.vaoId = 0; // Vertex Array Object
model.mesh.vboId[0] = 0; // Vertex position VBO
model.mesh.vboId[1] = 0; // Texcoords VBO
model.mesh.vboId[2] = 0; // Normals VBO
model.mesh.vboId[0] = 0; // Vertex positions VBO
model.mesh.vboId[1] = 0; // Vertex texcoords VBO
model.mesh.vboId[2] = 0; // Vertex normals VBO
model.transform = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)
model.texture.id = 0; // No texture required
model.shader.id = 0; // No shader used
model.material.texDiffuse.id = 0; // No texture required
model.material.shader.id = 0; // No shader used
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.texture.id = whiteTexture; // Default whiteTexture
model.texture.width = 1; // Default whiteTexture width
model.texture.height = 1; // Default whiteTexture height
model.texture.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
model.shader = simpleShader; // Default model shader
model.material.shader = simpleShader; // Default model shader
model.material.texDiffuse.id = whiteTexture; // Default whiteTexture
model.material.texDiffuse.width = 1; // Default whiteTexture width
model.material.texDiffuse.height = 1; // Default whiteTexture height
model.material.texDiffuse.format = UNCOMPRESSED_R8G8B8A8; // Default whiteTexture format
model.material.texNormal.id = 0; // By default, no normal texture
model.material.texSpecular.id = 0; // By default, no specular texture
// TODO: Fill default material properties (color, glossiness...)
GLuint vaoModel = 0; // Vertex Array Objects (VAO)
GLuint vertexBuffer[3]; // Vertex Buffer Objects (VBO)
@ -1967,20 +1949,20 @@ Model rlglLoadModel(Mesh mesh)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.vertices, GL_STATIC_DRAW);
glVertexAttribPointer(model.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.vertexLoc);
glVertexAttribPointer(model.material.shader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.vertexLoc);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh.vertexCount, mesh.texcoords, GL_STATIC_DRAW);
glVertexAttribPointer(model.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.texcoordLoc);
glVertexAttribPointer(model.material.shader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.texcoordLoc);
// Enable vertex attributes: normals
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW);
glVertexAttribPointer(model.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.shader.normalLoc);
glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(model.material.shader.normalLoc);
model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO
model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO
@ -2180,11 +2162,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
if (shader.id != 0)
{
TraceLog(INFO, "[SHDR ID %i] Custom shader loaded successfully", shader.id);
// Set shader textures ids (all 0 by default)
shader.texDiffuseId = 0;
shader.texNormalId = 0;
shader.texSpecularId = 0;
// Get handles to GLSL input attibute locations
//-------------------------------------------------------------------
@ -2341,28 +2318,7 @@ void SetCustomShader(Shader shader)
if (currentShader.id != shader.id)
{
rlglDraw();
currentShader = shader;
/*
if (vaoSupported) glBindVertexArray(vaoQuads);
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[0]);
glEnableVertexAttribArray(currentShader.vertexLoc);
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: texcoords
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[1]);
glEnableVertexAttribArray(currentShader.texcoordLoc);
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
// Enable vertex attributes: colors
glBindBuffer(GL_ARRAY_BUFFER, quadsBuffer[2]);
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
*/
}
#endif
}
@ -2385,7 +2341,7 @@ void SetPostproShader(Shader shader)
texture.width = screenWidth;
texture.height = screenHeight;
SetShaderMapDiffuse(&postproQuad.shader, texture);
postproQuad.material.texDiffuse = texture;
//TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id);
//TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId);
@ -2413,7 +2369,7 @@ void SetDefaultShader(void)
void SetModelShader(Model *model, Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model->shader = shader;
model->material.shader = shader;
if (vaoSupported) glBindVertexArray(model->mesh.vaoId);
@ -2433,9 +2389,7 @@ void SetModelShader(Model *model, Shader shader)
glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0);
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
// NOTE: If SetModelTexture() is called previously, texture is not assigned to new shader
if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id;
#elif (GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "Shaders not supported on OpenGL 1.1");
#endif
@ -2507,104 +2461,6 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
// Default diffuse shader map texture assignment
void SetShaderMapDiffuse(Shader *shader, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
shader->texDiffuseId = texture.id;
glUseProgram(shader->id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shader->texDiffuseId);
glUniform1i(shader->mapDiffuseLoc, 0); // Texture fits in active texture unit 0
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
#endif
}
// Normal map texture shader assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
shader->mapNormalLoc = glGetUniformLocation(shader->id, uniformName);
if (shader->mapNormalLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
else
{
shader->texNormalId = texture.id;
glUseProgram(shader->id);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shader->texNormalId);
glUniform1i(shader->mapNormalLoc, 1); // Texture fits in active texture unit 1
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
}
#endif
}
// Specular map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
shader->mapSpecularLoc = glGetUniformLocation(shader->id, uniformName);
if (shader->mapSpecularLoc == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader->id, uniformName);
else
{
shader->texSpecularId = texture.id;
glUseProgram(shader->id);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, shader->texSpecularId);
glUniform1i(shader->mapSpecularLoc, 2); // Texture fits in active texture unit 2
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
}
#endif
}
// Generic shader maps assignment
// TODO: Trying to find a generic shader to allow any kind of map
// NOTE: mapLocation should be retrieved by user with GetShaderLocation()
// ISSUE: mapTextureId: Shader should contain a reference to map texture and corresponding textureUnit,
// so it can be automatically checked and used in rlglDrawModel()
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit)
{
/*
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (mapLocation == -1) TraceLog(WARNING, "[SHDR ID %i] Map location could not be found", shader->id);
else
{
shader->mapTextureId = texture.id;
glUseProgram(shader->id);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, shader->mapTextureId);
glUniform1i(mapLocation, textureUnit); // Texture fits in active textureUnit
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
}
#endif
*/
}
// Set blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes predefined
void SetBlendMode(int mode)
@ -2679,15 +2535,11 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
// Load Shader (Vertex and Fragment)
// NOTE: This shader program is used only for batch buffers (lines, triangles, quads)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
Shader shader;
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
// Just defined #version 330 despite shader is #version 110
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
@ -2695,7 +2547,7 @@ static Shader LoadDefaultShader(void)
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragTintColor; \n"
"out vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = "#version 100 \n"
"attribute vec3 vertexPosition; \n"
@ -2704,7 +2556,7 @@ static Shader LoadDefaultShader(void)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragTintColor; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
@ -2716,7 +2568,7 @@ static Shader LoadDefaultShader(void)
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragTintColor; \n"
"in vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@ -2751,10 +2603,6 @@ static Shader LoadDefaultShader(void)
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
shader.texDiffuseId = whiteTexture; // Default white texture
shader.texNormalId = 0;
shader.texSpecularId = 0;
//--------------------------------------------------------------------
return shader;
@ -2766,10 +2614,6 @@ static Shader LoadSimpleShader(void)
{
Shader shader;
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
// NOTE: Detected an error on ATI cards if defined #version 110 while OpenGL 3.3+
// Just defined #version 330 despite shader is #version 110
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
@ -2829,10 +2673,6 @@ static Shader LoadSimpleShader(void)
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
shader.texDiffuseId = whiteTexture; // Default white texture
shader.texNormalId = 0;
shader.texSpecularId = 0;
//--------------------------------------------------------------------
return shader;
@ -2905,7 +2745,6 @@ static void InitializeBuffers(void)
quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices)
#endif
for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f;
for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f;
for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0;
@ -3106,7 +2945,7 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight)
int mipmapCount = 1; // Required mipmap levels count (including base level)
int width = baseWidth;
int height = baseHeight;
int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...)
int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only
// Count mipmap levels required
while ((width != 1) && (height != 1))

View file

@ -154,11 +154,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef struct Shader {
unsigned int id; // Shader program id
// TODO: This should be Texture2D objects
unsigned int texDiffuseId; // Diffuse texture id
unsigned int texNormalId; // Normal texture id
unsigned int texSpecularId; // Specular texture id
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
@ -184,12 +179,27 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int format; // Data format (TextureFormat)
} Texture2D;
// Material type
typedef struct Material {
Shader shader;
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colDiffuse;
Color colAmbient;
Color colSpecular;
float glossiness;
float normalDepth;
} Material;
// 3d Model type
typedef struct Model {
Mesh mesh;
Matrix transform;
Texture2D texture;
Shader shader;
Material material;
} Model;
// Color blending modes (pre-defined)

View file

@ -180,44 +180,17 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
// Draw a color-filled rectangle (Vector version)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
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();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
// NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw)
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();
}
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
// Draw rectangle outline

View file

@ -819,11 +819,17 @@ static SpriteFont LoadBMFont(const char *fileName)
int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX;
bool unorderedChars = false;
int firstChar = 0;
for (int i = 0; i < numChars; i++)
{
fgets(buffer, MAX_BUFFER_SIZE, fntFile);
sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i",
&charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX);
if (i == 0) firstChar = charId;
else if (i != (charId - firstChar)) unorderedChars = true;
// Save data properly in sprite font
font.charValues[i] = charId;
@ -832,14 +838,20 @@ static SpriteFont LoadBMFont(const char *fileName)
font.charAdvanceX[i] = charAdvanceX;
}
// TODO: Font data could be not ordered by charId: 32,33,34,35... review charValues and charRecs order
fclose(fntFile);
TraceLog(INFO, "[%s] SpriteFont loaded successfully", fileName);
if (firstChar != FONT_FIRST_CHAR) TraceLog(WARNING, "BMFont not supported: expected SPACE(32) as first character, falling back to default font");
else if (unorderedChars) TraceLog(WARNING, "BMFont not supported: unordered chars data, falling back to default font");
// NOTE: Font data could be not ordered by charId: 32,33,34,35... raylib does not support unordered BMFonts
if ((firstChar != FONT_FIRST_CHAR) || (unorderedChars))
{
UnloadSpriteFont(font);
font = GetDefaultFont();
}
else TraceLog(INFO, "[%s] SpriteFont loaded successfully", fileName);
return font;
}
// Generate a sprite font from TTF file data (font size required)

View file

@ -919,6 +919,39 @@ void ImageResize(Image *image, int newWidth, int newHeight)
free(pixels);
}
// Resize and image to new size using Nearest-Neighbor scaling algorithm
void ImageResizeNN(Image *image,int newWidth,int newHeight)
{
Color *pixels = GetImageData(*image);
Color *output = (Color *)malloc(newWidth*newHeight*sizeof(Color));
// EDIT: added +1 to account for an early rounding problem
int x_ratio = (int)((image->width<<16)/newWidth) + 1;
int y_ratio = (int)((image->height<<16)/newHeight) + 1;
int x2, y2;
for (int i = 0; i < newHeight; i++)
{
for (int j = 0; j < newWidth; j++)
{
x2 = ((j*x_ratio) >> 16);
y2 = ((i*y_ratio) >> 16);
output[(i*newWidth) + j] = pixels[(y2*image->width) + x2] ;
}
}
int format = image->format;
UnloadImage(*image);
*image = LoadImageEx(output, newWidth, newHeight);
ImageFormat(image, format); // Reformat 32bit RGBA image to original format
free(output);
free(pixels);
}
// Draw an image (source) within an image (destination)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec)
{
@ -1046,8 +1079,9 @@ Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing,
float scaleFactor = (float)fontSize/imSize.y;
TraceLog(INFO, "Scalefactor: %f", scaleFactor);
// TODO: Allow nearest-neighbor scaling algorithm
ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
// Using nearest-neighbor scaling algorithm for default font
if (font.texture.id == GetDefaultFont().texture.id) ImageResizeNN(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
}
free(pixels);
@ -1056,6 +1090,25 @@ Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing,
return imText;
}
// Draw text (default font) within an image (destination)
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color)
{
ImageDrawTextEx(dst, position, GetDefaultFont(), text, fontSize, 0, color);
}
// Draw text (custom sprite font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color)
{
Image imText = ImageTextEx(font, text, fontSize, spacing, color);
Rectangle srcRec = { 0, 0, imText.width, imText.height };
Rectangle dstRec = { (int)position.x, (int)position.y, imText.width, imText.height };
ImageDraw(dst, imText, srcRec, dstRec);
UnloadImage(imText);
}
// Flip image vertically
void ImageFlipVertical(Image *image)
{

View file

@ -83,30 +83,64 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
@ -117,9 +151,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -162,9 +195,9 @@ SCREENS = \
screens/screen_gameplay.o \
screens/screen_ending.o \
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is advance_game
default: advance_game
all: advance_game
# compile template - advance_game
advance_game: advance_game.c $(SCREENS)

View file

@ -83,30 +83,64 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
@ -117,9 +151,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -154,9 +187,9 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is basic_game
default: basic_game
all: basic_game
# compile template - basic_game
basic_game: basic_game.c

View file

@ -82,30 +82,64 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
@ -116,9 +150,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -153,9 +186,9 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is basic_test
default: basic_test
all: basic_test
# compile template - basic_test
basic_test: basic_test.c

View file

@ -83,30 +83,64 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
@ -117,9 +151,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -154,9 +187,9 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is simple_game
default: simple_game
all: simple_game
# compile template - simple_game
simple_game: simple_game.c screens.o

View file

@ -83,30 +83,64 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW: Not used, replaced by GLAD
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
endif
@ -117,9 +151,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -162,9 +195,9 @@ SCREENS = \
screens/screen_gameplay.o \
screens/screen_ending.o \
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is standard_game
default: standard_game
all: standard_game
# compile template - standard_game
standard_game: standard_game.c $(SCREENS)