diff --git a/CHANGELOG b/CHANGELOG index a69ace355..a8c09c00b 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -1,7 +1,88 @@ changelog --------- -Current Release: raylib 1.7.0 (20 May 2017) +Current Release: raylib 1.8.0 (Oct 2017) + +----------------------------------------------- +Release: raylib 1.8.0 (Oct 2017) +----------------------------------------------- +NOTE: + In this release, multiple parts of the library have been reviewed again for consistency and simplification. + It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience. + +BIG CHANGES: + - Image generation functions: Gradient, Checked, Noise, Cellular... + - Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot... + - New Shaders and Materials systems to support PBR materials + - Custom Android toolchain for APK building with simple Makefile + - Complete review of raymath functionality (Matrix, Quaternion) + - Complete review of rlgl layer functionality + +detailed changes: +[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture() +[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture() +[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture() +[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps() +[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels() +[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels() +[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh() +[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh() +[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh() +[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh() +[rlgl] RENAMED: rlglUnproject() to rlUnproject() +[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed() +[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault() +[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault() +[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations() +[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault() +// Texture maps generation (PBR) +[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture +[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map +[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map +[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map +[core] ADDED: SetWindowTitle() +[core] ADDED: GetExtension() +[textures] ADDED: SaveImageAs() +? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors +? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character +// Image generation functions +[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient +[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient +[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise +[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells +// Texture maps generation (PBR) +[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data +[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data +[models] REMOVED: LoadMeshEx() +[models] REMOVED: UpdateMesh() +[models] REMOVED: LoadHeightmap() +[models] REMOVED: LoadCubicmap() +[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault() +// Mesh generation functions +[models] ADDED: GenMeshPlane() +[models] ADDED: GenMeshCube() +[models] ADDED: GenMeshSphere() +[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + +[raymath] Reviewed full Matrix functionality +[raymath] Renamed Vector3 functions for consistency +[build] Integrate Android APK building into examples Makefile +[example] ADDED: +[example] ADDED: +[example] ADDED: +[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com +[games] Reviewed game: Koala Seasons +[*] Updated STB libraries to latest version ----------------------------------------------- Release: raylib 1.7.0 (20 May 2017) @@ -36,14 +117,14 @@ other changes: [rlgl] Removed function: CreateLight(), removed internal lighting system [rlgl] Removed function: DestroyLight(), removed internal lighting system [rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator -[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator +[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator [rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator [rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator [rlgl] Added function: InitVrSimulator(), init VR simulator for selected device [rlgl] Added function: CloseVrSimulator(), close VR simulator for current device [rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready [rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering -[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering +[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering [rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API [rlgl] Removed internal lighting system and standard shader, moved to example [rlgl] Removed Oculus Rift support, moved to oculus_rift example