diff --git a/templates/android_project/Makefile b/templates/android_project/Makefile index 79a2725f9..e504d9b7d 100644 --- a/templates/android_project/Makefile +++ b/templates/android_project/Makefile @@ -44,7 +44,7 @@ ANDROID_BUILD_TOOLS = C:/android-sdk/build-tools/26.0.1 JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144 # Compilers -CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc +CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar # Define compiler flags @@ -54,11 +54,11 @@ CFLAGS = -Wall -std=c99 -DPLATFORM_ANDROID -march=armv7-a -mfloat-abi=softfp -mf INCLUDES = -I. -Ijni/include -I$(ANDROID_NDK)/sources/android/native_app_glue # Define library paths containing required libs -LFLAGS = -L. -Ljni/libs -Ljni -Llib +LFLAGS = -L. -Ljni -Llib -Ljni/libs # Define any libraries to link into executable # if you want to link libraries (libname.so or libname.a), use the -lname -LIBS = -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES +LIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES # Building APK # NOTE: typing 'make' will invoke the default target entry called 'all', @@ -91,8 +91,11 @@ native_app_glue: # Compile project code as shared libraries # OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so project_code: - $(CC) -c jni/basic_game.c -o temp/obj/basic_game.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC - $(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/basic_game.o -shared $(INCLUDES) $(LFLAGS) $(LIBS) -lnative_app_glue -u ANativeActivity_onCreate + $(CC) -c src/core.c -o temp/obj/core.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC + $(CC) -c src/rlgl.c -o temp/obj/rlgl.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC -DGRAPHICS_API_OPENGL_ES2 + $(CC) -c src/utils.c -o temp/obj/utils.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC + $(CC) -c src/game_crash.c -o temp/obj/game_crash.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC + $(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_crash.o temp/obj/core.o temp/obj/rlgl.o temp/obj/utils.o -shared $(INCLUDES) $(LFLAGS) -lnative_app_glue $(LIBS) -u ANativeActivity_onCreate # Generate key for APK signing # OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore @@ -137,7 +140,7 @@ deploy: $(ANDROID_HOME)/platform-tools/adb install -r $(PROJECT_NAME).apk $(ANDROID_HOME)/platform-tools/adb logcat -c $(ANDROID_HOME)/platform-tools/adb logcat *:W - + #$(ANDROID_HOME)/platform-tools/adb logcat *:W #$(ANDROID_HOME)/platform-tools/adb -d logcat raylib:V *:S diff --git a/templates/android_project/assets/EMPTY b/templates/android_project/assets/EMPTY new file mode 100644 index 000000000..e69de29bb diff --git a/templates/android_project/assets/alagard.rbmf b/templates/android_project/assets/alagard.rbmf deleted file mode 100644 index 8c9b68d3c..000000000 Binary files a/templates/android_project/assets/alagard.rbmf and /dev/null differ diff --git a/templates/android_project/assets/ambient.ogg b/templates/android_project/assets/ambient.ogg deleted file mode 100644 index af7f836ed..000000000 Binary files a/templates/android_project/assets/ambient.ogg and /dev/null differ diff --git a/templates/android_project/assets/coin.wav b/templates/android_project/assets/coin.wav deleted file mode 100644 index 6684ffc6a..000000000 Binary files a/templates/android_project/assets/coin.wav and /dev/null differ diff --git a/templates/android_project/assets/raylib_logo.png b/templates/android_project/assets/raylib_logo.png deleted file mode 100644 index 665456277..000000000 Binary files a/templates/android_project/assets/raylib_logo.png and /dev/null differ diff --git a/templates/android_project/jni/Android.mk b/templates/android_project/jni/Android.mk deleted file mode 100644 index 4bd6f57a3..000000000 --- a/templates/android_project/jni/Android.mk +++ /dev/null @@ -1,100 +0,0 @@ -#************************************************************************************************** -# -# raylib for Android -# -# Game template makefile -# -# Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) -# -# This software is provided "as-is", without any express or implied warranty. In no event -# will the authors be held liable for any damages arising from the use of this software. -# -# Permission is granted to anyone to use this software for any purpose, including commercial -# applications, and to alter it and redistribute it freely, subject to the following restrictions: -# -# 1. The origin of this software must not be misrepresented; you must not claim that you -# wrote the original software. If you use this software in a product, an acknowledgment -# in the product documentation would be appreciated but is not required. -# -# 2. Altered source versions must be plainly marked as such, and must not be misrepresented -# as being the original software. -# -# 3. This notice may not be removed or altered from any source distribution. -# -#************************************************************************************************** - -# Path of the current directory (i.e. the directory containing the Android.mk file itself) -LOCAL_PATH := $(call my-dir) - -# OpenAL module (prebuilt static library) -#-------------------------------------------------------------------- -include $(CLEAR_VARS) - -# Module name -LOCAL_MODULE := openal - -# Precompiled lib -LOCAL_SRC_FILES := libs/libopenal.so - -# Export headers -LOCAL_EXPORT_C_INCLUDES := include - -# Build static library -include $(PREBUILT_SHARED_LIBRARY) -#-------------------------------------------------------------------- - - -# raylib module (prebuilt static library) -#-------------------------------------------------------------------- -include $(CLEAR_VARS) - -# Module name -LOCAL_MODULE := raylib - -# Precompiled lib -LOCAL_SRC_FILES := libs/libraylib.a - -# Export headers -LOCAL_EXPORT_C_INCLUDES := include - -# Static library dependency -LOCAL_STATIC_LIBRARIES := android_native_app_glue - -# Build static library -include $(PREBUILT_STATIC_LIBRARY) -#-------------------------------------------------------------------- - - -# raylib game module (shared library) -#-------------------------------------------------------------------- -# Makefile that will clear many LOCAL_XXX variables for you -include $(CLEAR_VARS) - -# Module name -LOCAL_MODULE := raylib_game - -# Module source files -LOCAL_SRC_FILES := basic_game.c - -# Required includes paths (.h) -# NOTE: raylib header and openal headers are included using LOCAL_EXPORT_C_INCLUDES -LOCAL_C_INCLUDES := $(LOCAL_PATH) $(LOCAL_PATH)/include - -# Required flags for compilation: defines PLATFORM_ANDROID -LOCAL_CFLAGS := -Wall -std=c99 -DPLATFORM_ANDROID - -# Linker required libraries (not many...) -LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv2 -lOpenSLES - -# Required static library -LOCAL_STATIC_LIBRARIES := android_native_app_glue raylib openal - -# Required shared library -# NOTE: It brokes the build, using static library instead -#LOCAL_SHARED_LIBRARIES := openal - -# Build the shared library libraylib_game.so -include $(BUILD_SHARED_LIBRARY) - -$(call import-module,android/native_app_glue) -#-------------------------------------------------------------------- diff --git a/templates/android_project/jni/basic_game.c b/templates/android_project/jni/basic_game.c deleted file mode 100644 index 94fbc6cda..000000000 --- a/templates/android_project/jni/basic_game.c +++ /dev/null @@ -1,172 +0,0 @@ -/******************************************************************************************* -* -* raylib - Android Basic Game template -* -* -* -* -* This game has been created using raylib v1.2 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2014 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#include "android_native_app_glue.h" - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen; - -//---------------------------------------------------------------------------------- -// Android Main entry point -//---------------------------------------------------------------------------------- -void android_main(struct android_app *app) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - GameScreen currentScreen = LOGO; - - InitWindow(screenWidth, screenHeight, app); - - // TODO: Initialize all required variables and load all required data here! - - InitAudioDevice(); // Initialize audio device - - Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder) - - Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder) - Music ambient = LoadMusicStream("ambient.ogg"); - PlayMusicStream(ambient); - - int framesCounter = 0; // Used to count frames - - SetTargetFPS(60); // Not required on Android, already locked to 60 fps - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateMusicStream(ambient); - - switch(currentScreen) - { - case LOGO: - { - // TODO: Update LOGO screen variables here! - - framesCounter++; // Count frames - - // Wait for 4 seconds (240 frames) before jumping to TITLE screen - if (framesCounter > 240) - { - currentScreen = TITLE; - } - } break; - case TITLE: - { - // TODO: Update TITLE screen variables here! - - // Press enter to change to GAMEPLAY screen - if (IsGestureDetected(GESTURE_TAP)) - { - PlaySound(fx); - currentScreen = GAMEPLAY; - } - } break; - case GAMEPLAY: - { - // TODO: Update GAMEPLAY screen variables here! - - // Press enter to change to ENDING screen - if (IsGestureDetected(GESTURE_TAP)) - { - PlaySound(fx); - currentScreen = ENDING; - } - } break; - case ENDING: - { - // TODO: Update ENDING screen variables here! - - // Press enter to return to TITLE screen - if (IsGestureDetected(GESTURE_TAP)) - { - PlaySound(fx); - currentScreen = TITLE; - } - } break; - default: break; - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - switch(currentScreen) - { - case LOGO: - { - // TODO: Draw LOGO screen here! - DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); - DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE); - DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY); - - } break; - case TITLE: - { - // TODO: Draw TITLE screen here! - DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); - DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); - DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN); - - } break; - case GAMEPLAY: - { - // TODO: Draw GAMEPLAY screen here! - DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE); - DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); - DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON); - - } break; - case ENDING: - { - // TODO: Draw ENDING screen here! - DrawRectangle(0, 0, screenWidth, screenHeight, BLUE); - DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); - DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE); - - } break; - default: break; - } - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - - // TODO: Unload all loaded data (textures, fonts, audio) here! - - UnloadSound(fx); // Unload sound data - UnloadMusicStream(ambient); // Unload music stream data - - CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) - - UnloadTexture(texture); // Unload texture data - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- -} \ No newline at end of file diff --git a/templates/android_project/jni/include/AL/al.h b/templates/android_project/jni/include/AL/al.h deleted file mode 100644 index 413b38331..000000000 --- a/templates/android_project/jni/include/AL/al.h +++ /dev/null @@ -1,656 +0,0 @@ -#ifndef AL_AL_H -#define AL_AL_H - -#if defined(__cplusplus) -extern "C" { -#endif - -#ifndef AL_API - #if defined(AL_LIBTYPE_STATIC) - #define AL_API - #elif defined(_WIN32) - #define AL_API __declspec(dllimport) - #else - #define AL_API extern - #endif -#endif - -#if defined(_WIN32) - #define AL_APIENTRY __cdecl -#else - #define AL_APIENTRY -#endif - - -/** Deprecated macro. */ -#define OPENAL -#define ALAPI AL_API -#define ALAPIENTRY AL_APIENTRY -#define AL_INVALID (-1) -#define AL_ILLEGAL_ENUM AL_INVALID_ENUM -#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION - -/** Supported AL version. */ -#define AL_VERSION_1_0 -#define AL_VERSION_1_1 - -/** 8-bit boolean */ -typedef char ALboolean; - -/** character */ -typedef char ALchar; - -/** signed 8-bit 2's complement integer */ -typedef signed char ALbyte; - -/** unsigned 8-bit integer */ -typedef unsigned char ALubyte; - -/** signed 16-bit 2's complement integer */ -typedef short ALshort; - -/** unsigned 16-bit integer */ -typedef unsigned short ALushort; - -/** signed 32-bit 2's complement integer */ -typedef int ALint; - -/** unsigned 32-bit integer */ -typedef unsigned int ALuint; - -/** non-negative 32-bit binary integer size */ -typedef int ALsizei; - -/** enumerated 32-bit value */ -typedef int ALenum; - -/** 32-bit IEEE754 floating-point */ -typedef float ALfloat; - -/** 64-bit IEEE754 floating-point */ -typedef double ALdouble; - -/** void type (for opaque pointers only) */ -typedef void ALvoid; - - -/* Enumerant values begin at column 50. No tabs. */ - -/** "no distance model" or "no buffer" */ -#define AL_NONE 0 - -/** Boolean False. */ -#define AL_FALSE 0 - -/** Boolean True. */ -#define AL_TRUE 1 - - -/** - * Relative source. - * Type: ALboolean - * Range: [AL_TRUE, AL_FALSE] - * Default: AL_FALSE - * - * Specifies if the Source has relative coordinates. - */ -#define AL_SOURCE_RELATIVE 0x202 - - -/** - * Inner cone angle, in degrees. - * Type: ALint, ALfloat - * Range: [0 - 360] - * Default: 360 - * - * The angle covered by the inner cone, where the source will not attenuate. - */ -#define AL_CONE_INNER_ANGLE 0x1001 - -/** - * Outer cone angle, in degrees. - * Range: [0 - 360] - * Default: 360 - * - * The angle covered by the outer cone, where the source will be fully - * attenuated. - */ -#define AL_CONE_OUTER_ANGLE 0x1002 - -/** - * Source pitch. - * Type: ALfloat - * Range: [0.5 - 2.0] - * Default: 1.0 - * - * A multiplier for the frequency (sample rate) of the source's buffer. - */ -#define AL_PITCH 0x1003 - -/** - * Source or listener position. - * Type: ALfloat[3], ALint[3] - * Default: {0, 0, 0} - * - * The source or listener location in three dimensional space. - * - * OpenAL, like OpenGL, uses a right handed coordinate system, where in a - * frontal default view X (thumb) points right, Y points up (index finger), and - * Z points towards the viewer/camera (middle finger). - * - * To switch from a left handed coordinate system, flip the sign on the Z - * coordinate. - */ -#define AL_POSITION 0x1004 - -/** - * Source direction. - * Type: ALfloat[3], ALint[3] - * Default: {0, 0, 0} - * - * Specifies the current direction in local space. - * A zero-length vector specifies an omni-directional source (cone is ignored). - */ -#define AL_DIRECTION 0x1005 - -/** - * Source or listener velocity. - * Type: ALfloat[3], ALint[3] - * Default: {0, 0, 0} - * - * Specifies the current velocity in local space. - */ -#define AL_VELOCITY 0x1006 - -/** - * Source looping. - * Type: ALboolean - * Range: [AL_TRUE, AL_FALSE] - * Default: AL_FALSE - * - * Specifies whether source is looping. - */ -#define AL_LOOPING 0x1007 - -/** - * Source buffer. - * Type: ALuint - * Range: any valid Buffer. - * - * Specifies the buffer to provide sound samples. - */ -#define AL_BUFFER 0x1009 - -/** - * Source or listener gain. - * Type: ALfloat - * Range: [0.0 - ] - * - * A value of 1.0 means unattenuated. Each division by 2 equals an attenuation - * of about -6dB. Each multiplicaton by 2 equals an amplification of about - * +6dB. - * - * A value of 0.0 is meaningless with respect to a logarithmic scale; it is - * silent. - */ -#define AL_GAIN 0x100A - -/** - * Minimum source gain. - * Type: ALfloat - * Range: [0.0 - 1.0] - * - * The minimum gain allowed for a source, after distance and cone attenation is - * applied (if applicable). - */ -#define AL_MIN_GAIN 0x100D - -/** - * Maximum source gain. - * Type: ALfloat - * Range: [0.0 - 1.0] - * - * The maximum gain allowed for a source, after distance and cone attenation is - * applied (if applicable). - */ -#define AL_MAX_GAIN 0x100E - -/** - * Listener orientation. - * Type: ALfloat[6] - * Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0} - * - * Effectively two three dimensional vectors. The first vector is the front (or - * "at") and the second is the top (or "up"). - * - * Both vectors are in local space. - */ -#define AL_ORIENTATION 0x100F - -/** - * Source state (query only). - * Type: ALint - * Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED] - */ -#define AL_SOURCE_STATE 0x1010 - -/** Source state value. */ -#define AL_INITIAL 0x1011 -#define AL_PLAYING 0x1012 -#define AL_PAUSED 0x1013 -#define AL_STOPPED 0x1014 - -/** - * Source Buffer Queue size (query only). - * Type: ALint - * - * The number of buffers queued using alSourceQueueBuffers, minus the buffers - * removed with alSourceUnqueueBuffers. - */ -#define AL_BUFFERS_QUEUED 0x1015 - -/** - * Source Buffer Queue processed count (query only). - * Type: ALint - * - * The number of queued buffers that have been fully processed, and can be - * removed with alSourceUnqueueBuffers. - * - * Looping sources will never fully process buffers because they will be set to - * play again for when the source loops. - */ -#define AL_BUFFERS_PROCESSED 0x1016 - -/** - * Source reference distance. - * Type: ALfloat - * Range: [0.0 - ] - * Default: 1.0 - * - * The distance in units that no attenuation occurs. - * - * At 0.0, no distance attenuation ever occurs on non-linear attenuation models. - */ -#define AL_REFERENCE_DISTANCE 0x1020 - -/** - * Source rolloff factor. - * Type: ALfloat - * Range: [0.0 - ] - * Default: 1.0 - * - * Multiplier to exaggerate or diminish distance attenuation. - * - * At 0.0, no distance attenuation ever occurs. - */ -#define AL_ROLLOFF_FACTOR 0x1021 - -/** - * Outer cone gain. - * Type: ALfloat - * Range: [0.0 - 1.0] - * Default: 0.0 - * - * The gain attenuation applied when the listener is outside of the source's - * outer cone. - */ -#define AL_CONE_OUTER_GAIN 0x1022 - -/** - * Source maximum distance. - * Type: ALfloat - * Range: [0.0 - ] - * Default: +inf - * - * The distance above which the source is not attenuated any further with a - * clamped distance model, or where attenuation reaches 0.0 gain for linear - * distance models with a default rolloff factor. - */ -#define AL_MAX_DISTANCE 0x1023 - -/** Source buffer position, in seconds */ -#define AL_SEC_OFFSET 0x1024 -/** Source buffer position, in sample frames */ -#define AL_SAMPLE_OFFSET 0x1025 -/** Source buffer position, in bytes */ -#define AL_BYTE_OFFSET 0x1026 - -/** - * Source type (query only). - * Type: ALint - * Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED] - * - * A Source is Static if a Buffer has been attached using AL_BUFFER. - * - * A Source is Streaming if one or more Buffers have been attached using - * alSourceQueueBuffers. - * - * A Source is Undetermined when it has the NULL buffer attached using - * AL_BUFFER. - */ -#define AL_SOURCE_TYPE 0x1027 - -/** Source type value. */ -#define AL_STATIC 0x1028 -#define AL_STREAMING 0x1029 -#define AL_UNDETERMINED 0x1030 - -/** Buffer format specifier. */ -#define AL_FORMAT_MONO8 0x1100 -#define AL_FORMAT_MONO16 0x1101 -#define AL_FORMAT_STEREO8 0x1102 -#define AL_FORMAT_STEREO16 0x1103 - -/** Buffer frequency (query only). */ -#define AL_FREQUENCY 0x2001 -/** Buffer bits per sample (query only). */ -#define AL_BITS 0x2002 -/** Buffer channel count (query only). */ -#define AL_CHANNELS 0x2003 -/** Buffer data size (query only). */ -#define AL_SIZE 0x2004 - -/** - * Buffer state. - * - * Not for public use. - */ -#define AL_UNUSED 0x2010 -#define AL_PENDING 0x2011 -#define AL_PROCESSED 0x2012 - - -/** No error. */ -#define AL_NO_ERROR 0 - -/** Invalid name paramater passed to AL call. */ -#define AL_INVALID_NAME 0xA001 - -/** Invalid enum parameter passed to AL call. */ -#define AL_INVALID_ENUM 0xA002 - -/** Invalid value parameter passed to AL call. */ -#define AL_INVALID_VALUE 0xA003 - -/** Illegal AL call. */ -#define AL_INVALID_OPERATION 0xA004 - -/** Not enough memory. */ -#define AL_OUT_OF_MEMORY 0xA005 - - -/** Context string: Vendor ID. */ -#define AL_VENDOR 0xB001 -/** Context string: Version. */ -#define AL_VERSION 0xB002 -/** Context string: Renderer ID. */ -#define AL_RENDERER 0xB003 -/** Context string: Space-separated extension list. */ -#define AL_EXTENSIONS 0xB004 - - -/** - * Doppler scale. - * Type: ALfloat - * Range: [0.0 - ] - * Default: 1.0 - * - * Scale for source and listener velocities. - */ -#define AL_DOPPLER_FACTOR 0xC000 -AL_API void AL_APIENTRY alDopplerFactor(ALfloat value); - -/** - * Doppler velocity (deprecated). - * - * A multiplier applied to the Speed of Sound. - */ -#define AL_DOPPLER_VELOCITY 0xC001 -AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value); - -/** - * Speed of Sound, in units per second. - * Type: ALfloat - * Range: [0.0001 - ] - * Default: 343.3 - * - * The speed at which sound waves are assumed to travel, when calculating the - * doppler effect. - */ -#define AL_SPEED_OF_SOUND 0xC003 -AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value); - -/** - * Distance attenuation model. - * Type: ALint - * Range: [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED, - * AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED, - * AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED] - * Default: AL_INVERSE_DISTANCE_CLAMPED - * - * The model by which sources attenuate with distance. - * - * None - No distance attenuation. - * Inverse - Doubling the distance halves the source gain. - * Linear - Linear gain scaling between the reference and max distances. - * Exponent - Exponential gain dropoff. - * - * Clamped variations work like the non-clamped counterparts, except the - * distance calculated is clamped between the reference and max distances. - */ -#define AL_DISTANCE_MODEL 0xD000 -AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel); - -/** Distance model value. */ -#define AL_INVERSE_DISTANCE 0xD001 -#define AL_INVERSE_DISTANCE_CLAMPED 0xD002 -#define AL_LINEAR_DISTANCE 0xD003 -#define AL_LINEAR_DISTANCE_CLAMPED 0xD004 -#define AL_EXPONENT_DISTANCE 0xD005 -#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006 - -/** Renderer State management. */ -AL_API void AL_APIENTRY alEnable(ALenum capability); -AL_API void AL_APIENTRY alDisable(ALenum capability); -AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability); - -/** State retrieval. */ -AL_API const ALchar* AL_APIENTRY alGetString(ALenum param); -AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values); -AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values); -AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values); -AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values); -AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param); -AL_API ALint AL_APIENTRY alGetInteger(ALenum param); -AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param); -AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param); - -/** - * Error retrieval. - * - * Obtain the first error generated in the AL context since the last check. - */ -AL_API ALenum AL_APIENTRY alGetError(void); - -/** - * Extension support. - * - * Query for the presence of an extension, and obtain any appropriate function - * pointers and enum values. - */ -AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname); -AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname); -AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename); - - -/** Set Listener parameters */ -AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value); -AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); -AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values); -AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value); -AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3); -AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values); - -/** Get Listener parameters */ -AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value); -AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); -AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values); -AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value); -AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3); -AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values); - - -/** Create Source objects. */ -AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources); -/** Delete Source objects. */ -AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources); -/** Verify a handle is a valid Source. */ -AL_API ALboolean AL_APIENTRY alIsSource(ALuint source); - -/** Set Source parameters. */ -AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value); -AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); -AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values); -AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value); -AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3); -AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values); - -/** Get Source parameters. */ -AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value); -AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); -AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values); -AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value); -AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3); -AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values); - - -/** Play, replay, or resume (if paused) a list of Sources */ -AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources); -/** Stop a list of Sources */ -AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources); -/** Rewind a list of Sources */ -AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources); -/** Pause a list of Sources */ -AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources); - -/** Play, replay, or resume a Source */ -AL_API void AL_APIENTRY alSourcePlay(ALuint source); -/** Stop a Source */ -AL_API void AL_APIENTRY alSourceStop(ALuint source); -/** Rewind a Source (set playback postiton to beginning) */ -AL_API void AL_APIENTRY alSourceRewind(ALuint source); -/** Pause a Source */ -AL_API void AL_APIENTRY alSourcePause(ALuint source); - -/** Queue buffers onto a source */ -AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers); -/** Unqueue processed buffers from a source */ -AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers); - - -/** Create Buffer objects */ -AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers); -/** Delete Buffer objects */ -AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers); -/** Verify a handle is a valid Buffer */ -AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer); - -/** Specifies the data to be copied into a buffer */ -AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq); - -/** Set Buffer parameters, */ -AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value); -AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); -AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values); -AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value); -AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3); -AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values); - -/** Get Buffer parameters. */ -AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value); -AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); -AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values); -AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value); -AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3); -AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values); - -/** Pointer-to-function type, useful for dynamically getting AL entry points. */ -typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability); -typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability); -typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability); -typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param); -typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values); -typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values); -typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values); -typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values); -typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param); -typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param); -typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param); -typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param); -typedef ALenum (AL_APIENTRY *LPALGETERROR)(void); -typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname); -typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname); -typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename); -typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value); -typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); -typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values); -typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value); -typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3); -typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values); -typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value); -typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); -typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values); -typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value); -typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3); -typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values); -typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources); -typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources); -typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source); -typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value); -typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); -typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values); -typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value); -typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3); -typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values); -typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value); -typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); -typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values); -typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value); -typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3); -typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values); -typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources); -typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources); -typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources); -typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources); -typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source); -typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source); -typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source); -typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source); -typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers); -typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers); -typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers); -typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers); -typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer); -typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq); -typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value); -typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3); -typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values); -typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value); -typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3); -typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values); -typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value); -typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3); -typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values); -typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value); -typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3); -typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values); -typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value); -typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value); -typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value); -typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel); - -#if defined(__cplusplus) -} /* extern "C" */ -#endif - -#endif /* AL_AL_H */ diff --git a/templates/android_project/jni/include/AL/alc.h b/templates/android_project/jni/include/AL/alc.h deleted file mode 100644 index 294e8b33c..000000000 --- a/templates/android_project/jni/include/AL/alc.h +++ /dev/null @@ -1,237 +0,0 @@ -#ifndef AL_ALC_H -#define AL_ALC_H - -#if defined(__cplusplus) -extern "C" { -#endif - -#ifndef ALC_API - #if defined(AL_LIBTYPE_STATIC) - #define ALC_API - #elif defined(_WIN32) - #define ALC_API __declspec(dllimport) - #else - #define ALC_API extern - #endif -#endif - -#if defined(_WIN32) - #define ALC_APIENTRY __cdecl -#else - #define ALC_APIENTRY -#endif - - -/** Deprecated macro. */ -#define ALCAPI ALC_API -#define ALCAPIENTRY ALC_APIENTRY -#define ALC_INVALID 0 - -/** Supported ALC version? */ -#define ALC_VERSION_0_1 1 - -/** Opaque device handle */ -typedef struct ALCdevice_struct ALCdevice; -/** Opaque context handle */ -typedef struct ALCcontext_struct ALCcontext; - -/** 8-bit boolean */ -typedef char ALCboolean; - -/** character */ -typedef char ALCchar; - -/** signed 8-bit 2's complement integer */ -typedef signed char ALCbyte; - -/** unsigned 8-bit integer */ -typedef unsigned char ALCubyte; - -/** signed 16-bit 2's complement integer */ -typedef short ALCshort; - -/** unsigned 16-bit integer */ -typedef unsigned short ALCushort; - -/** signed 32-bit 2's complement integer */ -typedef int ALCint; - -/** unsigned 32-bit integer */ -typedef unsigned int ALCuint; - -/** non-negative 32-bit binary integer size */ -typedef int ALCsizei; - -/** enumerated 32-bit value */ -typedef int ALCenum; - -/** 32-bit IEEE754 floating-point */ -typedef float ALCfloat; - -/** 64-bit IEEE754 floating-point */ -typedef double ALCdouble; - -/** void type (for opaque pointers only) */ -typedef void ALCvoid; - - -/* Enumerant values begin at column 50. No tabs. */ - -/** Boolean False. */ -#define ALC_FALSE 0 - -/** Boolean True. */ -#define ALC_TRUE 1 - -/** Context attribute: Hz. */ -#define ALC_FREQUENCY 0x1007 - -/** Context attribute: Hz. */ -#define ALC_REFRESH 0x1008 - -/** Context attribute: AL_TRUE or AL_FALSE. */ -#define ALC_SYNC 0x1009 - -/** Context attribute: requested Mono (3D) Sources. */ -#define ALC_MONO_SOURCES 0x1010 - -/** Context attribute: requested Stereo Sources. */ -#define ALC_STEREO_SOURCES 0x1011 - -/** No error. */ -#define ALC_NO_ERROR 0 - -/** Invalid device handle. */ -#define ALC_INVALID_DEVICE 0xA001 - -/** Invalid context handle. */ -#define ALC_INVALID_CONTEXT 0xA002 - -/** Invalid enum parameter passed to an ALC call. */ -#define ALC_INVALID_ENUM 0xA003 - -/** Invalid value parameter passed to an ALC call. */ -#define ALC_INVALID_VALUE 0xA004 - -/** Out of memory. */ -#define ALC_OUT_OF_MEMORY 0xA005 - - -/** Runtime ALC version. */ -#define ALC_MAJOR_VERSION 0x1000 -#define ALC_MINOR_VERSION 0x1001 - -/** Context attribute list properties. */ -#define ALC_ATTRIBUTES_SIZE 0x1002 -#define ALC_ALL_ATTRIBUTES 0x1003 - -/** String for the default device specifier. */ -#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004 -/** - * String for the given device's specifier. - * - * If device handle is NULL, it is instead a null-char separated list of - * strings of known device specifiers (list ends with an empty string). - */ -#define ALC_DEVICE_SPECIFIER 0x1005 -/** String for space-separated list of ALC extensions. */ -#define ALC_EXTENSIONS 0x1006 - - -/** Capture extension */ -#define ALC_EXT_CAPTURE 1 -/** - * String for the given capture device's specifier. - * - * If device handle is NULL, it is instead a null-char separated list of - * strings of known capture device specifiers (list ends with an empty string). - */ -#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310 -/** String for the default capture device specifier. */ -#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER 0x311 -/** Number of sample frames available for capture. */ -#define ALC_CAPTURE_SAMPLES 0x312 - - -/** Enumerate All extension */ -#define ALC_ENUMERATE_ALL_EXT 1 -/** String for the default extended device specifier. */ -#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012 -/** - * String for the given extended device's specifier. - * - * If device handle is NULL, it is instead a null-char separated list of - * strings of known extended device specifiers (list ends with an empty string). - */ -#define ALC_ALL_DEVICES_SPECIFIER 0x1013 - - -/** Context management. */ -ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist); -ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context); -ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context); -ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context); -ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context); -ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void); -ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context); - -/** Device management. */ -ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename); -ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device); - - -/** - * Error support. - * - * Obtain the most recent Device error. - */ -ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device); - -/** - * Extension support. - * - * Query for the presence of an extension, and obtain any appropriate - * function pointers and enum values. - */ -ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname); -ALC_API void* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname); -ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname); - -/** Query function. */ -ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param); -ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values); - -/** Capture function. */ -ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize); -ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device); -ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device); -ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device); -ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); - -/** Pointer-to-function type, useful for dynamically getting ALC entry points. */ -typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist); -typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context); -typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context); -typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context); -typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context); -typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void); -typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context); -typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename); -typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device); -typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device); -typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname); -typedef void* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname); -typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname); -typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param); -typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values); -typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize); -typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device); -typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device); -typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device); -typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); - -#if defined(__cplusplus) -} -#endif - -#endif /* AL_ALC_H */ diff --git a/templates/android_project/jni/include/AL/alext.h b/templates/android_project/jni/include/AL/alext.h deleted file mode 100644 index 50ad10ec1..000000000 --- a/templates/android_project/jni/include/AL/alext.h +++ /dev/null @@ -1,455 +0,0 @@ -/** - * OpenAL cross platform audio library - * Copyright (C) 2008 by authors. - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., - * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. - * Or go to http://www.gnu.org/copyleft/lgpl.html - */ - -#ifndef AL_ALEXT_H -#define AL_ALEXT_H - -#include -/* Define int64_t and uint64_t types */ -#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L -#include -#elif defined(_WIN32) && defined(__GNUC__) -#include -#elif defined(_WIN32) -typedef __int64 int64_t; -typedef unsigned __int64 uint64_t; -#else -/* Fallback if nothing above works */ -#include -#endif - -#include "alc.h" -#include "al.h" - -#ifdef __cplusplus -extern "C" { -#endif - -#ifndef AL_LOKI_IMA_ADPCM_format -#define AL_LOKI_IMA_ADPCM_format 1 -#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000 -#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT 0x10001 -#endif - -#ifndef AL_LOKI_WAVE_format -#define AL_LOKI_WAVE_format 1 -#define AL_FORMAT_WAVE_EXT 0x10002 -#endif - -#ifndef AL_EXT_vorbis -#define AL_EXT_vorbis 1 -#define AL_FORMAT_VORBIS_EXT 0x10003 -#endif - -#ifndef AL_LOKI_quadriphonic -#define AL_LOKI_quadriphonic 1 -#define AL_FORMAT_QUAD8_LOKI 0x10004 -#define AL_FORMAT_QUAD16_LOKI 0x10005 -#endif - -#ifndef AL_EXT_float32 -#define AL_EXT_float32 1 -#define AL_FORMAT_MONO_FLOAT32 0x10010 -#define AL_FORMAT_STEREO_FLOAT32 0x10011 -#endif - -#ifndef AL_EXT_double -#define AL_EXT_double 1 -#define AL_FORMAT_MONO_DOUBLE_EXT 0x10012 -#define AL_FORMAT_STEREO_DOUBLE_EXT 0x10013 -#endif - -#ifndef AL_EXT_MULAW -#define AL_EXT_MULAW 1 -#define AL_FORMAT_MONO_MULAW_EXT 0x10014 -#define AL_FORMAT_STEREO_MULAW_EXT 0x10015 -#endif - -#ifndef AL_EXT_ALAW -#define AL_EXT_ALAW 1 -#define AL_FORMAT_MONO_ALAW_EXT 0x10016 -#define AL_FORMAT_STEREO_ALAW_EXT 0x10017 -#endif - -#ifndef ALC_LOKI_audio_channel -#define ALC_LOKI_audio_channel 1 -#define ALC_CHAN_MAIN_LOKI 0x500001 -#define ALC_CHAN_PCM_LOKI 0x500002 -#define ALC_CHAN_CD_LOKI 0x500003 -#endif - -#ifndef AL_EXT_MCFORMATS -#define AL_EXT_MCFORMATS 1 -#define AL_FORMAT_QUAD8 0x1204 -#define AL_FORMAT_QUAD16 0x1205 -#define AL_FORMAT_QUAD32 0x1206 -#define AL_FORMAT_REAR8 0x1207 -#define AL_FORMAT_REAR16 0x1208 -#define AL_FORMAT_REAR32 0x1209 -#define AL_FORMAT_51CHN8 0x120A -#define AL_FORMAT_51CHN16 0x120B -#define AL_FORMAT_51CHN32 0x120C -#define AL_FORMAT_61CHN8 0x120D -#define AL_FORMAT_61CHN16 0x120E -#define AL_FORMAT_61CHN32 0x120F -#define AL_FORMAT_71CHN8 0x1210 -#define AL_FORMAT_71CHN16 0x1211 -#define AL_FORMAT_71CHN32 0x1212 -#endif - -#ifndef AL_EXT_MULAW_MCFORMATS -#define AL_EXT_MULAW_MCFORMATS 1 -#define AL_FORMAT_MONO_MULAW 0x10014 -#define AL_FORMAT_STEREO_MULAW 0x10015 -#define AL_FORMAT_QUAD_MULAW 0x10021 -#define AL_FORMAT_REAR_MULAW 0x10022 -#define AL_FORMAT_51CHN_MULAW 0x10023 -#define AL_FORMAT_61CHN_MULAW 0x10024 -#define AL_FORMAT_71CHN_MULAW 0x10025 -#endif - -#ifndef AL_EXT_IMA4 -#define AL_EXT_IMA4 1 -#define AL_FORMAT_MONO_IMA4 0x1300 -#define AL_FORMAT_STEREO_IMA4 0x1301 -#endif - -#ifndef AL_EXT_STATIC_BUFFER -#define AL_EXT_STATIC_BUFFER 1 -typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei); -#ifdef AL_ALEXT_PROTOTYPES -AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq); -#endif -#endif - -#ifndef ALC_EXT_EFX -#define ALC_EXT_EFX 1 -#include "efx.h" -#endif - -#ifndef ALC_EXT_disconnect -#define ALC_EXT_disconnect 1 -#define ALC_CONNECTED 0x313 -#endif - -#ifndef ALC_EXT_thread_local_context -#define ALC_EXT_thread_local_context 1 -typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context); -typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void); -#ifdef AL_ALEXT_PROTOTYPES -ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context); -ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void); -#endif -#endif - -#ifndef AL_EXT_source_distance_model -#define AL_EXT_source_distance_model 1 -#define AL_SOURCE_DISTANCE_MODEL 0x200 -#endif - -#ifndef AL_SOFT_buffer_sub_data -#define AL_SOFT_buffer_sub_data 1 -#define AL_BYTE_RW_OFFSETS_SOFT 0x1031 -#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032 -typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei); -#ifdef AL_ALEXT_PROTOTYPES -AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length); -#endif -#endif - -#ifndef AL_SOFT_loop_points -#define AL_SOFT_loop_points 1 -#define AL_LOOP_POINTS_SOFT 0x2015 -#endif - -#ifndef AL_EXT_FOLDBACK -#define AL_EXT_FOLDBACK 1 -#define AL_EXT_FOLDBACK_NAME "AL_EXT_FOLDBACK" -#define AL_FOLDBACK_EVENT_BLOCK 0x4112 -#define AL_FOLDBACK_EVENT_START 0x4111 -#define AL_FOLDBACK_EVENT_STOP 0x4113 -#define AL_FOLDBACK_MODE_MONO 0x4101 -#define AL_FOLDBACK_MODE_STEREO 0x4102 -typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei); -typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK); -typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void); -#ifdef AL_ALEXT_PROTOTYPES -AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback); -AL_API void AL_APIENTRY alRequestFoldbackStop(void); -#endif -#endif - -#ifndef ALC_EXT_DEDICATED -#define ALC_EXT_DEDICATED 1 -#define AL_DEDICATED_GAIN 0x0001 -#define AL_EFFECT_DEDICATED_DIALOGUE 0x9001 -#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000 -#endif - -#ifndef AL_SOFT_buffer_samples -#define AL_SOFT_buffer_samples 1 -/* Channel configurations */ -#define AL_MONO_SOFT 0x1500 -#define AL_STEREO_SOFT 0x1501 -#define AL_REAR_SOFT 0x1502 -#define AL_QUAD_SOFT 0x1503 -#define AL_5POINT1_SOFT 0x1504 -#define AL_6POINT1_SOFT 0x1505 -#define AL_7POINT1_SOFT 0x1506 - -/* Sample types */ -#define AL_BYTE_SOFT 0x1400 -#define AL_UNSIGNED_BYTE_SOFT 0x1401 -#define AL_SHORT_SOFT 0x1402 -#define AL_UNSIGNED_SHORT_SOFT 0x1403 -#define AL_INT_SOFT 0x1404 -#define AL_UNSIGNED_INT_SOFT 0x1405 -#define AL_FLOAT_SOFT 0x1406 -#define AL_DOUBLE_SOFT 0x1407 -#define AL_BYTE3_SOFT 0x1408 -#define AL_UNSIGNED_BYTE3_SOFT 0x1409 - -/* Storage formats */ -#define AL_MONO8_SOFT 0x1100 -#define AL_MONO16_SOFT 0x1101 -#define AL_MONO32F_SOFT 0x10010 -#define AL_STEREO8_SOFT 0x1102 -#define AL_STEREO16_SOFT 0x1103 -#define AL_STEREO32F_SOFT 0x10011 -#define AL_QUAD8_SOFT 0x1204 -#define AL_QUAD16_SOFT 0x1205 -#define AL_QUAD32F_SOFT 0x1206 -#define AL_REAR8_SOFT 0x1207 -#define AL_REAR16_SOFT 0x1208 -#define AL_REAR32F_SOFT 0x1209 -#define AL_5POINT1_8_SOFT 0x120A -#define AL_5POINT1_16_SOFT 0x120B -#define AL_5POINT1_32F_SOFT 0x120C -#define AL_6POINT1_8_SOFT 0x120D -#define AL_6POINT1_16_SOFT 0x120E -#define AL_6POINT1_32F_SOFT 0x120F -#define AL_7POINT1_8_SOFT 0x1210 -#define AL_7POINT1_16_SOFT 0x1211 -#define AL_7POINT1_32F_SOFT 0x1212 - -/* Buffer attributes */ -#define AL_INTERNAL_FORMAT_SOFT 0x2008 -#define AL_BYTE_LENGTH_SOFT 0x2009 -#define AL_SAMPLE_LENGTH_SOFT 0x200A -#define AL_SEC_LENGTH_SOFT 0x200B - -typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*); -typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*); -typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*); -typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum); -#ifdef AL_ALEXT_PROTOTYPES -AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data); -AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data); -AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data); -AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format); -#endif -#endif - -#ifndef AL_SOFT_direct_channels -#define AL_SOFT_direct_channels 1 -#define AL_DIRECT_CHANNELS_SOFT 0x1033 -#endif - -#ifndef ALC_SOFT_loopback -#define ALC_SOFT_loopback 1 -#define ALC_FORMAT_CHANNELS_SOFT 0x1990 -#define ALC_FORMAT_TYPE_SOFT 0x1991 - -/* Sample types */ -#define ALC_BYTE_SOFT 0x1400 -#define ALC_UNSIGNED_BYTE_SOFT 0x1401 -#define ALC_SHORT_SOFT 0x1402 -#define ALC_UNSIGNED_SHORT_SOFT 0x1403 -#define ALC_INT_SOFT 0x1404 -#define ALC_UNSIGNED_INT_SOFT 0x1405 -#define ALC_FLOAT_SOFT 0x1406 - -/* Channel configurations */ -#define ALC_MONO_SOFT 0x1500 -#define ALC_STEREO_SOFT 0x1501 -#define ALC_QUAD_SOFT 0x1503 -#define ALC_5POINT1_SOFT 0x1504 -#define ALC_6POINT1_SOFT 0x1505 -#define ALC_7POINT1_SOFT 0x1506 - -typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*); -typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum); -typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei); -#ifdef AL_ALEXT_PROTOTYPES -ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName); -ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type); -ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples); -#endif -#endif - -#ifndef AL_EXT_STEREO_ANGLES -#define AL_EXT_STEREO_ANGLES 1 -#define AL_STEREO_ANGLES 0x1030 -#endif - -#ifndef AL_EXT_SOURCE_RADIUS -#define AL_EXT_SOURCE_RADIUS 1 -#define AL_SOURCE_RADIUS 0x1031 -#endif - -#ifndef AL_SOFT_source_latency -#define AL_SOFT_source_latency 1 -#define AL_SAMPLE_OFFSET_LATENCY_SOFT 0x1200 -#define AL_SEC_OFFSET_LATENCY_SOFT 0x1201 -typedef int64_t ALint64SOFT; -typedef uint64_t ALuint64SOFT; -typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble); -typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble); -typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*); -typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*); -typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*); -typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*); -typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT); -typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT); -typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*); -typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*); -typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*); -typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*); -#ifdef AL_ALEXT_PROTOTYPES -AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value); -AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3); -AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values); -AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value); -AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3); -AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values); -AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value); -AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3); -AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values); -AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value); -AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3); -AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values); -#endif -#endif - -#ifndef ALC_EXT_DEFAULT_FILTER_ORDER -#define ALC_EXT_DEFAULT_FILTER_ORDER 1 -#define ALC_DEFAULT_FILTER_ORDER 0x1100 -#endif - -#ifndef AL_SOFT_deferred_updates -#define AL_SOFT_deferred_updates 1 -#define AL_DEFERRED_UPDATES_SOFT 0xC002 -typedef ALvoid (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void); -typedef ALvoid (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void); -#ifdef AL_ALEXT_PROTOTYPES -AL_API ALvoid AL_APIENTRY alDeferUpdatesSOFT(void); -AL_API ALvoid AL_APIENTRY alProcessUpdatesSOFT(void); -#endif -#endif - -#ifndef AL_SOFT_block_alignment -#define AL_SOFT_block_alignment 1 -#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT 0x200C -#define AL_PACK_BLOCK_ALIGNMENT_SOFT 0x200D -#endif - -#ifndef AL_SOFT_MSADPCM -#define AL_SOFT_MSADPCM 1 -#define AL_FORMAT_MONO_MSADPCM_SOFT 0x1302 -#define AL_FORMAT_STEREO_MSADPCM_SOFT 0x1303 -#endif - -#ifndef AL_SOFT_source_length -#define AL_SOFT_source_length 1 -/*#define AL_BYTE_LENGTH_SOFT 0x2009*/ -/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/ -/*#define AL_SEC_LENGTH_SOFT 0x200B*/ -#endif - -#ifndef ALC_SOFT_pause_device -#define ALC_SOFT_pause_device 1 -typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device); -typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device); -#ifdef AL_ALEXT_PROTOTYPES -ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device); -ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device); -#endif -#endif - -#ifndef AL_EXT_BFORMAT -#define AL_EXT_BFORMAT 1 -#define AL_FORMAT_BFORMAT2D_8 0x20021 -#define AL_FORMAT_BFORMAT2D_16 0x20022 -#define AL_FORMAT_BFORMAT2D_FLOAT32 0x20023 -#define AL_FORMAT_BFORMAT3D_8 0x20031 -#define AL_FORMAT_BFORMAT3D_16 0x20032 -#define AL_FORMAT_BFORMAT3D_FLOAT32 0x20033 -#endif - -#ifndef AL_EXT_MULAW_BFORMAT -#define AL_EXT_MULAW_BFORMAT 1 -#define AL_FORMAT_BFORMAT2D_MULAW 0x10031 -#define AL_FORMAT_BFORMAT3D_MULAW 0x10032 -#endif - -#ifndef ALC_SOFT_HRTF -#define ALC_SOFT_HRTF 1 -#define ALC_HRTF_SOFT 0x1992 -#define ALC_DONT_CARE_SOFT 0x0002 -#define ALC_HRTF_STATUS_SOFT 0x1993 -#define ALC_HRTF_DISABLED_SOFT 0x0000 -#define ALC_HRTF_ENABLED_SOFT 0x0001 -#define ALC_HRTF_DENIED_SOFT 0x0002 -#define ALC_HRTF_REQUIRED_SOFT 0x0003 -#define ALC_HRTF_HEADPHONES_DETECTED_SOFT 0x0004 -#define ALC_HRTF_UNSUPPORTED_FORMAT_SOFT 0x0005 -#define ALC_NUM_HRTF_SPECIFIERS_SOFT 0x1994 -#define ALC_HRTF_SPECIFIER_SOFT 0x1995 -#define ALC_HRTF_ID_SOFT 0x1996 -typedef const ALCchar* (ALC_APIENTRY*LPALCGETSTRINGISOFT)(ALCdevice *device, ALCenum paramName, ALCsizei index); -typedef ALCboolean (ALC_APIENTRY*LPALCRESETDEVICESOFT)(ALCdevice *device, const ALCint *attribs); -#ifdef AL_ALEXT_PROTOTYPES -ALC_API const ALCchar* ALC_APIENTRY alcGetStringiSOFT(ALCdevice *device, ALCenum paramName, ALCsizei index); -ALC_API ALCboolean ALC_APIENTRY alcResetDeviceSOFT(ALCdevice *device, const ALCint *attribs); -#endif -#endif - -#ifndef AL_SOFT_gain_clamp_ex -#define AL_SOFT_gain_clamp_ex 1 -#define AL_GAIN_LIMIT_SOFT 0x200E -#endif - -#ifndef AL_SOFT_source_resampler -#define AL_SOFT_source_resampler -#define AL_NUM_RESAMPLERS_SOFT 0x1210 -#define AL_DEFAULT_RESAMPLER_SOFT 0x1211 -#define AL_SOURCE_RESAMPLER_SOFT 0x1212 -#define AL_RESAMPLER_NAME_SOFT 0x1213 -typedef const ALchar* (AL_APIENTRY*LPALGETSTRINGISOFT)(ALenum pname, ALsizei index); -#ifdef AL_ALEXT_PROTOTYPES -AL_API const ALchar* AL_APIENTRY alGetStringiSOFT(ALenum pname, ALsizei index); -#endif -#endif - -#ifdef __cplusplus -} -#endif - -#endif diff --git a/templates/android_project/jni/include/AL/efx-creative.h b/templates/android_project/jni/include/AL/efx-creative.h deleted file mode 100644 index 0a04c982e..000000000 --- a/templates/android_project/jni/include/AL/efx-creative.h +++ /dev/null @@ -1,3 +0,0 @@ -/* The tokens that would be defined here are already defined in efx.h. This - * empty file is here to provide compatibility with Windows-based projects - * that would include it. */ diff --git a/templates/android_project/jni/include/AL/efx-presets.h b/templates/android_project/jni/include/AL/efx-presets.h deleted file mode 100644 index 8539fd517..000000000 --- a/templates/android_project/jni/include/AL/efx-presets.h +++ /dev/null @@ -1,402 +0,0 @@ -/* Reverb presets for EFX */ - -#ifndef EFX_PRESETS_H -#define EFX_PRESETS_H - -#ifndef EFXEAXREVERBPROPERTIES_DEFINED -#define EFXEAXREVERBPROPERTIES_DEFINED -typedef struct { - float flDensity; - float flDiffusion; - float flGain; - float flGainHF; - float flGainLF; - float flDecayTime; - float flDecayHFRatio; - float flDecayLFRatio; - float flReflectionsGain; - float flReflectionsDelay; - float flReflectionsPan[3]; - float flLateReverbGain; - float flLateReverbDelay; - float flLateReverbPan[3]; - float flEchoTime; - float flEchoDepth; - float flModulationTime; - float flModulationDepth; - float flAirAbsorptionGainHF; - float flHFReference; - float flLFReference; - float flRoomRolloffFactor; - int iDecayHFLimit; -} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES; -#endif - -/* Default Presets */ - -#define EFX_REVERB_PRESET_GENERIC \ - { 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PADDEDCELL \ - { 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ROOM \ - { 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_BATHROOM \ - { 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_LIVINGROOM \ - { 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_STONEROOM \ - { 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_AUDITORIUM \ - { 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CONCERTHALL \ - { 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CAVE \ - { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_ARENA \ - { 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_HANGAR \ - { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CARPETEDHALLWAY \ - { 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_HALLWAY \ - { 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_STONECORRIDOR \ - { 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ALLEY \ - { 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FOREST \ - { 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CITY \ - { 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_MOUNTAINS \ - { 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_QUARRY \ - { 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PLAIN \ - { 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PARKINGLOT \ - { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_SEWERPIPE \ - { 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_UNDERWATER \ - { 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_DRUGGED \ - { 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_DIZZY \ - { 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_PSYCHOTIC \ - { 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -/* Castle Presets */ - -#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \ - { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \ - { 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \ - { 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \ - { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \ - { 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_HALL \ - { 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \ - { 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CASTLE_COURTYARD \ - { 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_CASTLE_ALCOVE \ - { 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 } - -/* Factory Presets */ - -#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \ - { 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \ - { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \ - { 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \ - { 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \ - { 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_HALL \ - { 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \ - { 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_COURTYARD \ - { 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_FACTORY_ALCOVE \ - { 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 } - -/* Ice Palace Presets */ - -#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \ - { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \ - { 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \ - { 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \ - { 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \ - { 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_HALL \ - { 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \ - { 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \ - { 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \ - { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 } - -/* Space Station Presets */ - -#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \ - { 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \ - { 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \ - { 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \ - { 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \ - { 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_HALL \ - { 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \ - { 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \ - { 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 } - -/* Wooden Galleon Presets */ - -#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \ - { 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \ - { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \ - { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \ - { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \ - { 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_HALL \ - { 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \ - { 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_COURTYARD \ - { 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_WOODEN_ALCOVE \ - { 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 } - -/* Sports Presets */ - -#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \ - { 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \ - { 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \ - { 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \ - { 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \ - { 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \ - { 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \ - { 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -/* Prefab Presets */ - -#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \ - { 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \ - { 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \ - { 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \ - { 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_PREFAB_CARAVAN \ - { 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -/* Dome and Pipe Presets */ - -#define EFX_REVERB_PRESET_DOME_TOMB \ - { 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_PIPE_SMALL \ - { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_DOME_SAINTPAULS \ - { 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PIPE_LONGTHIN \ - { 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_PIPE_LARGE \ - { 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_PIPE_RESONANT \ - { 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 } - -/* Outdoors Presets */ - -#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \ - { 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \ - { 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \ - { 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_OUTDOORS_CREEK \ - { 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \ - { 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } - -/* Mood Presets */ - -#define EFX_REVERB_PRESET_MOOD_HEAVEN \ - { 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_MOOD_HELL \ - { 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_MOOD_MEMORY \ - { 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -/* Driving Presets */ - -#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \ - { 1.0000f, 0.0000f, 0.3162f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \ - { 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \ - { 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \ - { 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \ - { 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \ - { 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \ - { 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_DRIVING_TUNNEL \ - { 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 } - -/* City Presets */ - -#define EFX_REVERB_PRESET_CITY_STREETS \ - { 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CITY_SUBWAY \ - { 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CITY_MUSEUM \ - { 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_CITY_LIBRARY \ - { 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 } - -#define EFX_REVERB_PRESET_CITY_UNDERPASS \ - { 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CITY_ABANDONED \ - { 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -/* Misc. Presets */ - -#define EFX_REVERB_PRESET_DUSTYROOM \ - { 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_CHAPEL \ - { 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 } - -#define EFX_REVERB_PRESET_SMALLWATERROOM \ - { 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 } - -#endif /* EFX_PRESETS_H */ diff --git a/templates/android_project/jni/include/AL/efx.h b/templates/android_project/jni/include/AL/efx.h deleted file mode 100644 index 57766983f..000000000 --- a/templates/android_project/jni/include/AL/efx.h +++ /dev/null @@ -1,761 +0,0 @@ -#ifndef AL_EFX_H -#define AL_EFX_H - - -#include "alc.h" -#include "al.h" - -#ifdef __cplusplus -extern "C" { -#endif - -#define ALC_EXT_EFX_NAME "ALC_EXT_EFX" - -#define ALC_EFX_MAJOR_VERSION 0x20001 -#define ALC_EFX_MINOR_VERSION 0x20002 -#define ALC_MAX_AUXILIARY_SENDS 0x20003 - - -/* Listener properties. */ -#define AL_METERS_PER_UNIT 0x20004 - -/* Source properties. */ -#define AL_DIRECT_FILTER 0x20005 -#define AL_AUXILIARY_SEND_FILTER 0x20006 -#define AL_AIR_ABSORPTION_FACTOR 0x20007 -#define AL_ROOM_ROLLOFF_FACTOR 0x20008 -#define AL_CONE_OUTER_GAINHF 0x20009 -#define AL_DIRECT_FILTER_GAINHF_AUTO 0x2000A -#define AL_AUXILIARY_SEND_FILTER_GAIN_AUTO 0x2000B -#define AL_AUXILIARY_SEND_FILTER_GAINHF_AUTO 0x2000C - - -/* Effect properties. */ - -/* Reverb effect parameters */ -#define AL_REVERB_DENSITY 0x0001 -#define AL_REVERB_DIFFUSION 0x0002 -#define AL_REVERB_GAIN 0x0003 -#define AL_REVERB_GAINHF 0x0004 -#define AL_REVERB_DECAY_TIME 0x0005 -#define AL_REVERB_DECAY_HFRATIO 0x0006 -#define AL_REVERB_REFLECTIONS_GAIN 0x0007 -#define AL_REVERB_REFLECTIONS_DELAY 0x0008 -#define AL_REVERB_LATE_REVERB_GAIN 0x0009 -#define AL_REVERB_LATE_REVERB_DELAY 0x000A -#define AL_REVERB_AIR_ABSORPTION_GAINHF 0x000B -#define AL_REVERB_ROOM_ROLLOFF_FACTOR 0x000C -#define AL_REVERB_DECAY_HFLIMIT 0x000D - -/* EAX Reverb effect parameters */ -#define AL_EAXREVERB_DENSITY 0x0001 -#define AL_EAXREVERB_DIFFUSION 0x0002 -#define AL_EAXREVERB_GAIN 0x0003 -#define AL_EAXREVERB_GAINHF 0x0004 -#define AL_EAXREVERB_GAINLF 0x0005 -#define AL_EAXREVERB_DECAY_TIME 0x0006 -#define AL_EAXREVERB_DECAY_HFRATIO 0x0007 -#define AL_EAXREVERB_DECAY_LFRATIO 0x0008 -#define AL_EAXREVERB_REFLECTIONS_GAIN 0x0009 -#define AL_EAXREVERB_REFLECTIONS_DELAY 0x000A -#define AL_EAXREVERB_REFLECTIONS_PAN 0x000B -#define AL_EAXREVERB_LATE_REVERB_GAIN 0x000C -#define AL_EAXREVERB_LATE_REVERB_DELAY 0x000D -#define AL_EAXREVERB_LATE_REVERB_PAN 0x000E -#define AL_EAXREVERB_ECHO_TIME 0x000F -#define AL_EAXREVERB_ECHO_DEPTH 0x0010 -#define AL_EAXREVERB_MODULATION_TIME 0x0011 -#define AL_EAXREVERB_MODULATION_DEPTH 0x0012 -#define AL_EAXREVERB_AIR_ABSORPTION_GAINHF 0x0013 -#define AL_EAXREVERB_HFREFERENCE 0x0014 -#define AL_EAXREVERB_LFREFERENCE 0x0015 -#define AL_EAXREVERB_ROOM_ROLLOFF_FACTOR 0x0016 -#define AL_EAXREVERB_DECAY_HFLIMIT 0x0017 - -/* Chorus effect parameters */ -#define AL_CHORUS_WAVEFORM 0x0001 -#define AL_CHORUS_PHASE 0x0002 -#define AL_CHORUS_RATE 0x0003 -#define AL_CHORUS_DEPTH 0x0004 -#define AL_CHORUS_FEEDBACK 0x0005 -#define AL_CHORUS_DELAY 0x0006 - -/* Distortion effect parameters */ -#define AL_DISTORTION_EDGE 0x0001 -#define AL_DISTORTION_GAIN 0x0002 -#define AL_DISTORTION_LOWPASS_CUTOFF 0x0003 -#define AL_DISTORTION_EQCENTER 0x0004 -#define AL_DISTORTION_EQBANDWIDTH 0x0005 - -/* Echo effect parameters */ -#define AL_ECHO_DELAY 0x0001 -#define AL_ECHO_LRDELAY 0x0002 -#define AL_ECHO_DAMPING 0x0003 -#define AL_ECHO_FEEDBACK 0x0004 -#define AL_ECHO_SPREAD 0x0005 - -/* Flanger effect parameters */ -#define AL_FLANGER_WAVEFORM 0x0001 -#define AL_FLANGER_PHASE 0x0002 -#define AL_FLANGER_RATE 0x0003 -#define AL_FLANGER_DEPTH 0x0004 -#define AL_FLANGER_FEEDBACK 0x0005 -#define AL_FLANGER_DELAY 0x0006 - -/* Frequency shifter effect parameters */ -#define AL_FREQUENCY_SHIFTER_FREQUENCY 0x0001 -#define AL_FREQUENCY_SHIFTER_LEFT_DIRECTION 0x0002 -#define AL_FREQUENCY_SHIFTER_RIGHT_DIRECTION 0x0003 - -/* Vocal morpher effect parameters */ -#define AL_VOCAL_MORPHER_PHONEMEA 0x0001 -#define AL_VOCAL_MORPHER_PHONEMEA_COARSE_TUNING 0x0002 -#define AL_VOCAL_MORPHER_PHONEMEB 0x0003 -#define AL_VOCAL_MORPHER_PHONEMEB_COARSE_TUNING 0x0004 -#define AL_VOCAL_MORPHER_WAVEFORM 0x0005 -#define AL_VOCAL_MORPHER_RATE 0x0006 - -/* Pitchshifter effect parameters */ -#define AL_PITCH_SHIFTER_COARSE_TUNE 0x0001 -#define AL_PITCH_SHIFTER_FINE_TUNE 0x0002 - -/* Ringmodulator effect parameters */ -#define AL_RING_MODULATOR_FREQUENCY 0x0001 -#define AL_RING_MODULATOR_HIGHPASS_CUTOFF 0x0002 -#define AL_RING_MODULATOR_WAVEFORM 0x0003 - -/* Autowah effect parameters */ -#define AL_AUTOWAH_ATTACK_TIME 0x0001 -#define AL_AUTOWAH_RELEASE_TIME 0x0002 -#define AL_AUTOWAH_RESONANCE 0x0003 -#define AL_AUTOWAH_PEAK_GAIN 0x0004 - -/* Compressor effect parameters */ -#define AL_COMPRESSOR_ONOFF 0x0001 - -/* Equalizer effect parameters */ -#define AL_EQUALIZER_LOW_GAIN 0x0001 -#define AL_EQUALIZER_LOW_CUTOFF 0x0002 -#define AL_EQUALIZER_MID1_GAIN 0x0003 -#define AL_EQUALIZER_MID1_CENTER 0x0004 -#define AL_EQUALIZER_MID1_WIDTH 0x0005 -#define AL_EQUALIZER_MID2_GAIN 0x0006 -#define AL_EQUALIZER_MID2_CENTER 0x0007 -#define AL_EQUALIZER_MID2_WIDTH 0x0008 -#define AL_EQUALIZER_HIGH_GAIN 0x0009 -#define AL_EQUALIZER_HIGH_CUTOFF 0x000A - -/* Effect type */ -#define AL_EFFECT_FIRST_PARAMETER 0x0000 -#define AL_EFFECT_LAST_PARAMETER 0x8000 -#define AL_EFFECT_TYPE 0x8001 - -/* Effect types, used with the AL_EFFECT_TYPE property */ -#define AL_EFFECT_NULL 0x0000 -#define AL_EFFECT_REVERB 0x0001 -#define AL_EFFECT_CHORUS 0x0002 -#define AL_EFFECT_DISTORTION 0x0003 -#define AL_EFFECT_ECHO 0x0004 -#define AL_EFFECT_FLANGER 0x0005 -#define AL_EFFECT_FREQUENCY_SHIFTER 0x0006 -#define AL_EFFECT_VOCAL_MORPHER 0x0007 -#define AL_EFFECT_PITCH_SHIFTER 0x0008 -#define AL_EFFECT_RING_MODULATOR 0x0009 -#define AL_EFFECT_AUTOWAH 0x000A -#define AL_EFFECT_COMPRESSOR 0x000B -#define AL_EFFECT_EQUALIZER 0x000C -#define AL_EFFECT_EAXREVERB 0x8000 - -/* Auxiliary Effect Slot properties. */ -#define AL_EFFECTSLOT_EFFECT 0x0001 -#define AL_EFFECTSLOT_GAIN 0x0002 -#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO 0x0003 - -/* NULL Auxiliary Slot ID to disable a source send. */ -#define AL_EFFECTSLOT_NULL 0x0000 - - -/* Filter properties. */ - -/* Lowpass filter parameters */ -#define AL_LOWPASS_GAIN 0x0001 -#define AL_LOWPASS_GAINHF 0x0002 - -/* Highpass filter parameters */ -#define AL_HIGHPASS_GAIN 0x0001 -#define AL_HIGHPASS_GAINLF 0x0002 - -/* Bandpass filter parameters */ -#define AL_BANDPASS_GAIN 0x0001 -#define AL_BANDPASS_GAINLF 0x0002 -#define AL_BANDPASS_GAINHF 0x0003 - -/* Filter type */ -#define AL_FILTER_FIRST_PARAMETER 0x0000 -#define AL_FILTER_LAST_PARAMETER 0x8000 -#define AL_FILTER_TYPE 0x8001 - -/* Filter types, used with the AL_FILTER_TYPE property */ -#define AL_FILTER_NULL 0x0000 -#define AL_FILTER_LOWPASS 0x0001 -#define AL_FILTER_HIGHPASS 0x0002 -#define AL_FILTER_BANDPASS 0x0003 - - -/* Effect object function types. */ -typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*); -typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*); -typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint); -typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint); -typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*); -typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat); -typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*); -typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*); -typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*); -typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*); -typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*); - -/* Filter object function types. */ -typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*); -typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*); -typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint); -typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint); -typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*); -typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat); -typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*); -typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*); -typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*); -typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*); -typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*); - -/* Auxiliary Effect Slot object function types. */ -typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*); -typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*); -typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint); -typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint); -typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*); -typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat); -typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*); -typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*); -typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*); -typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*); -typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*); - -#ifdef AL_ALEXT_PROTOTYPES -AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects); -AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects); -AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect); -AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue); -AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues); -AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue); -AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues); -AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue); -AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues); -AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue); -AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues); - -AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters); -AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters); -AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter); -AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue); -AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues); -AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue); -AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues); -AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue); -AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues); -AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue); -AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues); - -AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots); -AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots); -AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot); -AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue); -AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues); -AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue); -AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues); -AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue); -AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues); -AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue); -AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues); -#endif - -/* Filter ranges and defaults. */ - -/* Lowpass filter */ -#define AL_LOWPASS_MIN_GAIN (0.0f) -#define AL_LOWPASS_MAX_GAIN (1.0f) -#define AL_LOWPASS_DEFAULT_GAIN (1.0f) - -#define AL_LOWPASS_MIN_GAINHF (0.0f) -#define AL_LOWPASS_MAX_GAINHF (1.0f) -#define AL_LOWPASS_DEFAULT_GAINHF (1.0f) - -/* Highpass filter */ -#define AL_HIGHPASS_MIN_GAIN (0.0f) -#define AL_HIGHPASS_MAX_GAIN (1.0f) -#define AL_HIGHPASS_DEFAULT_GAIN (1.0f) - -#define AL_HIGHPASS_MIN_GAINLF (0.0f) -#define AL_HIGHPASS_MAX_GAINLF (1.0f) -#define AL_HIGHPASS_DEFAULT_GAINLF (1.0f) - -/* Bandpass filter */ -#define AL_BANDPASS_MIN_GAIN (0.0f) -#define AL_BANDPASS_MAX_GAIN (1.0f) -#define AL_BANDPASS_DEFAULT_GAIN (1.0f) - -#define AL_BANDPASS_MIN_GAINHF (0.0f) -#define AL_BANDPASS_MAX_GAINHF (1.0f) -#define AL_BANDPASS_DEFAULT_GAINHF (1.0f) - -#define AL_BANDPASS_MIN_GAINLF (0.0f) -#define AL_BANDPASS_MAX_GAINLF (1.0f) -#define AL_BANDPASS_DEFAULT_GAINLF (1.0f) - - -/* Effect parameter ranges and defaults. */ - -/* Standard reverb effect */ -#define AL_REVERB_MIN_DENSITY (0.0f) -#define AL_REVERB_MAX_DENSITY (1.0f) -#define AL_REVERB_DEFAULT_DENSITY (1.0f) - -#define AL_REVERB_MIN_DIFFUSION (0.0f) -#define AL_REVERB_MAX_DIFFUSION (1.0f) -#define AL_REVERB_DEFAULT_DIFFUSION (1.0f) - -#define AL_REVERB_MIN_GAIN (0.0f) -#define AL_REVERB_MAX_GAIN (1.0f) -#define AL_REVERB_DEFAULT_GAIN (0.32f) - -#define AL_REVERB_MIN_GAINHF (0.0f) -#define AL_REVERB_MAX_GAINHF (1.0f) -#define AL_REVERB_DEFAULT_GAINHF (0.89f) - -#define AL_REVERB_MIN_DECAY_TIME (0.1f) -#define AL_REVERB_MAX_DECAY_TIME (20.0f) -#define AL_REVERB_DEFAULT_DECAY_TIME (1.49f) - -#define AL_REVERB_MIN_DECAY_HFRATIO (0.1f) -#define AL_REVERB_MAX_DECAY_HFRATIO (2.0f) -#define AL_REVERB_DEFAULT_DECAY_HFRATIO (0.83f) - -#define AL_REVERB_MIN_REFLECTIONS_GAIN (0.0f) -#define AL_REVERB_MAX_REFLECTIONS_GAIN (3.16f) -#define AL_REVERB_DEFAULT_REFLECTIONS_GAIN (0.05f) - -#define AL_REVERB_MIN_REFLECTIONS_DELAY (0.0f) -#define AL_REVERB_MAX_REFLECTIONS_DELAY (0.3f) -#define AL_REVERB_DEFAULT_REFLECTIONS_DELAY (0.007f) - -#define AL_REVERB_MIN_LATE_REVERB_GAIN (0.0f) -#define AL_REVERB_MAX_LATE_REVERB_GAIN (10.0f) -#define AL_REVERB_DEFAULT_LATE_REVERB_GAIN (1.26f) - -#define AL_REVERB_MIN_LATE_REVERB_DELAY (0.0f) -#define AL_REVERB_MAX_LATE_REVERB_DELAY (0.1f) -#define AL_REVERB_DEFAULT_LATE_REVERB_DELAY (0.011f) - -#define AL_REVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f) -#define AL_REVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f) -#define AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f) - -#define AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f) -#define AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f) -#define AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) - -#define AL_REVERB_MIN_DECAY_HFLIMIT AL_FALSE -#define AL_REVERB_MAX_DECAY_HFLIMIT AL_TRUE -#define AL_REVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE - -/* EAX reverb effect */ -#define AL_EAXREVERB_MIN_DENSITY (0.0f) -#define AL_EAXREVERB_MAX_DENSITY (1.0f) -#define AL_EAXREVERB_DEFAULT_DENSITY (1.0f) - -#define AL_EAXREVERB_MIN_DIFFUSION (0.0f) -#define AL_EAXREVERB_MAX_DIFFUSION (1.0f) -#define AL_EAXREVERB_DEFAULT_DIFFUSION (1.0f) - -#define AL_EAXREVERB_MIN_GAIN (0.0f) -#define AL_EAXREVERB_MAX_GAIN (1.0f) -#define AL_EAXREVERB_DEFAULT_GAIN (0.32f) - -#define AL_EAXREVERB_MIN_GAINHF (0.0f) -#define AL_EAXREVERB_MAX_GAINHF (1.0f) -#define AL_EAXREVERB_DEFAULT_GAINHF (0.89f) - -#define AL_EAXREVERB_MIN_GAINLF (0.0f) -#define AL_EAXREVERB_MAX_GAINLF (1.0f) -#define AL_EAXREVERB_DEFAULT_GAINLF (1.0f) - -#define AL_EAXREVERB_MIN_DECAY_TIME (0.1f) -#define AL_EAXREVERB_MAX_DECAY_TIME (20.0f) -#define AL_EAXREVERB_DEFAULT_DECAY_TIME (1.49f) - -#define AL_EAXREVERB_MIN_DECAY_HFRATIO (0.1f) -#define AL_EAXREVERB_MAX_DECAY_HFRATIO (2.0f) -#define AL_EAXREVERB_DEFAULT_DECAY_HFRATIO (0.83f) - -#define AL_EAXREVERB_MIN_DECAY_LFRATIO (0.1f) -#define AL_EAXREVERB_MAX_DECAY_LFRATIO (2.0f) -#define AL_EAXREVERB_DEFAULT_DECAY_LFRATIO (1.0f) - -#define AL_EAXREVERB_MIN_REFLECTIONS_GAIN (0.0f) -#define AL_EAXREVERB_MAX_REFLECTIONS_GAIN (3.16f) -#define AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN (0.05f) - -#define AL_EAXREVERB_MIN_REFLECTIONS_DELAY (0.0f) -#define AL_EAXREVERB_MAX_REFLECTIONS_DELAY (0.3f) -#define AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY (0.007f) - -#define AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ (0.0f) - -#define AL_EAXREVERB_MIN_LATE_REVERB_GAIN (0.0f) -#define AL_EAXREVERB_MAX_LATE_REVERB_GAIN (10.0f) -#define AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN (1.26f) - -#define AL_EAXREVERB_MIN_LATE_REVERB_DELAY (0.0f) -#define AL_EAXREVERB_MAX_LATE_REVERB_DELAY (0.1f) -#define AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY (0.011f) - -#define AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ (0.0f) - -#define AL_EAXREVERB_MIN_ECHO_TIME (0.075f) -#define AL_EAXREVERB_MAX_ECHO_TIME (0.25f) -#define AL_EAXREVERB_DEFAULT_ECHO_TIME (0.25f) - -#define AL_EAXREVERB_MIN_ECHO_DEPTH (0.0f) -#define AL_EAXREVERB_MAX_ECHO_DEPTH (1.0f) -#define AL_EAXREVERB_DEFAULT_ECHO_DEPTH (0.0f) - -#define AL_EAXREVERB_MIN_MODULATION_TIME (0.04f) -#define AL_EAXREVERB_MAX_MODULATION_TIME (4.0f) -#define AL_EAXREVERB_DEFAULT_MODULATION_TIME (0.25f) - -#define AL_EAXREVERB_MIN_MODULATION_DEPTH (0.0f) -#define AL_EAXREVERB_MAX_MODULATION_DEPTH (1.0f) -#define AL_EAXREVERB_DEFAULT_MODULATION_DEPTH (0.0f) - -#define AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f) -#define AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f) -#define AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f) - -#define AL_EAXREVERB_MIN_HFREFERENCE (1000.0f) -#define AL_EAXREVERB_MAX_HFREFERENCE (20000.0f) -#define AL_EAXREVERB_DEFAULT_HFREFERENCE (5000.0f) - -#define AL_EAXREVERB_MIN_LFREFERENCE (20.0f) -#define AL_EAXREVERB_MAX_LFREFERENCE (1000.0f) -#define AL_EAXREVERB_DEFAULT_LFREFERENCE (250.0f) - -#define AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f) -#define AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f) -#define AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) - -#define AL_EAXREVERB_MIN_DECAY_HFLIMIT AL_FALSE -#define AL_EAXREVERB_MAX_DECAY_HFLIMIT AL_TRUE -#define AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE - -/* Chorus effect */ -#define AL_CHORUS_WAVEFORM_SINUSOID (0) -#define AL_CHORUS_WAVEFORM_TRIANGLE (1) - -#define AL_CHORUS_MIN_WAVEFORM (0) -#define AL_CHORUS_MAX_WAVEFORM (1) -#define AL_CHORUS_DEFAULT_WAVEFORM (1) - -#define AL_CHORUS_MIN_PHASE (-180) -#define AL_CHORUS_MAX_PHASE (180) -#define AL_CHORUS_DEFAULT_PHASE (90) - -#define AL_CHORUS_MIN_RATE (0.0f) -#define AL_CHORUS_MAX_RATE (10.0f) -#define AL_CHORUS_DEFAULT_RATE (1.1f) - -#define AL_CHORUS_MIN_DEPTH (0.0f) -#define AL_CHORUS_MAX_DEPTH (1.0f) -#define AL_CHORUS_DEFAULT_DEPTH (0.1f) - -#define AL_CHORUS_MIN_FEEDBACK (-1.0f) -#define AL_CHORUS_MAX_FEEDBACK (1.0f) -#define AL_CHORUS_DEFAULT_FEEDBACK (0.25f) - -#define AL_CHORUS_MIN_DELAY (0.0f) -#define AL_CHORUS_MAX_DELAY (0.016f) -#define AL_CHORUS_DEFAULT_DELAY (0.016f) - -/* Distortion effect */ -#define AL_DISTORTION_MIN_EDGE (0.0f) -#define AL_DISTORTION_MAX_EDGE (1.0f) -#define AL_DISTORTION_DEFAULT_EDGE (0.2f) - -#define AL_DISTORTION_MIN_GAIN (0.01f) -#define AL_DISTORTION_MAX_GAIN (1.0f) -#define AL_DISTORTION_DEFAULT_GAIN (0.05f) - -#define AL_DISTORTION_MIN_LOWPASS_CUTOFF (80.0f) -#define AL_DISTORTION_MAX_LOWPASS_CUTOFF (24000.0f) -#define AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF (8000.0f) - -#define AL_DISTORTION_MIN_EQCENTER (80.0f) -#define AL_DISTORTION_MAX_EQCENTER (24000.0f) -#define AL_DISTORTION_DEFAULT_EQCENTER (3600.0f) - -#define AL_DISTORTION_MIN_EQBANDWIDTH (80.0f) -#define AL_DISTORTION_MAX_EQBANDWIDTH (24000.0f) -#define AL_DISTORTION_DEFAULT_EQBANDWIDTH (3600.0f) - -/* Echo effect */ -#define AL_ECHO_MIN_DELAY (0.0f) -#define AL_ECHO_MAX_DELAY (0.207f) -#define AL_ECHO_DEFAULT_DELAY (0.1f) - -#define AL_ECHO_MIN_LRDELAY (0.0f) -#define AL_ECHO_MAX_LRDELAY (0.404f) -#define AL_ECHO_DEFAULT_LRDELAY (0.1f) - -#define AL_ECHO_MIN_DAMPING (0.0f) -#define AL_ECHO_MAX_DAMPING (0.99f) -#define AL_ECHO_DEFAULT_DAMPING (0.5f) - -#define AL_ECHO_MIN_FEEDBACK (0.0f) -#define AL_ECHO_MAX_FEEDBACK (1.0f) -#define AL_ECHO_DEFAULT_FEEDBACK (0.5f) - -#define AL_ECHO_MIN_SPREAD (-1.0f) -#define AL_ECHO_MAX_SPREAD (1.0f) -#define AL_ECHO_DEFAULT_SPREAD (-1.0f) - -/* Flanger effect */ -#define AL_FLANGER_WAVEFORM_SINUSOID (0) -#define AL_FLANGER_WAVEFORM_TRIANGLE (1) - -#define AL_FLANGER_MIN_WAVEFORM (0) -#define AL_FLANGER_MAX_WAVEFORM (1) -#define AL_FLANGER_DEFAULT_WAVEFORM (1) - -#define AL_FLANGER_MIN_PHASE (-180) -#define AL_FLANGER_MAX_PHASE (180) -#define AL_FLANGER_DEFAULT_PHASE (0) - -#define AL_FLANGER_MIN_RATE (0.0f) -#define AL_FLANGER_MAX_RATE (10.0f) -#define AL_FLANGER_DEFAULT_RATE (0.27f) - -#define AL_FLANGER_MIN_DEPTH (0.0f) -#define AL_FLANGER_MAX_DEPTH (1.0f) -#define AL_FLANGER_DEFAULT_DEPTH (1.0f) - -#define AL_FLANGER_MIN_FEEDBACK (-1.0f) -#define AL_FLANGER_MAX_FEEDBACK (1.0f) -#define AL_FLANGER_DEFAULT_FEEDBACK (-0.5f) - -#define AL_FLANGER_MIN_DELAY (0.0f) -#define AL_FLANGER_MAX_DELAY (0.004f) -#define AL_FLANGER_DEFAULT_DELAY (0.002f) - -/* Frequency shifter effect */ -#define AL_FREQUENCY_SHIFTER_MIN_FREQUENCY (0.0f) -#define AL_FREQUENCY_SHIFTER_MAX_FREQUENCY (24000.0f) -#define AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY (0.0f) - -#define AL_FREQUENCY_SHIFTER_MIN_LEFT_DIRECTION (0) -#define AL_FREQUENCY_SHIFTER_MAX_LEFT_DIRECTION (2) -#define AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION (0) - -#define AL_FREQUENCY_SHIFTER_DIRECTION_DOWN (0) -#define AL_FREQUENCY_SHIFTER_DIRECTION_UP (1) -#define AL_FREQUENCY_SHIFTER_DIRECTION_OFF (2) - -#define AL_FREQUENCY_SHIFTER_MIN_RIGHT_DIRECTION (0) -#define AL_FREQUENCY_SHIFTER_MAX_RIGHT_DIRECTION (2) -#define AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION (0) - -/* Vocal morpher effect */ -#define AL_VOCAL_MORPHER_MIN_PHONEMEA (0) -#define AL_VOCAL_MORPHER_MAX_PHONEMEA (29) -#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA (0) - -#define AL_VOCAL_MORPHER_MIN_PHONEMEA_COARSE_TUNING (-24) -#define AL_VOCAL_MORPHER_MAX_PHONEMEA_COARSE_TUNING (24) -#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA_COARSE_TUNING (0) - -#define AL_VOCAL_MORPHER_MIN_PHONEMEB (0) -#define AL_VOCAL_MORPHER_MAX_PHONEMEB (29) -#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB (10) - -#define AL_VOCAL_MORPHER_MIN_PHONEMEB_COARSE_TUNING (-24) -#define AL_VOCAL_MORPHER_MAX_PHONEMEB_COARSE_TUNING (24) -#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB_COARSE_TUNING (0) - -#define AL_VOCAL_MORPHER_PHONEME_A (0) -#define AL_VOCAL_MORPHER_PHONEME_E (1) -#define AL_VOCAL_MORPHER_PHONEME_I (2) -#define AL_VOCAL_MORPHER_PHONEME_O (3) -#define AL_VOCAL_MORPHER_PHONEME_U (4) -#define AL_VOCAL_MORPHER_PHONEME_AA (5) -#define AL_VOCAL_MORPHER_PHONEME_AE (6) -#define AL_VOCAL_MORPHER_PHONEME_AH (7) -#define AL_VOCAL_MORPHER_PHONEME_AO (8) -#define AL_VOCAL_MORPHER_PHONEME_EH (9) -#define AL_VOCAL_MORPHER_PHONEME_ER (10) -#define AL_VOCAL_MORPHER_PHONEME_IH (11) -#define AL_VOCAL_MORPHER_PHONEME_IY (12) -#define AL_VOCAL_MORPHER_PHONEME_UH (13) -#define AL_VOCAL_MORPHER_PHONEME_UW (14) -#define AL_VOCAL_MORPHER_PHONEME_B (15) -#define AL_VOCAL_MORPHER_PHONEME_D (16) -#define AL_VOCAL_MORPHER_PHONEME_F (17) -#define AL_VOCAL_MORPHER_PHONEME_G (18) -#define AL_VOCAL_MORPHER_PHONEME_J (19) -#define AL_VOCAL_MORPHER_PHONEME_K (20) -#define AL_VOCAL_MORPHER_PHONEME_L (21) -#define AL_VOCAL_MORPHER_PHONEME_M (22) -#define AL_VOCAL_MORPHER_PHONEME_N (23) -#define AL_VOCAL_MORPHER_PHONEME_P (24) -#define AL_VOCAL_MORPHER_PHONEME_R (25) -#define AL_VOCAL_MORPHER_PHONEME_S (26) -#define AL_VOCAL_MORPHER_PHONEME_T (27) -#define AL_VOCAL_MORPHER_PHONEME_V (28) -#define AL_VOCAL_MORPHER_PHONEME_Z (29) - -#define AL_VOCAL_MORPHER_WAVEFORM_SINUSOID (0) -#define AL_VOCAL_MORPHER_WAVEFORM_TRIANGLE (1) -#define AL_VOCAL_MORPHER_WAVEFORM_SAWTOOTH (2) - -#define AL_VOCAL_MORPHER_MIN_WAVEFORM (0) -#define AL_VOCAL_MORPHER_MAX_WAVEFORM (2) -#define AL_VOCAL_MORPHER_DEFAULT_WAVEFORM (0) - -#define AL_VOCAL_MORPHER_MIN_RATE (0.0f) -#define AL_VOCAL_MORPHER_MAX_RATE (10.0f) -#define AL_VOCAL_MORPHER_DEFAULT_RATE (1.41f) - -/* Pitch shifter effect */ -#define AL_PITCH_SHIFTER_MIN_COARSE_TUNE (-12) -#define AL_PITCH_SHIFTER_MAX_COARSE_TUNE (12) -#define AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE (12) - -#define AL_PITCH_SHIFTER_MIN_FINE_TUNE (-50) -#define AL_PITCH_SHIFTER_MAX_FINE_TUNE (50) -#define AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE (0) - -/* Ring modulator effect */ -#define AL_RING_MODULATOR_MIN_FREQUENCY (0.0f) -#define AL_RING_MODULATOR_MAX_FREQUENCY (8000.0f) -#define AL_RING_MODULATOR_DEFAULT_FREQUENCY (440.0f) - -#define AL_RING_MODULATOR_MIN_HIGHPASS_CUTOFF (0.0f) -#define AL_RING_MODULATOR_MAX_HIGHPASS_CUTOFF (24000.0f) -#define AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF (800.0f) - -#define AL_RING_MODULATOR_SINUSOID (0) -#define AL_RING_MODULATOR_SAWTOOTH (1) -#define AL_RING_MODULATOR_SQUARE (2) - -#define AL_RING_MODULATOR_MIN_WAVEFORM (0) -#define AL_RING_MODULATOR_MAX_WAVEFORM (2) -#define AL_RING_MODULATOR_DEFAULT_WAVEFORM (0) - -/* Autowah effect */ -#define AL_AUTOWAH_MIN_ATTACK_TIME (0.0001f) -#define AL_AUTOWAH_MAX_ATTACK_TIME (1.0f) -#define AL_AUTOWAH_DEFAULT_ATTACK_TIME (0.06f) - -#define AL_AUTOWAH_MIN_RELEASE_TIME (0.0001f) -#define AL_AUTOWAH_MAX_RELEASE_TIME (1.0f) -#define AL_AUTOWAH_DEFAULT_RELEASE_TIME (0.06f) - -#define AL_AUTOWAH_MIN_RESONANCE (2.0f) -#define AL_AUTOWAH_MAX_RESONANCE (1000.0f) -#define AL_AUTOWAH_DEFAULT_RESONANCE (1000.0f) - -#define AL_AUTOWAH_MIN_PEAK_GAIN (0.00003f) -#define AL_AUTOWAH_MAX_PEAK_GAIN (31621.0f) -#define AL_AUTOWAH_DEFAULT_PEAK_GAIN (11.22f) - -/* Compressor effect */ -#define AL_COMPRESSOR_MIN_ONOFF (0) -#define AL_COMPRESSOR_MAX_ONOFF (1) -#define AL_COMPRESSOR_DEFAULT_ONOFF (1) - -/* Equalizer effect */ -#define AL_EQUALIZER_MIN_LOW_GAIN (0.126f) -#define AL_EQUALIZER_MAX_LOW_GAIN (7.943f) -#define AL_EQUALIZER_DEFAULT_LOW_GAIN (1.0f) - -#define AL_EQUALIZER_MIN_LOW_CUTOFF (50.0f) -#define AL_EQUALIZER_MAX_LOW_CUTOFF (800.0f) -#define AL_EQUALIZER_DEFAULT_LOW_CUTOFF (200.0f) - -#define AL_EQUALIZER_MIN_MID1_GAIN (0.126f) -#define AL_EQUALIZER_MAX_MID1_GAIN (7.943f) -#define AL_EQUALIZER_DEFAULT_MID1_GAIN (1.0f) - -#define AL_EQUALIZER_MIN_MID1_CENTER (200.0f) -#define AL_EQUALIZER_MAX_MID1_CENTER (3000.0f) -#define AL_EQUALIZER_DEFAULT_MID1_CENTER (500.0f) - -#define AL_EQUALIZER_MIN_MID1_WIDTH (0.01f) -#define AL_EQUALIZER_MAX_MID1_WIDTH (1.0f) -#define AL_EQUALIZER_DEFAULT_MID1_WIDTH (1.0f) - -#define AL_EQUALIZER_MIN_MID2_GAIN (0.126f) -#define AL_EQUALIZER_MAX_MID2_GAIN (7.943f) -#define AL_EQUALIZER_DEFAULT_MID2_GAIN (1.0f) - -#define AL_EQUALIZER_MIN_MID2_CENTER (1000.0f) -#define AL_EQUALIZER_MAX_MID2_CENTER (8000.0f) -#define AL_EQUALIZER_DEFAULT_MID2_CENTER (3000.0f) - -#define AL_EQUALIZER_MIN_MID2_WIDTH (0.01f) -#define AL_EQUALIZER_MAX_MID2_WIDTH (1.0f) -#define AL_EQUALIZER_DEFAULT_MID2_WIDTH (1.0f) - -#define AL_EQUALIZER_MIN_HIGH_GAIN (0.126f) -#define AL_EQUALIZER_MAX_HIGH_GAIN (7.943f) -#define AL_EQUALIZER_DEFAULT_HIGH_GAIN (1.0f) - -#define AL_EQUALIZER_MIN_HIGH_CUTOFF (4000.0f) -#define AL_EQUALIZER_MAX_HIGH_CUTOFF (16000.0f) -#define AL_EQUALIZER_DEFAULT_HIGH_CUTOFF (6000.0f) - - -/* Source parameter value ranges and defaults. */ -#define AL_MIN_AIR_ABSORPTION_FACTOR (0.0f) -#define AL_MAX_AIR_ABSORPTION_FACTOR (10.0f) -#define AL_DEFAULT_AIR_ABSORPTION_FACTOR (0.0f) - -#define AL_MIN_ROOM_ROLLOFF_FACTOR (0.0f) -#define AL_MAX_ROOM_ROLLOFF_FACTOR (10.0f) -#define AL_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f) - -#define AL_MIN_CONE_OUTER_GAINHF (0.0f) -#define AL_MAX_CONE_OUTER_GAINHF (1.0f) -#define AL_DEFAULT_CONE_OUTER_GAINHF (1.0f) - -#define AL_MIN_DIRECT_FILTER_GAINHF_AUTO AL_FALSE -#define AL_MAX_DIRECT_FILTER_GAINHF_AUTO AL_TRUE -#define AL_DEFAULT_DIRECT_FILTER_GAINHF_AUTO AL_TRUE - -#define AL_MIN_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_FALSE -#define AL_MAX_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE -#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE - -#define AL_MIN_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_FALSE -#define AL_MAX_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE -#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE - - -/* Listener parameter value ranges and defaults. */ -#define AL_MIN_METERS_PER_UNIT FLT_MIN -#define AL_MAX_METERS_PER_UNIT FLT_MAX -#define AL_DEFAULT_METERS_PER_UNIT (1.0f) - - -#ifdef __cplusplus -} /* extern "C" */ -#endif - -#endif /* AL_EFX_H */ diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a deleted file mode 100644 index 3d25003bd..000000000 Binary files a/templates/android_project/jni/libs/libraylib.a and /dev/null differ diff --git a/templates/android_project/src/core.c b/templates/android_project/src/core.c new file mode 100644 index 000000000..4190fb981 --- /dev/null +++ b/templates/android_project/src/core.c @@ -0,0 +1,3476 @@ +/********************************************************************************************** +* +* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms +* +* PLATFORMS SUPPORTED: +* - Windows (win32/Win64) +* - Linux (tested on Ubuntu) +* - OSX (Mac) +* - Android (ARM or ARM64) +* - Raspberry Pi (Raspbian) +* - HTML5 (Chrome, Firefox) +* +* CONFIGURATION: +* +* #define PLATFORM_DESKTOP +* Windowing and input system configured for desktop platforms: Windows, Linux, OSX (managed by GLFW3 library) +* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it +* +* #define PLATFORM_ANDROID +* Windowing and input system configured for Android device, app activity managed internally in this module. +* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL +* +* #define PLATFORM_RPI +* Windowing and input system configured for Raspberry Pi (tested on Raspbian), graphic device is managed by EGL +* and inputs are processed is raw mode, reading from /dev/input/ +* +* #define PLATFORM_WEB +* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js +* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. +* +* #define SUPPORT_DEFAULT_FONT (default) +* Default font is loaded on window initialization to be available for the user to render simple text. +* NOTE: If enabled, uses external module functions to load default raylib font (module: text) +* +* #define SUPPORT_CAMERA_SYSTEM +* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital +* +* #define SUPPORT_GESTURES_SYSTEM +* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag +* +* #define SUPPORT_MOUSE_GESTURES +* Mouse gestures are directly mapped like touches and processed by gestures system. +* +* #define SUPPORT_BUSY_WAIT_LOOP +* Use busy wait loop for timming sync, if not defined, a high-resolution timer is setup and used +* +* #define SUPPORT_GIF_RECORDING +* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() +* +* DEPENDENCIES: +* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) +* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +// Default configuration flags (supported features) +//------------------------------------------------- +//#define SUPPORT_DEFAULT_FONT +//#define SUPPORT_MOUSE_GESTURES +//#define SUPPORT_CAMERA_SYSTEM +//#define SUPPORT_GESTURES_SYSTEM +#define SUPPORT_BUSY_WAIT_LOOP +//#define SUPPORT_GIF_RECORDING +//------------------------------------------------- + +#include "raylib.h" + +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 +#include "utils.h" // Required for: fopen() Android mapping + +#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) +#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) +#include "raymath.h" // Required for: Vector3 and Matrix functions + +#if defined(SUPPORT_GESTURES_SYSTEM) + #define GESTURES_IMPLEMENTATION + #include "gestures.h" // Gestures detection functionality +#endif + +#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID) + #define CAMERA_IMPLEMENTATION + #include "camera.h" // Camera system functionality +#endif + +#if defined(SUPPORT_GIF_RECORDING) + #define GIF_IMPLEMENTATION + #include "external/gif.h" // Support GIF recording +#endif + +#if defined(__linux__) || defined(PLATFORM_WEB) + #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. +#endif + +#include // Standard input / output lib +#include // Required for: malloc(), free(), rand(), atexit() +#include // Required for: typedef unsigned long long int uint64_t, used by hi-res timer +#include // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) +#include // Required for: tan() [Used in Begin3dMode() to set perspective] +#include // Required for: strrchr(), strcmp() +//#include // Macros for reporting and retrieving error conditions through error codes + +#ifdef _WIN32 + #include // Required for: _getch(), _chdir() + #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() + #define CHDIR _chdir +#else + #include "unistd.h" // Required for: getch(), chdir() (POSIX) + #define GETCWD getcwd + #define CHDIR chdir +#endif + +#if defined(__linux__) || defined(PLATFORM_WEB) + #include // Required for: timespec, nanosleep(), select() - POSIX +#elif defined(__APPLE__) + #include // Required for: usleep() +#endif + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 + #include // GLFW3 library: Windows, OpenGL context and Input management + + #if defined(__linux__) + #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting + #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window + #include // which are required for hiding mouse + #endif + //#include // OpenGL functions (GLFW3 already includes gl.h) + //#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version! + + #if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) + // NOTE: Those functions require linking with winmm library + __stdcall unsigned int timeBeginPeriod(unsigned int uPeriod); + __stdcall unsigned int timeEndPeriod(unsigned int uPeriod); + #endif +#endif + +#if defined(PLATFORM_ANDROID) + //#include // Android sensors functions (accelerometer, gyroscope, light...) + #include // Defines AWINDOW_FLAG_FULLSCREEN and others + #include // Defines basic app state struct and manages activity + + #include // Khronos EGL library - Native platform display device control functions + #include // Khronos OpenGL ES 2.0 library +#endif + +#if defined(PLATFORM_RPI) + #include // POSIX file control definitions - open(), creat(), fcntl() + #include // POSIX standard function definitions - read(), close(), STDIN_FILENO + #include // POSIX terminal control definitions - tcgetattr(), tcsetattr() + #include // POSIX threads management (mouse input) + + #include // UNIX System call for device-specific input/output operations - ioctl() + #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition + #include // Linux: Keycodes constants definition (KEY_A, ...) + #include // Linux: Joystick support library + + #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions + + #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions + #include "EGL/eglext.h" // Khronos EGL library - Extensions + #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library +#endif + +#if defined(PLATFORM_WEB) + #include + #include +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_RPI) + // Old device inputs system + #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input + #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input + #define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput) + #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) + + // New device input events (evdev) (must be detected) + //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" + //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" + //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" + + #define MOUSE_SENSITIVITY 0.8f +#endif + +#define MAX_GAMEPADS 4 // Max number of gamepads supported +#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) +#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) + +#define STORAGE_FILENAME "storage.data" + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// ... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +static GLFWwindow *window; // Native window (graphic device) +static bool windowMinimized = false; +#endif + +#if defined(PLATFORM_ANDROID) +static struct android_app *app; // Android activity +static struct android_poll_source *source; // Android events polling source +static int ident, events; // Android ALooper_pollAll() variables +static const char *internalDataPath; // Android internal data path to write data (/data/data//files) + +static bool windowReady = false; // Used to detect display initialization +static bool appEnabled = true; // Used to detec if app is active +static bool contextRebindRequired = false; // Used to know context rebind required +#endif + +#if defined(PLATFORM_RPI) +static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) + +// Keyboard input variables +// NOTE: For keyboard we will use the standard input (but reconfigured...) +static struct termios defaultKeyboardSettings; // Used to store default keyboard settings +static int defaultKeyboardMode; // Used to store default keyboard mode + +// Mouse input variables +static int mouseStream = -1; // Mouse device file descriptor +static bool mouseReady = false; // Flag to know if mouse is ready +static pthread_t mouseThreadId; // Mouse reading thread id + +// Touch input variables +static int touchStream = -1; // Touch device file descriptor +static bool touchReady = false; // Flag to know if touch interface is ready +static pthread_t touchThreadId; // Touch reading thread id + +// Gamepad input variables +static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor +static pthread_t gamepadThreadId; // Gamepad reading thread id +static char gamepadName[64]; // Gamepad name holder +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) +static EGLDisplay display; // Native display device (physical screen connection) +static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) +static EGLContext context; // Graphic context, mode in which drawing can be done +static EGLConfig config; // Graphic config +static uint64_t baseTime; // Base time measure for hi-res timer +static bool windowShouldClose = false; // Flag to set window for closing +#endif + +// Display size-related data +static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...) +static int screenWidth, screenHeight; // Screen width and height (used render area) +static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required) +static int renderOffsetX = 0; // Offset X from render area (must be divided by 2) +static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2) +static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) +static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +static const char *windowTitle; // Window text title... +static bool cursorOnScreen = false; // Tracks if cursor is inside client area +static bool cursorHidden = false; // Track if cursor is hidden +static int screenshotCounter = 0; // Screenshots counter + +// Register mouse states +static char previousMouseState[3] = { 0 }; // Registers previous mouse button state +static char currentMouseState[3] = { 0 }; // Registers current mouse button state +static int previousMouseWheelY = 0; // Registers previous mouse wheel variation +static int currentMouseWheelY = 0; // Registers current mouse wheel variation + +// Register gamepads states +static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready +static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state +static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state +static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state + +// Keyboard configuration +static int exitKey = KEY_ESCAPE; // Default exit key (ESC) +#endif + +// Register keyboard states +static char previousKeyState[512] = { 0 }; // Registers previous frame key state +static char currentKeyState[512] = { 0 }; // Registers current frame key state + +static int lastKeyPressed = -1; // Register last key pressed +static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed +static int gamepadAxisCount = 0; // Register number of available gamepad axis + +static Vector2 mousePosition; // Mouse position on screen + +#if defined(PLATFORM_WEB) +static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click +#endif + +//#if defined(SUPPORT_GESTURES_SYSTEM) +static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen +//#endif + +#if defined(PLATFORM_DESKTOP) +static char **dropFilesPath; // Store dropped files paths as strings +static int dropFilesCount = 0; // Count stored strings +#endif + +static double currentTime, previousTime; // Used to track timmings +static double updateTime, drawTime; // Time measures for update and draw +static double frameTime = 0.0; // Time measure for one frame +static double targetTime = 0.0; // Desired time for one frame, if 0 not applied + +static char configFlags = 0; // Configuration flags (bit based) +static bool showLogo = false; // Track if showing logo at init is enabled + +#if defined(SUPPORT_GIF_RECORDING) +static int gifFramesCounter = 0; +static bool gifRecording = false; +#endif + +//---------------------------------------------------------------------------------- +// Other Modules Functions Declaration (required by core) +//---------------------------------------------------------------------------------- +#if defined(SUPPORT_DEFAULT_FONT) +extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() +extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static void InitGraphicsDevice(int width, int height); // Initialize graphics device +static void SetupFramebufferSize(int displayWidth, int displayHeight); +static void InitTimer(void); // Initialize timer +static double GetTime(void); // Returns time since InitTimer() was run +static void Wait(float ms); // Wait for some milliseconds (stop program execution) +static bool GetKeyStatus(int key); // Returns if a key has been pressed +static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed +static void PollInputEvents(void); // Register user events +static void SwapBuffers(void); // Copy back buffer to front buffers +static void LogoAnimation(void); // Plays raylib logo appearing animation +static void SetupViewport(void); // Set viewport parameters + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move +static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) +static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area +static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored +#endif + +#if defined(PLATFORM_DESKTOP) +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window +#endif + +#if defined(PLATFORM_ANDROID) +static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs +#endif + +#if defined(PLATFORM_WEB) +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData); +static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData); +static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); +static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); +static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); +#endif + +#if defined(PLATFORM_RPI) +static void InitKeyboard(void); // Init raw keyboard system (standard input reading) +static void ProcessKeyboard(void); // Process keyboard events +static void RestoreKeyboard(void); // Restore keyboard system +static void InitMouse(void); // Mouse initialization (including mouse thread) +static void *MouseThread(void *arg); // Mouse reading thread +static void InitTouch(void); // Touch device initialization (including touch thread) +static void *TouchThread(void *arg); // Touch device reading thread +static void InitGamepad(void); // Init raw gamepad input +static void *GamepadThread(void *arg); // Mouse reading thread +#endif + +#if defined(_WIN32) + // NOTE: We include Sleep() function signature here to avoid windows.h inclusion + void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Window and OpenGL Context Functions +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) +// Initialize window and OpenGL context +void InitWindow(int width, int height, const char *title) +{ + TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)"); + + // Store window title (could be useful...) + windowTitle = title; + + // Init graphics device (display device and OpenGL context) + InitGraphicsDevice(width, height); + +#if defined(SUPPORT_DEFAULT_FONT) + // Load default font + // NOTE: External function (defined in module: text) + LoadDefaultFont(); +#endif + + // Init hi-res timer + InitTimer(); + +#if defined(PLATFORM_RPI) + // Init raw input system + InitMouse(); // Mouse init + InitTouch(); // Touch init + InitKeyboard(); // Keyboard init + InitGamepad(); // Gamepad init +#endif + +#if defined(PLATFORM_WEB) + emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback); + + // Support keyboard events + emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); + + // Support mouse events + emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); + + // Support touch events + emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch); + //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch); + + // Support gamepad events (not provided by GLFW3 on emscripten) + emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); + emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); +#endif + + mousePosition.x = (float)screenWidth/2.0f; + mousePosition.y = (float)screenHeight/2.0f; + + // raylib logo appearing animation (if enabled) + if (showLogo) + { + SetTargetFPS(60); + LogoAnimation(); + } +} +#endif + +#if defined(PLATFORM_ANDROID) +// Initialize Android activity +void InitWindow(int width, int height, void *state) +{ + TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)"); + + screenWidth = width; + screenHeight = height; + + app = (struct android_app *)state; + internalDataPath = app->activity->internalDataPath; + + // Set desired windows flags before initializing anything + ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER + //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); + + int orientation = AConfiguration_getOrientation(app->config); + + if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation"); + else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation"); + + // TODO: Automatic orientation doesn't seem to work + if (width <= height) + { + AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); + TraceLog(LOG_WARNING, "Window set to portraid mode"); + } + else + { + AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND); + TraceLog(LOG_WARNING, "Window set to landscape mode"); + } + + //AConfiguration_getDensity(app->config); + //AConfiguration_getKeyboard(app->config); + //AConfiguration_getScreenSize(app->config); + //AConfiguration_getScreenLong(app->config); + + //state->userData = &engine; + app->onAppCmd = AndroidCommandCallback; + app->onInputEvent = AndroidInputCallback; + + InitAssetManager(app->activity->assetManager); + + TraceLog(LOG_INFO, "Android app initialized successfully"); + + // Wait for window to be initialized (display and context) + while (!windowReady) + { + // Process events loop + while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + //if (app->destroyRequested != 0) windowShouldClose = true; + } + } +} +#endif + +// Close window and unload OpenGL context +void CloseWindow(void) +{ +#if defined(SUPPORT_GIF_RECORDING) + if (gifRecording) + { + GifEnd(); + gifRecording = false; + } +#endif + +#if defined(SUPPORT_DEFAULT_FONT) + UnloadDefaultFont(); +#endif + + rlglClose(); // De-init rlgl + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwDestroyWindow(window); + glfwTerminate(); +#endif + +#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) + timeEndPeriod(1); // Restore time period +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + // Close surface, context and display + if (display != EGL_NO_DISPLAY) + { + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (surface != EGL_NO_SURFACE) + { + eglDestroySurface(display, surface); + surface = EGL_NO_SURFACE; + } + + if (context != EGL_NO_CONTEXT) + { + eglDestroyContext(display, context); + context = EGL_NO_CONTEXT; + } + + eglTerminate(display); + display = EGL_NO_DISPLAY; + } +#endif + +#if defined(PLATFORM_RPI) + // Wait for mouse and gamepad threads to finish before closing + // NOTE: Those threads should already have finished at this point + // because they are controlled by windowShouldClose variable + + windowShouldClose = true; // Added to force threads to exit when the close window is called + + pthread_join(mouseThreadId, NULL); + pthread_join(touchThreadId, NULL); + pthread_join(gamepadThreadId, NULL); +#endif + + TraceLog(LOG_INFO, "Window closed successfully"); +} + +// Check if KEY_ESCAPE pressed or Close icon pressed +bool WindowShouldClose(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // While window minimized, stop loop execution + while (windowMinimized) glfwWaitEvents(); + + return (glfwWindowShouldClose(window)); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + return windowShouldClose; +#endif +} + +// Check if window has been minimized (or lost focus) +bool IsWindowMinimized(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return windowMinimized; +#else + return false; +#endif +} + +// Toggle fullscreen mode (only PLATFORM_DESKTOP) +void ToggleFullscreen(void) +{ +#if defined(PLATFORM_DESKTOP) + fullscreen = !fullscreen; // Toggle fullscreen flag + + // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs) + if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); + else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + TraceLog(LOG_WARNING, "Could not toggle to windowed mode"); +#endif +} + +// Set icon for window (only PLATFORM_DESKTOP) +void SetWindowIcon(Image image) +{ +#if defined(PLATFORM_DESKTOP) + ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); + + GLFWimage icon[1]; + + icon[0].width = image.width; + icon[0].height = image.height; + icon[0].pixels = (unsigned char *)image.data; + + // NOTE: We only support one image icon + glfwSetWindowIcon(window, 1, icon); + + // TODO: Support multi-image icons --> image.mipmaps +#endif +} + +// Set title for window (only PLATFORM_DESKTOP) +void SetWindowTitle(const char *title) +{ +#if defined(PLATFORM_DESKTOP) + glfwSetWindowTitle(window, title); +#endif +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ +#if defined(PLATFORM_DESKTOP) + glfwSetWindowPos(window, x, y); +#endif +} + +// Set monitor for the current window (fullscreen mode) +void SetWindowMonitor(int monitor) +{ +#if defined(PLATFORM_DESKTOP) + int monitorCount; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); + TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + } + else TraceLog(LOG_WARNING, "Selected monitor not found"); +#endif +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ +#if defined(PLATFORM_DESKTOP) + const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); + glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height); +#endif +} + +// Get current screen width +int GetScreenWidth(void) +{ + return screenWidth; +} + +// Get current screen height +int GetScreenHeight(void) +{ + return screenHeight; +} + +#if !defined(PLATFORM_ANDROID) +// Show mouse cursor +void ShowCursor() +{ +#if defined(PLATFORM_DESKTOP) + #if defined(__linux__) + XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window)); + #else + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + #endif +#endif + cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor() +{ +#if defined(PLATFORM_DESKTOP) + #if defined(__linux__) + XColor col; + const char nil[] = {0}; + + Pixmap pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), nil, 1, 1); + Cursor cur = XCreatePixmapCursor(glfwGetX11Display(), pix, pix, &col, &col, 0, 0); + + XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), cur); + XFreeCursor(glfwGetX11Display(), cur); + #else + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + #endif +#endif + cursorHidden = true; +} + +// Check if cursor is not visible +bool IsCursorHidden() +{ + return cursorHidden; +} + +// Enables cursor (unlock cursor) +void EnableCursor() +{ +#if defined(PLATFORM_DESKTOP) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); +#endif +#if defined(PLATFORM_WEB) + toggleCursorLock = true; +#endif + cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor() +{ +#if defined(PLATFORM_DESKTOP) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); +#endif +#if defined(PLATFORM_WEB) + toggleCursorLock = true; +#endif + cursorHidden = true; +} +#endif // !defined(PLATFORM_ANDROID) + +// Set background color (framebuffer clear color) +void ClearBackground(Color color) +{ + // Clear full framebuffer (not only render area) to color + rlClearColor(color.r, color.g, color.b, color.a); +} + +// Setup canvas (framebuffer) to start drawing +void BeginDrawing(void) +{ + currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called + updateTime = currentTime - previousTime; + previousTime = currentTime; + + rlClearScreenBuffers(); // Clear current framebuffers + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here + + //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 + // NOTE: Not required with OpenGL 3.3+ +} + +// End canvas drawing and swap buffers (double buffering) +void EndDrawing(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + +#if defined(SUPPORT_GIF_RECORDING) + + #define GIF_RECORD_FRAMERATE 10 + + if (gifRecording) + { + gifFramesCounter++; + + // NOTE: We record one gif frame every 10 game frames + if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) + { + // Get image data for the current frame (from backbuffer) + // NOTE: This process is very slow... :( + unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight); + GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false); + + free(screenData); // Free image data + } + + if (((gifFramesCounter/15)%2) == 1) + { + DrawCircle(30, screenHeight - 20, 10, RED); + DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON); + } + + rlglDraw(); // Draw RECORDING message + } +#endif + + SwapBuffers(); // Copy back buffer to front buffer + PollInputEvents(); // Poll user events + + // Frame time control system + currentTime = GetTime(); + drawTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime = updateTime + drawTime; + + // Wait for some milliseconds... + if (frameTime < targetTime) + { + Wait((targetTime - frameTime)*1000.0f); + + currentTime = GetTime(); + double extraTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime += extraTime; + } +} + +// Initialize 2D mode with custom camera (2D) +void Begin2dMode(Camera2D camera) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // Camera rotation and scaling is always relative to target + Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); + 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.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); + + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); + + rlMultMatrixf(MatrixToFloat(matTransform)); +} + +// Ends 2D mode with custom camera +void End2dMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + +// Initializes 3D mode with custom camera (3D) +void Begin3dMode(Camera camera) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + 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 = 0.01*tan(camera.fovy*0.5*DEG2RAD); + double right = top*aspect; + + // NOTE: zNear and zFar values are important when computing depth buffer values + rlFrustum(-right, right, -top, top, 0.01, 1000.0); + + rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // Setup Camera view + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) + + rlEnableDepthTest(); // Enable DEPTH_TEST for 3D +} + +// Ends 3D mode and returns to default 2D orthographic mode +void End3dMode(void) +{ + rlglDraw(); // Process internal buffers (update + draw) + + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack + + rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + rlDisableDepthTest(); // Disable DEPTH_TEST for 2D +} + +// Initializes render texture for drawing +void BeginTextureMode(RenderTexture2D target) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlEnableRenderTexture(target.id); // Enable render target + + rlClearScreenBuffers(); // Clear render texture buffers + + // Set viewport to framebuffer size + rlViewport(0, 0, target.texture.width, target.texture.height); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) +} + +// Ends drawing to render texture +void EndTextureMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlDisableRenderTexture(); // Disable render target + + // Set viewport to default framebuffer size (screen size) + SetupViewport(); + + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + + // Set orthographic projection to current framebuffer size + // NOTE: Configured top-left corner as (0, 0) + rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); + + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + +// Returns a ray trace from mouse position +Ray GetMouseRay(Vector2 mousePosition, Camera camera) +{ + Ray ray; + + // Calculate normalized device coordinates + // NOTE: y value is negative + float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f; + float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight(); + float z = 1.0f; + + // Store values in a vector + Vector3 deviceCoords = { x, y, z }; + + TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); + + // Calculate projection matrix from perspective + Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); + + // Calculate view matrix from camera look at + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + + // Unproject far/near points + Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); + Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); + + // Calculate normalized direction vector + Vector3 direction = Vector3Subtract(farPoint, nearPoint); + Vector3Normalize(&direction); + + // Apply calculated vectors to ray + ray.position = camera.position; + ray.direction = direction; + + return ray; +} + +// Returns the screen space position from a 3d world space position +Vector2 GetWorldToScreen(Vector3 position, Camera camera) +{ + // Calculate projection matrix (from perspective instead of frustum + Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (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); + + // Convert world position vector to quaternion + Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; + + // Transform world position to view + QuaternionTransform(&worldPos, matView); + + // Transform result to projection (clip space position) + QuaternionTransform(&worldPos, matProj); + + // Calculate normalized device coordinates (inverted y) + Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w }; + + // Calculate 2d screen position vector + Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() }; + + return screenPosition; +} + +// Get transform matrix for camera +Matrix GetCameraMatrix(Camera camera) +{ + return MatrixLookAt(camera.position, camera.target, camera.up); +} + +// Set target FPS (maximum) +void SetTargetFPS(int fps) +{ + if (fps < 1) targetTime = 0.0; + else targetTime = 1.0/(double)fps; + + TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); +} + +// Returns current FPS +int GetFPS(void) +{ + return (int)(1.0f/GetFrameTime()); +} + +// Returns time in seconds for last frame drawn +float GetFrameTime(void) +{ + // NOTE: We round value to milliseconds + return (float)frameTime; +} + +// Converts Color to float array and normalizes +float *ColorToFloat(Color color) +{ + static float buffer[4]; + + buffer[0] = (float)color.r/255; + buffer[1] = (float)color.g/255; + buffer[2] = (float)color.b/255; + buffer[3] = (float)color.a/255; + + return buffer; +} + +// Returns a Color struct from hexadecimal value +Color GetColor(int hexValue) +{ + Color color; + + color.r = (unsigned char)(hexValue >> 24) & 0xFF; + color.g = (unsigned char)(hexValue >> 16) & 0xFF; + color.b = (unsigned char)(hexValue >> 8) & 0xFF; + color.a = (unsigned char)hexValue & 0xFF; + + return color; +} + +// Returns hexadecimal value for a Color +int GetHexValue(Color color) +{ + return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); +} + +// Returns a random value between min and max (both included) +int GetRandomValue(int min, int max) +{ + if (min > max) + { + int tmp = max; + max = min; + min = tmp; + } + + return (rand()%(abs(max-min)+1) + min); +} + +// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +Color Fade(Color color, float alpha) +{ + if (alpha < 0.0f) alpha = 0.0f; + else if (alpha > 1.0f) alpha = 1.0f; + + float colorAlpha = (float)color.a*alpha; + + return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha}; +} + +// Activate raylib logo at startup (can be done with flags) +void ShowLogo(void) +{ + showLogo = true; +} + +// Setup window configuration flags (view FLAGS) +void SetConfigFlags(char flags) +{ + configFlags = flags; + + if (configFlags & FLAG_SHOW_LOGO) showLogo = true; + if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true; +} + +// NOTE TraceLog() function is located in [utils.h] + +// Takes a screenshot of current screen (saved a .png) +void TakeScreenshot(const char *fileName) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) + unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight); + SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG + free(imgData); + + TraceLog(LOG_INFO, "Screenshot taken: %s", fileName); +#endif +} + +// Check file extension +bool IsFileExtension(const char *fileName, const char *ext) +{ + bool result = false; + const char *fileExt; + + if ((fileExt = strrchr(fileName, '.')) != NULL) + { + if (strcmp(fileExt, ext) == 0) result = true; + } + + return result; +} + +// Get the extension for a filename +const char *GetExtension(const char *fileName) +{ + const char *dot = strrchr(fileName, '.'); + + if (!dot || dot == fileName) return ""; + + return (dot + 1); +} + +// Get directory for a given fileName (with path) +const char *GetDirectoryPath(const char *fileName) +{ + char *lastSlash = NULL; + static char filePath[256]; // MAX_DIRECTORY_PATH_SIZE = 256 + memset(filePath, 0, 256); + + lastSlash = strrchr(fileName, '\\'); + strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1)); + filePath[strlen(fileName) - strlen(lastSlash)] = '\0'; + + return filePath; +} + +// Get current working directory +const char *GetWorkingDirectory(void) +{ + static char currentDir[256]; // MAX_DIRECTORY_PATH_SIZE = 256 + memset(currentDir, 0, 256); + + GETCWD(currentDir, 256 - 1); + + return currentDir; +} + +// Change working directory, returns true if success +bool ChangeDirectory(const char *dir) +{ + return (CHDIR(dir) == 0); +} + +#if defined(PLATFORM_DESKTOP) +// Check if a file has been dropped into window +bool IsFileDropped(void) +{ + if (dropFilesCount > 0) return true; + else return false; +} + +// Get dropped files names +char **GetDroppedFiles(int *count) +{ + *count = dropFilesCount; + return dropFilesPath; +} + +// Clear dropped files paths buffer +void ClearDroppedFiles(void) +{ + if (dropFilesCount > 0) + { + for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]); + + free(dropFilesPath); + + dropFilesCount = 0; + } +} +#endif + +// Save integer value to storage file (to defined position) +// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) +void StorageSaveValue(int position, int value) +{ + FILE *storageFile = NULL; + + char path[128]; +#if defined(PLATFORM_ANDROID) + strcpy(path, internalDataPath); + strcat(path, "/"); + strcat(path, STORAGE_FILENAME); +#else + strcpy(path, STORAGE_FILENAME); +#endif + + // Try open existing file to append data + storageFile = fopen(path, "rb+"); + + // If file doesn't exist, create a new storage data file + if (!storageFile) storageFile = fopen(path, "wb"); + + if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created"); + else + { + // Get file size + fseek(storageFile, 0, SEEK_END); + int fileSize = ftell(storageFile); // Size in bytes + fseek(storageFile, 0, SEEK_SET); + + if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); + else + { + fseek(storageFile, (position*4), SEEK_SET); + fwrite(&value, 1, 4, storageFile); + } + + fclose(storageFile); + } +} + +// Load integer value from storage file (from defined position) +// NOTE: If requested position could not be found, value 0 is returned +int StorageLoadValue(int position) +{ + int value = 0; + + char path[128]; +#if defined(PLATFORM_ANDROID) + strcpy(path, internalDataPath); + strcat(path, "/"); + strcat(path, STORAGE_FILENAME); +#else + strcpy(path, STORAGE_FILENAME); +#endif + + // Try open existing file to append data + FILE *storageFile = fopen(path, "rb"); + + if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found"); + else + { + // Get file size + fseek(storageFile, 0, SEEK_END); + int fileSize = ftell(storageFile); // Size in bytes + rewind(storageFile); + + if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); + else + { + fseek(storageFile, (position*4), SEEK_SET); + fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size + } + + fclose(storageFile); + } + + return value; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions +//---------------------------------------------------------------------------------- +// Detect if a key has been pressed once +bool IsKeyPressed(int key) +{ + bool pressed = false; + + if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true; + else pressed = false; + + return pressed; +} + +// Detect if a key is being pressed (key held down) +bool IsKeyDown(int key) +{ + if (GetKeyStatus(key) == 1) return true; + else return false; +} + +// Detect if a key has been released once +bool IsKeyReleased(int key) +{ + bool released = false; + + if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true; + else released = false; + + return released; +} + +// Detect if a key is NOT being pressed (key not held down) +bool IsKeyUp(int key) +{ + if (GetKeyStatus(key) == 0) return true; + else return false; +} + +// Get the last key pressed +int GetKeyPressed(void) +{ + return lastKeyPressed; +} + +// Set a custom key to exit program +// NOTE: default exitKey is ESCAPE +void SetExitKey(int key) +{ +#if !defined(PLATFORM_ANDROID) + exitKey = key; +#endif +} + +// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) + +// Detect if a gamepad is available +bool IsGamepadAvailable(int gamepad) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; +#endif + + return result; +} + +// Check gamepad name (if available) +bool IsGamepadName(int gamepad, const char *name) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + const char *gamepadName = NULL; + + if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); + if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); +#endif + + return result; +} + +// Return gamepad internal name id +const char *GetGamepadName(int gamepad) +{ +#if defined(PLATFORM_DESKTOP) + if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad); + else return NULL; +#elif defined(PLATFORM_RPI) + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); + + return gamepadName; +#else + return NULL; +#endif +} + +// Return gamepad axis count +int GetGamepadAxisCount(int gamepad) +{ +#if defined(PLATFORM_RPI) + int axisCount = 0; + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount); + gamepadAxisCount = axisCount; +#endif + return gamepadAxisCount; +} + +// Return axis movement vector for a gamepad +float GetGamepadAxisMovement(int gamepad, int axis) +{ + float value = 0; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis]; +#endif + + return value; +} + +// Detect if a gamepad button has been pressed once +bool IsGamepadButtonPressed(int gamepad, int button) +{ + bool pressed = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && + (currentGamepadState[gamepad][button] == 1)) pressed = true; +#endif + + return pressed; +} + +// Detect if a gamepad button is being pressed +bool IsGamepadButtonDown(int gamepad, int button) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] == 1)) result = true; +#endif + + return result; +} + +// Detect if a gamepad button has NOT been pressed once +bool IsGamepadButtonReleased(int gamepad, int button) +{ + bool released = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && + (currentGamepadState[gamepad][button] == 0)) released = true; +#endif + + return released; +} + +// Detect if a mouse button is NOT being pressed +bool IsGamepadButtonUp(int gamepad, int button) +{ + bool result = false; + +#if !defined(PLATFORM_ANDROID) + if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && + (currentGamepadState[gamepad][button] == 0)) result = true; +#endif + + return result; +} + +// Get the last gamepad button pressed +int GetGamepadButtonPressed(void) +{ + return lastGamepadButtonPressed; +} + +// Detect if a mouse button has been pressed once +bool IsMouseButtonPressed(int button) +{ + bool pressed = false; + +#if defined(PLATFORM_ANDROID) + if (IsGestureDetected(GESTURE_TAP)) pressed = true; +#else + if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; +#endif + + return pressed; +} + +// Detect if a mouse button is being pressed +bool IsMouseButtonDown(int button) +{ + bool down = false; + +#if defined(PLATFORM_ANDROID) + if (IsGestureDetected(GESTURE_HOLD)) down = true; +#else + if (GetMouseButtonStatus(button) == 1) down = true; +#endif + + return down; +} + +// Detect if a mouse button has been released once +bool IsMouseButtonReleased(int button) +{ + bool released = false; + +#if !defined(PLATFORM_ANDROID) + if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; +#endif + + return released; +} + +// Detect if a mouse button is NOT being pressed +bool IsMouseButtonUp(int button) +{ + bool up = false; + +#if !defined(PLATFORM_ANDROID) + if (GetMouseButtonStatus(button) == 0) up = true; +#endif + + return up; +} + +// Returns mouse position X +int GetMouseX(void) +{ +#if defined(PLATFORM_ANDROID) + return (int)touchPosition[0].x; +#else + return (int)mousePosition.x; +#endif +} + +// Returns mouse position Y +int GetMouseY(void) +{ +#if defined(PLATFORM_ANDROID) + return (int)touchPosition[0].x; +#else + return (int)mousePosition.y; +#endif +} + +// Returns mouse position XY +Vector2 GetMousePosition(void) +{ +#if defined(PLATFORM_ANDROID) + return GetTouchPosition(0); +#else + return mousePosition; +#endif +} + +// Set mouse position XY +void SetMousePosition(Vector2 position) +{ + mousePosition = position; +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // NOTE: emscripten not implemented + glfwSetCursorPos(window, position.x, position.y); +#endif +} + +// Returns mouse wheel movement Y +int GetMouseWheelMove(void) +{ +#if defined(PLATFORM_ANDROID) + return 0; +#elif defined(PLATFORM_WEB) + return previousMouseWheelY/100; +#else + return previousMouseWheelY; +#endif +} + +// Returns touch position X for touch point 0 (relative to screen size) +int GetTouchX(void) +{ +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return (int)touchPosition[0].x; +#else // PLATFORM_DESKTOP, PLATFORM_RPI + return GetMouseX(); +#endif +} + +// Returns touch position Y for touch point 0 (relative to screen size) +int GetTouchY(void) +{ +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return (int)touchPosition[0].y; +#else // PLATFORM_DESKTOP, PLATFORM_RPI + return GetMouseY(); +#endif +} + +// Returns touch position XY for a touch point index (relative to screen size) +// TODO: Touch position should be scaled depending on display size and render size +Vector2 GetTouchPosition(int index) +{ + Vector2 position = { -1.0f, -1.0f }; + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + if (index < MAX_TOUCH_POINTS) position = touchPosition[index]; + else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); + + if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) + { + // TODO: Review touch position scaling for screenSize vs displaySize + position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2; + position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2; + } + else + { + position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2; + position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2; + } +#else // PLATFORM_DESKTOP, PLATFORM_RPI + if (index == 0) position = GetMousePosition(); +#endif + + return position; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize display device and framebuffer +// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size +// If width or height are 0, default display size will be used for framebuffer size +static void InitGraphicsDevice(int width, int height) +{ + screenWidth = width; // User desired width + screenHeight = height; // User desired height + + // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars... + // ...in top-down or left-right to match display aspect ratio (no weird scalings) + + // Downscale matrix is required in case desired screen area is bigger than display area + downscaleView = MatrixIdentity(); + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwSetErrorCallback(ErrorCallback); + + if (!glfwInit()) TraceLog(LOG_ERROR, "Failed to initialize GLFW"); + + // NOTE: Getting video modes is not implemented in emscripten GLFW3 version +#if defined(PLATFORM_DESKTOP) + // Find monitor resolution + const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); + + displayWidth = mode->width; + displayHeight = mode->height; + + // Screen size security check + if (screenWidth <= 0) screenWidth = displayWidth; + if (screenHeight <= 0) screenHeight = displayHeight; +#endif // defined(PLATFORM_DESKTOP) + +#if defined(PLATFORM_WEB) + displayWidth = screenWidth; + displayHeight = screenHeight; +#endif // defined(PLATFORM_WEB) + + glfwDefaultWindowHints(); // Set default windows hints + + // Check some Window creation flags + if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window + else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable + + if (configFlags & FLAG_WINDOW_DECORATED) glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window + + if (configFlags & FLAG_WINDOW_TRANSPARENT) + { + // TODO: Enable transparent window (not ready yet on GLFW 3.2) + } + + if (configFlags & FLAG_MSAA_4X_HINT) + { + glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 + TraceLog(LOG_INFO, "Trying to enable MSAA x4"); + } + + //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits + //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) + //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window + //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API + //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers + + // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version + // with forward compatibility to older OpenGL versions. + // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible. + + // Check selection OpenGL version + if (rlGetVersion() == OPENGL_21) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) + } + else if (rlGetVersion() == OPENGL_33) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! + // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE +#if defined(__APPLE__) + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires +#else + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! +#endif + //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); + } + + if (fullscreen) + { + // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor + int count; + const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); + + // Get closest videomode to desired screenWidth/screenHeight + for (int i = 0; i < count; i++) + { + if (modes[i].width >= screenWidth) + { + if (modes[i].height >= screenHeight) + { + displayWidth = modes[i].width; + displayHeight = modes[i].height; + break; + } + } + } + + TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight); + + // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, + // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3), + // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched + // by the sides to fit all monitor space... + + // At this point we need to manage render size vs screen size + // NOTE: This function uses and modifies global module variables: + // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView + SetupFramebufferSize(displayWidth, displayHeight); + + window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); + + // NOTE: Full-screen change, not working properly... + //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); + } + else + { + // No-fullscreen window creation + window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL); + +#if defined(PLATFORM_DESKTOP) + // Center window on screen + int windowPosX = displayWidth/2 - screenWidth/2; + int windowPosY = displayHeight/2 - screenHeight/2; + + if (windowPosX < 0) windowPosX = 0; + if (windowPosY < 0) windowPosY = 0; + + glfwSetWindowPos(window, windowPosX, windowPosY); +#endif + renderWidth = screenWidth; + renderHeight = screenHeight; + } + + if (!window) + { + glfwTerminate(); + TraceLog(LOG_ERROR, "GLFW Failed to initialize Window"); + } + else + { + TraceLog(LOG_INFO, "Display device initialized successfully"); +#if defined(PLATFORM_DESKTOP) + TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); +#endif + TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); + TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); + TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); + } + + glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default! + glfwSetCursorEnterCallback(window, CursorEnterCallback); + glfwSetKeyCallback(window, KeyCallback); + glfwSetMouseButtonCallback(window, MouseButtonCallback); + glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes + glfwSetCharCallback(window, CharCallback); + glfwSetScrollCallback(window, ScrollCallback); + glfwSetWindowIconifyCallback(window, WindowIconifyCallback); +#if defined(PLATFORM_DESKTOP) + glfwSetDropCallback(window, WindowDropCallback); +#endif + + glfwMakeContextCurrent(window); + + // Try to disable GPU V-Sync by default, set framerate using SetTargetFPS() + // NOTE: V-Sync can be enabled by graphic driver configuration + glfwSwapInterval(0); + +#if defined(PLATFORM_DESKTOP) + // Load OpenGL 3.3 extensions + // NOTE: GLFW loader function is passed as parameter + rlLoadExtensions(glfwGetProcAddress); +#endif + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration + if (configFlags & FLAG_VSYNC_HINT) + { + glfwSwapInterval(1); + TraceLog(LOG_INFO, "Trying to enable VSYNC"); + } +#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + fullscreen = true; + + // Screen size security check + if (screenWidth <= 0) screenWidth = displayWidth; + if (screenHeight <= 0) screenHeight = displayHeight; + +#if defined(PLATFORM_RPI) + bcm_host_init(); + + DISPMANX_ELEMENT_HANDLE_T dispmanElement; + DISPMANX_DISPLAY_HANDLE_T dispmanDisplay; + DISPMANX_UPDATE_HANDLE_T dispmanUpdate; + + VC_RECT_T dstRect; + VC_RECT_T srcRect; +#endif + + EGLint samples = 0; + EGLint sampleBuffer = 0; + if (configFlags & FLAG_MSAA_4X_HINT) + { + samples = 4; + sampleBuffer = 1; + TraceLog(LOG_INFO, "Trying to enable MSAA x4"); + } + + const EGLint framebufferAttribs[] = + { + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? + //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! + EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) + EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) + EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) + //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) + //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) + EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) + //EGL_STENCIL_SIZE, 8, // Stencil buffer size + EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA + EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) + EGL_NONE + }; + + EGLint contextAttribs[] = + { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + + EGLint numConfigs; + + // Get an EGL display connection + display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + + // Initialize the EGL display connection + eglInitialize(display, NULL, NULL); + + // Get an appropriate EGL framebuffer configuration + eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs); + + // Set rendering API + eglBindAPI(EGL_OPENGL_ES_API); + + // Create an EGL rendering context + context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); + + // Create an EGL window surface + //--------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) + EGLint displayFormat; + + displayWidth = ANativeWindow_getWidth(app->window); + displayHeight = ANativeWindow_getHeight(app->window); + + // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() + // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID + eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView + SetupFramebufferSize(displayWidth, displayHeight); + + ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); + //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size + + surface = eglCreateWindowSurface(display, config, app->window, NULL); +#endif // defined(PLATFORM_ANDROID) + +#if defined(PLATFORM_RPI) + graphics_get_display_size(0, &displayWidth, &displayHeight); + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView + SetupFramebufferSize(displayWidth, displayHeight); + + dstRect.x = 0; + dstRect.y = 0; + dstRect.width = displayWidth; + dstRect.height = displayHeight; + + srcRect.x = 0; + srcRect.y = 0; + srcRect.width = renderWidth << 16; + srcRect.height = renderHeight << 16; + + // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost) + // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio + + VC_DISPMANX_ALPHA_T alpha; + alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; + alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE + alpha.mask = 0; + + dispmanDisplay = vc_dispmanx_display_open(0); // LCD + dispmanUpdate = vc_dispmanx_update_start(0); + + dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/, + &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE); + + nativeWindow.element = dispmanElement; + nativeWindow.width = renderWidth; + nativeWindow.height = renderHeight; + vc_dispmanx_update_submit_sync(dispmanUpdate); + + surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL); + //--------------------------------------------------------------------------------- +#endif // defined(PLATFORM_RPI) + // There must be at least one frame displayed before the buffers are swapped + //eglSwapInterval(display, 1); + + if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) + { + TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface"); + } + else + { + // Grab the width and height of the surface + //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); + //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); + + TraceLog(LOG_INFO, "Display device initialized successfully"); + TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); + TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); + TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); + TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); + } +#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + + // Initialize OpenGL context (states and resources) + // NOTE: screenWidth and screenHeight not used, just stored as globals + rlglInit(screenWidth, screenHeight); + + // Setup default viewport + SetupViewport(); + + // Initialize internal projection and modelview matrices + // NOTE: Default to orthographic projection mode with top-left corner at (0,0) + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f); + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + ClearBackground(RAYWHITE); // Default background color for raylib games :P + +#if defined(PLATFORM_ANDROID) + windowReady = true; // IMPORTANT! +#endif +} + +// Set viewport parameters +static void SetupViewport(void) +{ +#if defined(__APPLE__) + // Get framebuffer size of current window + // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer + // is automatically reasized to adapt to new DPI. + // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() + int fbWidth, fbHeight; + glfwGetFramebufferSize(window, &fbWidth, &fbHeight); + rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); +#else + // Initialize screen viewport (area of the screen that you will actually draw to) + // NOTE: Viewport must be recalculated if screen is resized + rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); +#endif +} + +// Compute framebuffer size relative to screen size and display size +// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified +static void SetupFramebufferSize(int displayWidth, int displayHeight) +{ + // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) + if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) + { + TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight); + + // Downscaling to fit display with border-bars + float widthRatio = (float)displayWidth/(float)screenWidth; + float heightRatio = (float)displayHeight/(float)screenHeight; + + if (widthRatio <= heightRatio) + { + renderWidth = displayWidth; + renderHeight = (int)round((float)screenHeight*widthRatio); + renderOffsetX = 0; + renderOffsetY = (displayHeight - renderHeight); + } + else + { + renderWidth = (int)round((float)screenWidth*heightRatio); + renderHeight = displayHeight; + renderOffsetX = (displayWidth - renderWidth); + renderOffsetY = 0; + } + + // NOTE: downscale matrix required! + float scaleRatio = (float)renderWidth/(float)screenWidth; + + downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio); + + // NOTE: We render to full display resolution! + // We just need to calculate above parameters for downscale matrix and offsets + renderWidth = displayWidth; + renderHeight = displayHeight; + + TraceLog(LOG_WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight); + } + else if ((screenWidth < displayWidth) || (screenHeight < displayHeight)) + { + // Required screen size is smaller than display size + TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight); + + // Upscaling to fit display with border-bars + float displayRatio = (float)displayWidth/(float)displayHeight; + float screenRatio = (float)screenWidth/(float)screenHeight; + + if (displayRatio <= screenRatio) + { + renderWidth = screenWidth; + renderHeight = (int)round((float)screenWidth/displayRatio); + renderOffsetX = 0; + renderOffsetY = (renderHeight - screenHeight); + } + else + { + renderWidth = (int)round((float)screenHeight*displayRatio); + renderHeight = screenHeight; + renderOffsetX = (renderWidth - screenWidth); + renderOffsetY = 0; + } + } + else // screen == display + { + renderWidth = screenWidth; + renderHeight = screenHeight; + renderOffsetX = 0; + renderOffsetY = 0; + } +} + +// Initialize hi-resolution timer +static void InitTimer(void) +{ + srand(time(NULL)); // Initialize random seed + +#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) + timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec now; + + if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success + { + baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + } + else TraceLog(LOG_WARNING, "No hi-resolution timer available"); +#endif + + previousTime = GetTime(); // Get time as double +} + +// Get current time measure (in seconds) since InitTimer() +static double GetTime(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetTime(); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec ts; + clock_gettime(CLOCK_MONOTONIC, &ts); + uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; + + return (double)(time - baseTime)*1e-9; +#endif +} + +// Wait for some milliseconds (stop program execution) +// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could +// take longer than expected... for that reason we use the busy wait loop +// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected +static void Wait(float ms) +{ +#if defined(SUPPORT_BUSY_WAIT_LOOP) + double prevTime = GetTime(); + double nextTime = 0.0; + + // Busy wait loop + while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime(); +#else + #if defined(_WIN32) + Sleep((unsigned int)ms); + #elif defined(__linux__) || defined(PLATFORM_WEB) + struct timespec req = { 0 }; + time_t sec = (int)(ms/1000.0f); + ms -= (sec*1000); + req.tv_sec = sec; + req.tv_nsec = ms*1000000L; + + // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. + while (nanosleep(&req, &req) == -1) continue; + #elif defined(__APPLE__) + usleep(ms*1000.0f); + #endif +#endif +} + +// Get one key state +static bool GetKeyStatus(int key) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetKey(window, key); +#elif defined(PLATFORM_ANDROID) + // NOTE: Android supports up to 260 keys + if (key < 0 || key > 260) return false; + else return currentKeyState[key]; +#elif defined(PLATFORM_RPI) + // NOTE: Keys states are filled in PollInputEvents() + if (key < 0 || key > 511) return false; + else return currentKeyState[key]; +#endif +} + +// Get one mouse button state +static bool GetMouseButtonStatus(int button) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetMouseButton(window, button); +#elif defined(PLATFORM_ANDROID) + // TODO: Check for virtual mouse? + return false; +#elif defined(PLATFORM_RPI) + // NOTE: Mouse buttons states are filled in PollInputEvents() + return currentMouseState[button]; +#endif +} + +// Poll (store) all input events +static void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset last key pressed registered + lastKeyPressed = -1; + +#if !defined(PLATFORM_RPI) + // Reset last gamepad button/axis registered state + lastGamepadButtonPressed = -1; + gamepadAxisCount = 0; +#endif + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // Mouse input polling + double mouseX; + double mouseY; + + glfwGetCursorPos(window, &mouseX, &mouseY); + + mousePosition.x = (float)mouseX; + mousePosition.y = (float)mouseY; + + // Keyboard input polling (automatically managed by GLFW3 through callback) + + // Register previous keys states + for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; + + // Register previous mouse states + for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; + + previousMouseWheelY = currentMouseWheelY; + currentMouseWheelY = 0; +#endif + +#if defined(PLATFORM_DESKTOP) + // Check if gamepads are ready + // NOTE: We do it here in case of disconection + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (glfwJoystickPresent(i)) gamepadReady[i] = true; + else gamepadReady[i] = false; + } + + // Register gamepads buttons events + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (gamepadReady[i]) // Check if gamepad is available + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; + + // Get current gamepad state + // NOTE: There is no callback available, so we get it manually + const unsigned char *buttons; + int buttonsCount; + + buttons = glfwGetJoystickButtons(i, &buttonsCount); + + for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) + { + if (buttons[k] == GLFW_PRESS) + { + currentGamepadState[i][k] = 1; + lastGamepadButtonPressed = k; + } + else currentGamepadState[i][k] = 0; + } + + // Get current axis state + const float *axes; + int axisCount = 0; + + axes = glfwGetJoystickAxes(i, &axisCount); + + for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) + { + gamepadAxisState[i][k] = axes[k]; + } + + gamepadAxisCount = axisCount; + } + } + + glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! +#endif + +// Gamepad support using emscripten API +// NOTE: GLFW3 joystick functionality not available in web +#if defined(PLATFORM_WEB) + // Get number of gamepads connected + int numGamepads = emscripten_get_num_gamepads(); + + for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) + { + // Register previous gamepad button states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; + + EmscriptenGamepadEvent gamepadState; + + int result = emscripten_get_gamepad_status(i, &gamepadState); + + if (result == EMSCRIPTEN_RESULT_SUCCESS) + { + // Register buttons data for every connected gamepad + for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) + { + if (gamepadState.digitalButton[j] == 1) + { + currentGamepadState[i][j] = 1; + lastGamepadButtonPressed = j; + } + else currentGamepadState[i][j] = 0; + + //printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); + } + + // Register axis data for every connected gamepad + for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) + { + gamepadAxisState[i][j] = gamepadState.axis[j]; + } + + gamepadAxisCount = gamepadState.numAxes; + } + } +#endif + +#if defined(PLATFORM_ANDROID) + // Register previous keys states + // NOTE: Android supports up to 260 keys + for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i]; + + // Poll Events (registered events) + // NOTE: Activity is paused if not enabled (appEnabled) + while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + if (app->destroyRequested != 0) + { + //TraceLog(LOG_INFO, "Closing Window..."); + //windowShouldClose = true; + //ANativeActivity_finish(app->activity); + } + } +#endif + +#if defined(PLATFORM_RPI) + // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() + + // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, + // we use method 2 (stdin) but maybe in a future we should change to method 1... + ProcessKeyboard(); + + // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() +#endif +} + +// Copy back buffer to front buffers +static void SwapBuffers(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwSwapBuffers(window); +#endif + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + eglSwapBuffers(display, surface); +#endif +} + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +// GLFW3 Error Callback, runs on GLFW3 error +static void ErrorCallback(int error, const char *description) +{ + TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description); +} + +// GLFW3 Srolling Callback, runs on mouse wheel +static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) +{ + currentMouseWheelY = (int)yoffset; +} + +// GLFW3 Keyboard Callback, runs on key pressed +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) +{ + if (key == exitKey && action == GLFW_PRESS) + { + glfwSetWindowShouldClose(window, GL_TRUE); + + // NOTE: Before closing window, while loop must be left! + } +#if defined(PLATFORM_DESKTOP) + else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) + { + #if defined(SUPPORT_GIF_RECORDING) + if (mods == GLFW_MOD_CONTROL) + { + if (gifRecording) + { + GifEnd(); + gifRecording = false; + + TraceLog(LOG_INFO, "End animated GIF recording"); + } + else + { + gifRecording = true; + gifFramesCounter = 0; + + // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every + // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10. + GifBegin(FormatText("screenrec%03i.gif", screenshotCounter), screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false); + screenshotCounter++; + + TraceLog(LOG_INFO, "Begin animated GIF recording: %s", FormatText("screenrec%03i.gif", screenshotCounter)); + } + } + else + #endif // SUPPORT_GIF_RECORDING + { + TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } + } +#endif // PLATFORM_DESKTOP + else + { + currentKeyState[key] = action; + if (action == GLFW_PRESS) lastKeyPressed = key; + } +} + +// GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) +{ + currentMouseState[button] = action; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + // Register touch actions + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; + else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; + + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Cursor Position Callback, runs on mouse move +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + gestureEvent.touchAction = TOUCH_MOVE; + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; + + touchPosition[0] = gestureEvent.position[0]; + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Char Key Callback, runs on key pressed (get char value) +static void CharCallback(GLFWwindow *window, unsigned int key) +{ + lastKeyPressed = key; + + //TraceLog(LOG_INFO, "Char Callback Key pressed: %i\n", key); +} + +// GLFW3 CursorEnter Callback, when cursor enters the window +static void CursorEnterCallback(GLFWwindow *window, int enter) +{ + if (enter == true) cursorOnScreen = true; + else cursorOnScreen = false; +} + +// GLFW3 WindowSize Callback, runs when window is resized +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) +{ + // If window is resized, viewport and projection matrix needs to be re-calculated + rlViewport(0, 0, width, height); // Set viewport width and height + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlClearScreenBuffers(); // Clear screen buffers (color and depth) + + // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) + screenWidth = width; + screenHeight = height; + renderWidth = width; + renderHeight = height; + + // NOTE: Postprocessing texture is not scaled to new size +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow* window, int iconified) +{ + if (iconified) windowMinimized = true; // The window was iconified + else windowMinimized = false; // The window was restored +} +#endif + +#if defined(PLATFORM_DESKTOP) +// GLFW3 Window Drop Callback, runs when drop files into window +// NOTE: Paths are stored in dinamic memory for further retrieval +// Everytime new files are dropped, old ones are discarded +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) +{ + ClearDroppedFiles(); + + dropFilesPath = (char **)malloc(sizeof(char *)*count); + + for (int i = 0; i < count; i++) + { + dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char + strcpy(dropFilesPath[i], paths[i]); + } + + dropFilesCount = count; +} +#endif + +#if defined(PLATFORM_ANDROID) +// Android: Process activity lifecycle commands +static void AndroidCommandCallback(struct android_app *app, int32_t cmd) +{ + switch (cmd) + { + case APP_CMD_START: + { + //rendering = true; + TraceLog(LOG_INFO, "APP_CMD_START"); + } break; + case APP_CMD_RESUME: + { + TraceLog(LOG_INFO, "APP_CMD_RESUME"); + } break; + case APP_CMD_INIT_WINDOW: + { + TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW"); + + if (app->window != NULL) + { + if (contextRebindRequired) + { + // Reset screen scaling to full display size + EGLint displayFormat; + eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); + ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); + + // Recreate display surface and re-attach OpenGL context + surface = eglCreateWindowSurface(display, config, app->window, NULL); + eglMakeCurrent(display, surface, surface, context); + + contextRebindRequired = false; + } + else + { + // Init graphics device (display device and OpenGL context) + InitGraphicsDevice(screenWidth, screenHeight); + + #if defined(SUPPORT_DEFAULT_FONT) + // Load default font + // NOTE: External function (defined in module: text) + LoadDefaultFont(); + #endif + + // TODO: GPU assets reload in case of lost focus (lost context) + // NOTE: This problem has been solved just unbinding and rebinding context from display + /* + if (assetsReloadRequired) + { + for (int i = 0; i < assetsCount; i++) + { + // TODO: Unload old asset if required + + // Load texture again to pointed texture + (*textureAsset + i) = LoadTexture(assetPath[i]); + } + } + */ + + // Init hi-res timer + InitTimer(); + + // raylib logo appearing animation (if enabled) + if (showLogo) + { + SetTargetFPS(60); // Not required on Android + LogoAnimation(); + } + } + } + } break; + case APP_CMD_GAINED_FOCUS: + { + TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS"); + appEnabled = true; + //ResumeMusicStream(); + } break; + case APP_CMD_PAUSE: + { + TraceLog(LOG_INFO, "APP_CMD_PAUSE"); + } break; + case APP_CMD_LOST_FOCUS: + { + //DrawFrame(); + TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS"); + appEnabled = false; + //PauseMusicStream(); + } break; + case APP_CMD_TERM_WINDOW: + { + // Dettach OpenGL context and destroy display surface + // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) + // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglDestroySurface(display, surface); + + contextRebindRequired = true; + + TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW"); + } break; + case APP_CMD_SAVE_STATE: + { + TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE"); + } break; + case APP_CMD_STOP: + { + TraceLog(LOG_INFO, "APP_CMD_STOP"); + } break; + case APP_CMD_DESTROY: + { + // TODO: Finish activity? + //ANativeActivity_finish(app->activity); + + TraceLog(LOG_INFO, "APP_CMD_DESTROY"); + } break; + case APP_CMD_CONFIG_CHANGED: + { + //AConfiguration_fromAssetManager(app->config, app->activity->assetManager); + //print_cur_config(app); + + // Check screen orientation here! + + TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED"); + } break; + default: break; + } +} + +// Android: Get input events +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) +{ + //http://developer.android.com/ndk/reference/index.html + + int type = AInputEvent_getType(event); + + if (type == AINPUT_EVENT_TYPE_MOTION) + { + // Get first touch position + touchPosition[0].x = AMotionEvent_getX(event, 0); + touchPosition[0].y = AMotionEvent_getY(event, 0); + + // Get second touch position + touchPosition[1].x = AMotionEvent_getX(event, 1); + touchPosition[1].y = AMotionEvent_getY(event, 1); + } + else if (type == AINPUT_EVENT_TYPE_KEY) + { + int32_t keycode = AKeyEvent_getKeyCode(event); + //int32_t AKeyEvent_getMetaState(event); + + // Save current button and its state + // NOTE: Android key action is 0 for down and 1 for up + if (AKeyEvent_getAction(event) == 0) + { + currentKeyState[keycode] = 1; // Key down + lastKeyPressed = keycode; + } + else currentKeyState[keycode] = 0; // Key up + + if (keycode == AKEYCODE_POWER) + { + // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS + // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS + // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected. + // NOTE: AndroidManifest.xml must have + // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour + return 0; + } + else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU)) + { + // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS! + return 1; + } + else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN)) + { + // Set default OS behaviour + return 0; + } + } + + int32_t action = AMotionEvent_getAction(event); + unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; + +#if defined(SUPPORT_GESTURES_SYSTEM) + GestureEvent gestureEvent; + + // Register touch actions + if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; + else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; + else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = AMotionEvent_getPointerCount(event); + + // Register touch points id + gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); + gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); + + // Register touch points position + // NOTE: Only two points registered + gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; + gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; + + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#else + + // TODO: Support only simple touch position + +#endif + + return 0; // return 1; +} +#endif + +#if defined(PLATFORM_WEB) + +// Register fullscreen change events +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) +{ + //isFullscreen: int e->isFullscreen + //fullscreenEnabled: int e->fullscreenEnabled + //fs element nodeName: (char *) e->nodeName + //fs element id: (char *) e->id + //Current element size: (int) e->elementWidth, (int) e->elementHeight + //Screen size:(int) e->screenWidth, (int) e->screenHeight + + if (e->isFullscreen) + { + TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); + } + else + { + TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); + } + + // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input + + return 0; +} + +// Register keyboard input events +static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) +{ + if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0)) + { + emscripten_exit_pointerlock(); + } + + return 0; +} + +// Register mouse input events +static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) +{ + // Lock mouse pointer when click on screen + if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock) + { + EmscriptenPointerlockChangeEvent plce; + emscripten_get_pointerlock_status(&plce); + + if (!plce.isActive) emscripten_request_pointerlock(0, 1); + else + { + emscripten_exit_pointerlock(); + emscripten_get_pointerlock_status(&plce); + //if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!"); + } + + toggleCursorLock = false; + } + + return 0; +} + +// Register touch input events +static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) +{ + /* + for (int i = 0; i < touchEvent->numTouches; i++) + { + long x, y, id; + + if (!touchEvent->touches[i].isChanged) continue; + + id = touchEvent->touches[i].identifier; + x = touchEvent->touches[i].canvasX; + y = touchEvent->touches[i].canvasY; + } + + printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, + event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); + + for (int i = 0; i < event->numTouches; ++i) + { + const EmscriptenTouchPoint *t = &event->touches[i]; + + printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", + t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); + } + */ + + GestureEvent gestureEvent; + + // Register touch actions + if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = touchEvent->numTouches; + + // Register touch points id + gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; + gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; + + // Register touch points position + // NOTE: Only two points registered + // TODO: Touch data should be scaled accordingly! + //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; + //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; + gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; + gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; + + touchPosition[0] = gestureEvent.position[0]; + touchPosition[1] = gestureEvent.position[1]; + + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); + + return 1; +} + +// Register connected/disconnected gamepads events +static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) +{ + /* + printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n", + eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state", + gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping); + + for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]); + for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); + */ + + if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true; + else gamepadReady[gamepadEvent->index] = false; + + // TODO: Test gamepadEvent->index + + return 0; +} +#endif + +#if defined(PLATFORM_RPI) +// Initialize Keyboard system (using standard input) +static void InitKeyboard(void) +{ + // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor + + // Make stdin non-blocking (not enough, need to configure to non-canonical mode) + int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags + fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified + + // Save terminal keyboard settings and reconfigure terminal with new settings + struct termios keyboardNewSettings; + tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings + keyboardNewSettings = defaultKeyboardSettings; + + // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing + // NOTE: ISIG controls if ^C and ^Z generate break signals or not + keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); + //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); + keyboardNewSettings.c_cc[VMIN] = 1; + keyboardNewSettings.c_cc[VTIME] = 0; + + // Set new keyboard settings (change occurs immediately) + tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); + + // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY??? + + // Save old keyboard mode to restore it at the end + if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0) + { + // NOTE: It could mean we are using a remote keyboard through ssh! + TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)"); + } + else + { + // We reconfigure keyboard mode to get: + // - scancodes (K_RAW) + // - keycodes (K_MEDIUMRAW) + // - ASCII chars (K_XLATE) + // - UNICODE chars (K_UNICODE) + ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); + } + + // Register keyboard restore when program finishes + atexit(RestoreKeyboard); +} + +// Process keyboard inputs +// TODO: Most probably input reading and processing should be in a separate thread +static void ProcessKeyboard(void) +{ + #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read + + // Keyboard input polling (fill keys[256] array with status) + int bufferByteCount = 0; // Bytes available on the buffer + char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time + + // Reset pressed keys array + for (int i = 0; i < 512; i++) currentKeyState[i] = 0; + + // Read availables keycodes from stdin + bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call + + // Fill all read bytes (looking for keys) + for (int i = 0; i < bufferByteCount; i++) + { + TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); + + //printf("Key(s) bytes: "); + //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]); + //printf("\n"); + + // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! + // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 + if (keysBuffer[i] == 0x1b) + { + // Detect ESC to stop program + if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE + else + { + if (keysBuffer[i + 1] == 0x5b) // Special function key + { + if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) + { + // Process special function keys (F1 - F12) + switch (keysBuffer[i + 3]) + { + case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1 + case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2 + case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3 + case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4 + case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5 + case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6 + case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7 + case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8 + case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9 + case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10 + case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11 + case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12 + default: break; + } + + if (keysBuffer[i + 2] == 0x5b) i += 4; + else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; + } + else + { + switch (keysBuffer[i + 2]) + { + case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP + case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN + case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT + case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT + default: break; + } + + i += 3; // Jump to next key + } + + // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) + } + } + } + else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with KEY_*) + else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE + else + { + TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]); + + // Translate lowercase a-z letters to A-Z + if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) + { + currentKeyState[(int)keysBuffer[i] - 32] = 1; + } + else currentKeyState[(int)keysBuffer[i]] = 1; + } + } + + // Check exit key (same functionality as GLFW3 KeyCallback()) + if (currentKeyState[exitKey] == 1) windowShouldClose = true; + + // Check screen capture key (raylib key: KEY_F12) + if (currentKeyState[301] == 1) + { + TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } +} + +// Restore default keyboard input +static void RestoreKeyboard(void) +{ + // Reset to default keyboard settings + tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); + + // Reconfigure keyboard to default mode + ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); +} + +// Mouse initialization (including mouse thread) +static void InitMouse(void) +{ + // NOTE: We can use /dev/input/mice to read from all available mice + if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0) + { + TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available"); + } + else + { + mouseReady = true; + + int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL); + + if (error != 0) TraceLog(LOG_WARNING, "Error creating mouse input event thread"); + else TraceLog(LOG_INFO, "Mouse device initialized successfully"); + } +} + +// Mouse reading thread +// NOTE: We need a separate thread to avoid loosing mouse events, +// if too much time passes between reads, queue gets full and new events override older ones... +static void *MouseThread(void *arg) +{ + const unsigned char XSIGN = (1 << 4); + const unsigned char YSIGN = (1 << 5); + + typedef struct { + char buttons; + char dx, dy; + } MouseEvent; + + MouseEvent mouse; + + int mouseRelX = 0; + int mouseRelY = 0; + + while (!windowShouldClose) + { + if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) + { + if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set + + // Check Left button pressed + if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1; + else currentMouseState[0] = 0; + + // Check Right button pressed + if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1; + else currentMouseState[1] = 0; + + // Check Middle button pressed + if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1; + else currentMouseState[2] = 0; + + mouseRelX = (int)mouse.dx; + mouseRelY = (int)mouse.dy; + + if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX); + if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY); + + // NOTE: Mouse movement is normalized to not be screen resolution dependant + // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width) + // Result after normalization is multiplied by MOUSE_SENSITIVITY factor + + mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY; + mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY; + + if (mousePosition.x < 0) mousePosition.x = 0; + if (mousePosition.y < 0) mousePosition.y = 0; + + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; + if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; + } + //else read(mouseStream, &mouse, 1); // Try to sync up again + } + + return NULL; +} + +// Touch initialization (including touch thread) +static void InitTouch(void) +{ + if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0) + { + TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available"); + } + else + { + touchReady = true; + + int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL); + + if (error != 0) TraceLog(LOG_WARNING, "Error creating touch input event thread"); + else TraceLog(LOG_INFO, "Touch device initialized successfully"); + } +} + +// Touch reading thread. +// This reads from a Virtual Input Event /dev/input/event4 which is +// created by the ts_uinput daemon. This takes, filters and scales +// raw input from the Touchscreen (which appears in /dev/input/event3) +// based on the Calibration data referenced by tslib. +static void *TouchThread(void *arg) +{ + struct input_event ev; + GestureEvent gestureEvent; + + while (!windowShouldClose) + { + if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev)) + { + // if pressure > 0 then simulate left mouse button click + if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1) + { + currentMouseState[0] = 0; + gestureEvent.touchAction = TOUCH_UP; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0) + { + currentMouseState[0] = 1; + gestureEvent.touchAction = TOUCH_DOWN; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data + if (ev.type == EV_ABS && ev.code == 0) + { + mousePosition.x = ev.value; + if (mousePosition.x < 0) mousePosition.x = 0; + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; + gestureEvent.touchAction = TOUCH_MOVE; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + if (ev.type == EV_ABS && ev.code == 1) + { + mousePosition.y = ev.value; + if (mousePosition.y < 0) mousePosition.y = 0; + if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; + gestureEvent.touchAction = TOUCH_MOVE; + gestureEvent.pointCount = 1; + gestureEvent.pointerId[0] = 0; + gestureEvent.pointerId[1] = 1; + gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + ProcessGestureEvent(gestureEvent); + } + + } + } + return NULL; +} + +// Init gamepad system +static void InitGamepad(void) +{ + char gamepadDev[128] = ""; + + for (int i = 0; i < MAX_GAMEPADS; i++) + { + sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); + + if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0) + { + // NOTE: Only show message for first gamepad + if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available"); + } + else + { + gamepadReady[i] = true; + + // NOTE: Only create one thread + if (i == 0) + { + int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL); + + if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread"); + else TraceLog(LOG_INFO, "Gamepad device initialized successfully"); + } + } + } +} + +// Process Gamepad (/dev/input/js0) +static void *GamepadThread(void *arg) +{ + #define JS_EVENT_BUTTON 0x01 // Button pressed/released + #define JS_EVENT_AXIS 0x02 // Joystick axis moved + #define JS_EVENT_INIT 0x80 // Initial state of device + + struct js_event { + unsigned int time; // event timestamp in milliseconds + short value; // event value + unsigned char type; // event type + unsigned char number; // event axis/button number + }; + + // Read gamepad event + struct js_event gamepadEvent; + + while (!windowShouldClose) + { + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) + { + gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events + + // Process gamepad events by type + if (gamepadEvent.type == JS_EVENT_BUTTON) + { + TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) + { + // 1 - button pressed, 0 - button released + currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; + + if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number; + else lastGamepadButtonPressed = -1; + } + } + else if (gamepadEvent.type == JS_EVENT_AXIS) + { + TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_AXIS) + { + // NOTE: Scaling of gamepadEvent.value to get values between -1..1 + gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; + } + } + } + } + } + + return NULL; +} +#endif // PLATFORM_RPI + +// Plays raylib logo appearing animation +static void LogoAnimation(void) +{ +#if !defined(PLATFORM_WEB) + int logoPositionX = screenWidth/2 - 128; + int logoPositionY = screenHeight/2 - 128; + + int framesCounter = 0; + int lettersCount = 0; + + int topSideRecWidth = 16; + int leftSideRecHeight = 16; + + int bottomSideRecWidth = 16; + int rightSideRecHeight = 16; + + int state = 0; // Tracking animation states (State Machine) + float alpha = 1.0f; // Useful for fading + + while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (state == 0) // State 0: Small box blinking + { + framesCounter++; + + if (framesCounter == 84) + { + state = 1; + framesCounter = 0; // Reset counter... will be used later... + } + } + else if (state == 1) // State 1: Top and left bars growing + { + topSideRecWidth += 4; + leftSideRecHeight += 4; + + if (topSideRecWidth == 256) state = 2; + } + else if (state == 2) // State 2: Bottom and right bars growing + { + bottomSideRecWidth += 4; + rightSideRecHeight += 4; + + if (bottomSideRecWidth == 256) state = 3; + } + else if (state == 3) // State 3: Letters appearing (one by one) + { + framesCounter++; + + if (framesCounter/12) // Every 12 frames, one more letter! + { + lettersCount++; + framesCounter = 0; + } + + if (lettersCount >= 10) // When all letters have appeared, just fade out everything + { + alpha -= 0.02f; + + if (alpha <= 0.0f) + { + alpha = 0.0f; + state = 4; + } + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (state == 0) + { + if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); + } + else if (state == 1) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + } + else if (state == 2) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + + DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); + } + else if (state == 3) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); + + DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); + + DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } +#endif + + showLogo = false; // Prevent for repeating when reloading window (Android) +} diff --git a/templates/android_project/src/game_crash.c b/templates/android_project/src/game_crash.c new file mode 100644 index 000000000..43611d227 --- /dev/null +++ b/templates/android_project/src/game_crash.c @@ -0,0 +1,58 @@ +/******************************************************************************************* +* +* raylib - Android Basic Game template +* +* +* +* +* This game has been created using raylib v1.2 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2014 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "android_native_app_glue.h" + +//---------------------------------------------------------------------------------- +// Android Main entry point +//---------------------------------------------------------------------------------- +void android_main(struct android_app *app) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, app); + + // TODO: Initialize all required variables and load all required data here! + + SetTargetFPS(60); // Not required on Android, already locked to 60 fps + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // ... + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- +} \ No newline at end of file diff --git a/templates/android_project/src/game_ok.c b/templates/android_project/src/game_ok.c new file mode 100644 index 000000000..eb83a6bf1 --- /dev/null +++ b/templates/android_project/src/game_ok.c @@ -0,0 +1,684 @@ + +//#include // Android sensors functions (accelerometer, gyroscope, light...) +#include +#include +#include // Defines AWINDOW_FLAG_FULLSCREEN and others +#include +#include // Defines basic app state struct and manages activity + +#include // Khronos EGL library - Native platform display device control functions +#include // Khronos OpenGL ES 2.0 library + +#include // Standard input / output lib +#include // Required for: malloc(), free(), rand(), atexit() +#include // Required for: typedef unsigned long long int uint64_t, used by hi-res timer +#include // Required for: va_list, va_start(), vfprintf(), va_end() +#include // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) +#include // Required for: tan() [Used in Begin3dMode() to set perspective] +#include // Required for: strlen(), strrchr(), strcmp() + +//#define RLGL_STANDALONE +//#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding + +#ifndef __cplusplus +// Boolean type + #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form + typedef enum { false, true } bool; + #endif +#endif + +// Trace log type +typedef enum { + LOG_INFO = 0, + LOG_WARNING, + LOG_ERROR, + LOG_DEBUG, + LOG_OTHER +} LogType; + +static int screenWidth; +static int screenHeight; + +static struct android_app *app; // Android activity +static struct android_poll_source *source; // Android events polling source +static int ident, events; // Android ALooper_pollAll() variables +static const char *internalDataPath; // Android internal data path to write data (/data/data//files) + +static bool windowReady = false; // Used to detect display initialization +static bool appEnabled = true; // Used to detec if app is active +static bool contextRebindRequired = false; // Used to know context rebind required + +static EGLDisplay display; // Native display device (physical screen connection) +static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) +static EGLContext context; // Graphic context, mode in which drawing can be done +static EGLConfig config; // Graphic config +static uint64_t baseTime; // Base time measure for hi-res timer +static bool windowShouldClose = false; // Flag to set window for closing + +static AAssetManager *assetManager; + +static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs + +static void TraceLog(int msgType, const char *text, ...); + +static int android_read(void *cookie, char *buf, int size); +static int android_write(void *cookie, const char *buf, int size); +static fpos_t android_seek(void *cookie, fpos_t offset, int whence); +static int android_close(void *cookie); + +static void InitWindow(int width, int height, void *state); // Initialize Android activity +static void InitGraphicsDevice(int width, int height); // Initialize graphic device +static void CloseWindow(void); // Close window and unload OpenGL context +static bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed + +static void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +static void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +static void SwapBuffers(void); // Copy back buffer to front buffers +static void PollInputEvents(void); // Poll all input events + +//---------------------------------------------------------------------------------- +// Android Main entry point +//---------------------------------------------------------------------------------- +void android_main(struct android_app *app) +{ + InitWindow(1280, 720, app); + + while (!WindowShouldClose()) + { + BeginDrawing(); + + + EndDrawing(); + } + + CloseWindow(); +} + +// Initialize Android activity +static void InitWindow(int width, int height, void *state) +{ + TraceLog(LOG_INFO, "Initializing raylib stripped"); + + screenWidth = width; + screenHeight = height; + + app = (struct android_app *)state; + internalDataPath = app->activity->internalDataPath; + + // Set desired windows flags before initializing anything + ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER + //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); + + int orientation = AConfiguration_getOrientation(app->config); + + if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation"); + else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation"); + + // TODO: Automatic orientation doesn't seem to work + if (width <= height) + { + AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); + TraceLog(LOG_WARNING, "Window set to portraid mode"); + } + else + { + AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND); + TraceLog(LOG_WARNING, "Window set to landscape mode"); + } + + //AConfiguration_getDensity(app->config); + //AConfiguration_getKeyboard(app->config); + //AConfiguration_getScreenSize(app->config); + //AConfiguration_getScreenLong(app->config); + + //state->userData = &engine; + app->onAppCmd = AndroidCommandCallback; + app->onInputEvent = AndroidInputCallback; + + assetManager = app->activity->assetManager; + + TraceLog(LOG_INFO, "Android app initialized successfully"); + + // Wait for window to be initialized (display and context) + while (!windowReady) + { + // Process events loop + while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + //if (app->destroyRequested != 0) windowShouldClose = true; + } + } +} + +// Close window and unload OpenGL context +static void CloseWindow(void) +{ + //rlglClose(); // De-init rlgl + + // Close surface, context and display + if (display != EGL_NO_DISPLAY) + { + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (surface != EGL_NO_SURFACE) + { + eglDestroySurface(display, surface); + surface = EGL_NO_SURFACE; + } + + if (context != EGL_NO_CONTEXT) + { + eglDestroyContext(display, context); + context = EGL_NO_CONTEXT; + } + + eglTerminate(display); + display = EGL_NO_DISPLAY; + } + + TraceLog(LOG_INFO, "Window closed successfully"); +} + +// Check if KEY_ESCAPE pressed or Close icon pressed +static bool WindowShouldClose(void) +{ + return windowShouldClose; +} + +static void InitGraphicsDevice(int width, int height) +{ + screenWidth = width; // User desired width + screenHeight = height; // User desired height + + EGLint samples = 0; + EGLint sampleBuffer = 0; + + const EGLint framebufferAttribs[] = + { + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? + //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! + EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) + EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) + EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) + //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) + //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) + EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) + //EGL_STENCIL_SIZE, 8, // Stencil buffer size + EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA + EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) + EGL_NONE + }; + + EGLint contextAttribs[] = + { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + + EGLint numConfigs; + + // Get an EGL display connection + display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + + // Initialize the EGL display connection + eglInitialize(display, NULL, NULL); + + // Get an appropriate EGL framebuffer configuration + eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs); + + // Set rendering API + eglBindAPI(EGL_OPENGL_ES_API); + + // Create an EGL rendering context + context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); + + // Create an EGL window surface + //--------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) + EGLint displayFormat; + + int displayWidth = ANativeWindow_getWidth(app->window); + int displayHeight = ANativeWindow_getHeight(app->window); + + // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() + // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID + eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView + + //SetupFramebufferSize(displayWidth, displayHeight); + + //ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); + ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size + + surface = eglCreateWindowSurface(display, config, app->window, NULL); +#endif // defined(PLATFORM_ANDROID) + + //eglSwapInterval(display, 1); + + if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) + { + TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface"); + } + else + { + // Grab the width and height of the surface + //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); + //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); + + TraceLog(LOG_INFO, "Display device initialized successfully"); + TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); + } +/* + // Initialize OpenGL context (states and resources) + // NOTE: screenWidth and screenHeight not used, just stored as globals + rlglInit(screenWidth, screenHeight); + + // Setup default viewport + rlViewport(0, 0, screenWidth, screenHeight); + + // Initialize internal projection and modelview matrices + // NOTE: Default to orthographic projection mode with top-left corner at (0,0) + rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix + rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); + rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // Clear full framebuffer (not only render area) to color + rlClearColor(245, 245, 245, 255); +*/ + glClearColor(1, 0, 0, 1); + +#if defined(PLATFORM_ANDROID) + windowReady = true; // IMPORTANT! +#endif +} + +// Copy back buffer to front buffers +static void SwapBuffers(void) +{ +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + eglSwapBuffers(display, surface); +#endif +} + +#if defined(PLATFORM_ANDROID) +// Android: Process activity lifecycle commands +static void AndroidCommandCallback(struct android_app *app, int32_t cmd) +{ + switch (cmd) + { + case APP_CMD_START: + { + //rendering = true; + TraceLog(LOG_INFO, "APP_CMD_START"); + } break; + case APP_CMD_RESUME: + { + TraceLog(LOG_INFO, "APP_CMD_RESUME"); + } break; + case APP_CMD_INIT_WINDOW: + { + TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW"); + + if (app->window != NULL) + { + if (contextRebindRequired) + { + // Reset screen scaling to full display size + EGLint displayFormat; + eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); + ANativeWindow_setBuffersGeometry(app->window, screenWidth, screenHeight, displayFormat); + + // Recreate display surface and re-attach OpenGL context + surface = eglCreateWindowSurface(display, config, app->window, NULL); + eglMakeCurrent(display, surface, surface, context); + + contextRebindRequired = false; + } + else + { + // Init graphics device (display device and OpenGL context) + InitGraphicsDevice(screenWidth, screenHeight); + + // TODO: GPU assets reload in case of lost focus (lost context) + // NOTE: This problem has been solved just unbinding and rebinding context from display + /* + if (assetsReloadRequired) + { + for (int i = 0; i < assetsCount; i++) + { + // TODO: Unload old asset if required + + // Load texture again to pointed texture + (*textureAsset + i) = LoadTexture(assetPath[i]); + } + } + */ + + // Init hi-res timer + //InitTimer(); // TODO. + } + } + } break; + case APP_CMD_GAINED_FOCUS: + { + TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS"); + appEnabled = true; + //ResumeMusicStream(); + } break; + case APP_CMD_PAUSE: + { + TraceLog(LOG_INFO, "APP_CMD_PAUSE"); + } break; + case APP_CMD_LOST_FOCUS: + { + //DrawFrame(); + TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS"); + appEnabled = false; + //PauseMusicStream(); + } break; + case APP_CMD_TERM_WINDOW: + { + // Dettach OpenGL context and destroy display surface + // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) + // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( + eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + eglDestroySurface(display, surface); + + contextRebindRequired = true; + + TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW"); + } break; + case APP_CMD_SAVE_STATE: + { + TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE"); + } break; + case APP_CMD_STOP: + { + TraceLog(LOG_INFO, "APP_CMD_STOP"); + } break; + case APP_CMD_DESTROY: + { + // TODO: Finish activity? + //ANativeActivity_finish(app->activity); + + TraceLog(LOG_INFO, "APP_CMD_DESTROY"); + } break; + case APP_CMD_CONFIG_CHANGED: + { + //AConfiguration_fromAssetManager(app->config, app->activity->assetManager); + //print_cur_config(app); + + // Check screen orientation here! + + TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED"); + } break; + default: break; + } +} + +// Android: Get input events +static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) +{ + //http://developer.android.com/ndk/reference/index.html + + int type = AInputEvent_getType(event); + + if (type == AINPUT_EVENT_TYPE_MOTION) + { + /* + // Get first touch position + touchPosition[0].x = AMotionEvent_getX(event, 0); + touchPosition[0].y = AMotionEvent_getY(event, 0); + + // Get second touch position + touchPosition[1].x = AMotionEvent_getX(event, 1); + touchPosition[1].y = AMotionEvent_getY(event, 1); + */ + } + else if (type == AINPUT_EVENT_TYPE_KEY) + { + int32_t keycode = AKeyEvent_getKeyCode(event); + //int32_t AKeyEvent_getMetaState(event); + + // Save current button and its state + // NOTE: Android key action is 0 for down and 1 for up + if (AKeyEvent_getAction(event) == 0) + { + //currentKeyState[keycode] = 1; // Key down + //lastKeyPressed = keycode; + } + //else currentKeyState[keycode] = 0; // Key up + + if (keycode == AKEYCODE_POWER) + { + // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS + // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS + // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected. + // NOTE: AndroidManifest.xml must have + // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour + return 0; + } + else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU)) + { + // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS! + return 1; + } + else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN)) + { + // Set default OS behaviour + return 0; + } + } + + int32_t action = AMotionEvent_getAction(event); + unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; +/* + GestureEvent gestureEvent; + + // Register touch actions + if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; + else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; + else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = AMotionEvent_getPointerCount(event); + + // Register touch points id + gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); + gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); + + // Register touch points position + // NOTE: Only two points registered + gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; + gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; + + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +*/ + return 0; // return 1; +} +#endif + +#if defined(PLATFORM_ANDROID) +/* +// Initialize asset manager from android app +void InitAssetManager(AAssetManager *manager) +{ + assetManager = manager; +} + +// Replacement for fopen +FILE *android_fopen(const char *fileName, const char *mode) +{ + if (mode[0] == 'w') return NULL; + + AAsset *asset = AAssetManager_open(assetManager, fileName, 0); + + if (!asset) return NULL; + + return funopen(asset, android_read, android_write, android_seek, android_close); +} +*/ +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) +static int android_read(void *cookie, char *buf, int size) +{ + return AAsset_read((AAsset *)cookie, buf, size); +} + +static int android_write(void *cookie, const char *buf, int size) +{ + TraceLog(LOG_ERROR, "Can't provide write access to the APK"); + + return EACCES; +} + +static fpos_t android_seek(void *cookie, fpos_t offset, int whence) +{ + return AAsset_seek((AAsset *)cookie, offset, whence); +} + +static int android_close(void *cookie) +{ + AAsset_close((AAsset *)cookie); + return 0; +} +#endif + +// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +static void TraceLog(int msgType, const char *text, ...) +{ + static char buffer[128]; + int traceDebugMsgs = 0; + +#if defined(SUPPORT_TRACELOG_DEBUG) + traceDebugMsgs = 1; +#endif + + switch(msgType) + { + case LOG_INFO: strcpy(buffer, "INFO: "); break; + case LOG_ERROR: strcpy(buffer, "ERROR: "); break; + case LOG_WARNING: strcpy(buffer, "WARNING: "); break; + case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break; + default: break; + } + + strcat(buffer, text); + strcat(buffer, "\n"); + + va_list args; + va_start(args, text); + +#if defined(PLATFORM_ANDROID) + switch(msgType) + { + case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break; + case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break; + case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break; + case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break; + default: break; + } +#else + if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args); +#endif + + va_end(args); + + if (msgType == LOG_ERROR) exit(1); // If LOG_ERROR message, exit program +} + +// Setup canvas (framebuffer) to start drawing +static void BeginDrawing(void) +{ +/* + currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called + updateTime = currentTime - previousTime; + previousTime = currentTime; +*/ + //rlClearScreenBuffers(); // Clear current framebuffers + //rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} + +// End canvas drawing and swap buffers (double buffering) +static void EndDrawing(void) +{ + //rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + SwapBuffers(); // Copy back buffer to front buffer + PollInputEvents(); // Poll user events + +/* + // Frame time control system + currentTime = GetTime(); + drawTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime = updateTime + drawTime; + + // Wait for some milliseconds... + if (frameTime < targetTime) + { + Wait((targetTime - frameTime)*1000.0f); + + currentTime = GetTime(); + double extraTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime += extraTime; + } +*/ +} + +// Poll (store) all input events +static void PollInputEvents(void) +{ + // Reset last key pressed registered + //lastKeyPressed = -1; + +#if defined(PLATFORM_ANDROID) + // Register previous keys states + // NOTE: Android supports up to 260 keys + //for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i]; + + // Poll Events (registered events) + // NOTE: Activity is paused if not enabled (appEnabled) + while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + if (app->destroyRequested != 0) + { + //TraceLog(LOG_INFO, "Closing Window..."); + //windowShouldClose = true; + //ANativeActivity_finish(app->activity); + } + } +#endif +} + + diff --git a/templates/android_project/jni/libs/libopenal.so b/templates/android_project/src/libs/libopenal.so similarity index 100% rename from templates/android_project/jni/libs/libopenal.so rename to templates/android_project/src/libs/libopenal.so diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/src/raylib.h similarity index 100% rename from templates/android_project/jni/include/raylib.h rename to templates/android_project/src/raylib.h diff --git a/templates/android_project/src/raymath.h b/templates/android_project/src/raymath.h new file mode 100644 index 000000000..fe0b89471 --- /dev/null +++ b/templates/android_project/src/raymath.h @@ -0,0 +1,1367 @@ +/********************************************************************************************** +* +* raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions +* +* CONFIGURATION: +* +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. +* +* #define RAYMATH_EXTERN_INLINE +* Inlines all functions code, so it runs faster. This requires lots of memory on system. +* +* #define RAYMATH_STANDALONE +* Avoid raylib.h header inclusion in this file. +* Vector3 and Matrix data types are defined internally in raymath module. +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RAYMATH_H +#define RAYMATH_H + +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line + +#ifndef RAYMATH_STANDALONE + #include "raylib.h" // Required for structs: Vector3, Matrix +#endif + +#ifdef __cplusplus + #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) +#else + #define RMEXTERN extern // Functions visible from other files +#endif + +#if defined(RAYMATH_EXTERN_INLINE) + #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) +#else + #define RMDEF RMEXTERN +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846 +#endif + +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif + +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +#if defined(RAYMATH_STANDALONE) + // Vector2 type + typedef struct Vector2 { + float x; + float y; + } Vector2; + + // Vector3 type + typedef struct Vector3 { + float x; + float y; + float z; + } Vector3; + + // Matrix type (OpenGL style 4x4 - right handed, column major) + typedef struct Matrix { + float m0, m4, m8, m12; + float m1, m5, m9, m13; + float m2, m6, m10, m14; + float m3, m7, m11, m15; + } Matrix; +#endif + +// Quaternion type +typedef struct Quaternion { + float x; + float y; + float z; + float w; +} Quaternion; + +#ifndef RAYMATH_EXTERN_INLINE + +//------------------------------------------------------------------------------------ +// Functions Declaration - math utils +//------------------------------------------------------------------------------------ +RMDEF float Clamp(float value, float min, float max); // Clamp float value + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Vector2 +//------------------------------------------------------------------------------------ +RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f +RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f +RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) +RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) +RMDEF float Vector2Length(Vector2 v); // Calculate vector length +RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product +RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors +RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis +RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value) +RMDEF void Vector2Negate(Vector2 *v); // Negate vector +RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value +RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Vector3 +//------------------------------------------------------------------------------------ +RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f +RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors +RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar +RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors +RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product +RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector +RMDEF float Vector3Length(const Vector3 v); // Calculate vector length +RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product +RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points +RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector +RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) +RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector +RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix +RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors +RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal +RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components +RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components +RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc +RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Matrix +//------------------------------------------------------------------------------------ +RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant +RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) +RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix +RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix +RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix +RMDEF Matrix MatrixIdentity(void); // Returns identity matrix +RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices +RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) +RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix +RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) +RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) +RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix +RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication +RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix +RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix +RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix +RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) +RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Quaternions +//------------------------------------------------------------------------------------ +RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion +RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion +RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion +RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion +RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication +RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions +RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions +RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions +RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another +RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix +RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion +RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis +RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion +RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles +RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) +RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix + +#endif // notdef RAYMATH_EXTERN_INLINE + +#endif // RAYMATH_H +//////////////////////////////////////////////////////////////////// end of header file + +#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) + +#include // Required for: sinf(), cosf(), tan(), fabs() + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utils math +//---------------------------------------------------------------------------------- + +// Clamp float value +RMDEF float Clamp(float value, float min, float max) +{ + const float res = value < min ? min : value; + return res > max ? max : res; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector2 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMDEF Vector2 Vector2Zero(void) { return (Vector2){ 0.0f, 0.0f }; } + +// Vector with components value 1.0f +RMDEF Vector2 Vector2One(void) { return (Vector2){ 1.0f, 1.0f }; } + +// Add two vectors (v1 + v2) +RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) +{ + return (Vector2){ v1.x + v2.x, v1.y + v2.y }; +} + +// Subtract two vectors (v1 - v2) +RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) +{ + return (Vector2){ v1.x - v2.x, v1.y - v2.y }; +} + +// Calculate vector length +RMDEF float Vector2Length(Vector2 v) +{ + return sqrtf((v.x*v.x) + (v.y*v.y)); +} + +// Calculate two vectors dot product +RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) +{ + return (v1.x*v2.x + v1.y*v2.y); +} + +// Calculate distance between two vectors +RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) +{ + return sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); +} + +// Calculate angle from two vectors in X-axis +RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) +{ + float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); + + if (angle < 0) angle += 360.0f; + + return angle; +} + +// Scale vector (multiply by value) +RMDEF void Vector2Scale(Vector2 *v, float scale) +{ + v->x *= scale; + v->y *= scale; +} + +// Negate vector +RMDEF void Vector2Negate(Vector2 *v) +{ + v->x = -v->x; + v->y = -v->y; +} + +// Divide vector by a float value +RMDEF void Vector2Divide(Vector2 *v, float div) +{ + *v = (Vector2){v->x/div, v->y/div}; +} + +// Normalize provided vector +RMDEF void Vector2Normalize(Vector2 *v) +{ + Vector2Divide(v, Vector2Length(*v)); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vector3 math +//---------------------------------------------------------------------------------- + +// Vector with components value 0.0f +RMDEF Vector3 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; } + +// Vector with components value 1.0f +RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; } + +// Add two vectors +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) +{ + return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; +} + +// Substract two vectors +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) +{ + return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; +} + +// Multiply vector by scalar +RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar) +{ + v.x *= scalar; + v.y *= scalar; + v.z *= scalar; + + return v; +} + +// Multiply vector by vector +RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2) +{ + Vector3 result; + + result.x = v1.x * v2.x; + result.y = v1.y * v2.y; + result.z = v1.z * v2.z; + + return result; +} + +// Calculate two vectors cross product +RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) +{ + Vector3 result; + + result.x = v1.y*v2.z - v1.z*v2.y; + result.y = v1.z*v2.x - v1.x*v2.z; + result.z = v1.x*v2.y - v1.y*v2.x; + + return result; +} + +// Calculate one vector perpendicular vector +RMDEF Vector3 Vector3Perpendicular(Vector3 v) +{ + Vector3 result; + + float min = fabsf(v.x); + Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; + + if (fabsf(v.y) < min) + { + min = fabsf(v.y); + cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f}; + } + + if (fabsf(v.z) < min) + { + cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f}; + } + + result = Vector3CrossProduct(v, cardinalAxis); + + return result; +} + +// Calculate vector length +RMDEF float Vector3Length(const Vector3 v) +{ + return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); +} + +// Calculate two vectors dot product +RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) +{ + return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); +} + +// Calculate distance between two vectors +RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) +{ + float dx = v2.x - v1.x; + float dy = v2.y - v1.y; + float dz = v2.z - v1.z; + + return sqrtf(dx*dx + dy*dy + dz*dz); +} + +// Scale provided vector +RMDEF void Vector3Scale(Vector3 *v, float scale) +{ + v->x *= scale; + v->y *= scale; + v->z *= scale; +} + +// Negate provided vector (invert direction) +RMDEF void Vector3Negate(Vector3 *v) +{ + v->x = -v->x; + v->y = -v->y; + v->z = -v->z; +} + +// Normalize provided vector +RMDEF void Vector3Normalize(Vector3 *v) +{ + float length, ilength; + + length = Vector3Length(*v); + + if (length == 0.0f) length = 1.0f; + + ilength = 1.0f/length; + + v->x *= ilength; + v->y *= ilength; + v->z *= ilength; +} + +// Transforms a Vector3 by a given Matrix +RMDEF void Vector3Transform(Vector3 *v, Matrix mat) +{ + float x = v->x; + float y = v->y; + float z = v->z; + + v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; + v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; + v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; +}; + +// Calculate linear interpolation between two vectors +RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) +{ + Vector3 result; + + result.x = v1.x + amount*(v2.x - v1.x); + result.y = v1.y + amount*(v2.y - v1.y); + result.z = v1.z + amount*(v2.z - v1.z); + + return result; +} + +// Calculate reflected vector to normal +RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal) +{ + // I is the original vector + // N is the normal of the incident plane + // R = I - (2*N*( DotProduct[ I,N] )) + + Vector3 result; + + float dotProduct = Vector3DotProduct(vector, normal); + + result.x = vector.x - (2.0f*normal.x)*dotProduct; + result.y = vector.y - (2.0f*normal.y)*dotProduct; + result.z = vector.z - (2.0f*normal.z)*dotProduct; + + return result; +} + +// Return min value for each pair of components +RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2) +{ + Vector3 result; + + result.x = fminf(vec1.x, vec2.x); + result.y = fminf(vec1.y, vec2.y); + result.z = fminf(vec1.z, vec2.z); + + return result; +} + +// Return max value for each pair of components +RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2) +{ + Vector3 result; + + result.x = fmaxf(vec1.x, vec2.x); + result.y = fmaxf(vec1.y, vec2.y); + result.z = fmaxf(vec1.z, vec2.z); + + return result; +} + +// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) +// NOTE: Assumes P is on the plane of the triangle +RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) +{ + //Vector v0 = b - a, v1 = c - a, v2 = p - a; + + Vector3 v0 = Vector3Subtract(b, a); + Vector3 v1 = Vector3Subtract(c, a); + Vector3 v2 = Vector3Subtract(p, a); + float d00 = Vector3DotProduct(v0, v0); + float d01 = Vector3DotProduct(v0, v1); + float d11 = Vector3DotProduct(v1, v1); + float d20 = Vector3DotProduct(v2, v0); + float d21 = Vector3DotProduct(v2, v1); + + float denom = d00*d11 - d01*d01; + + Vector3 result; + + result.y = (d11*d20 - d01*d21)/denom; + result.z = (d00*d21 - d01*d20)/denom; + result.x = 1.0f - (result.z + result.y); + + return result; +} + +// Returns Vector3 as float array +RMDEF float *Vector3ToFloat(Vector3 vec) +{ + static float buffer[3]; + + buffer[0] = vec.x; + buffer[1] = vec.y; + buffer[2] = vec.z; + + return buffer; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix math +//---------------------------------------------------------------------------------- + +// Compute matrix determinant +RMDEF float MatrixDeterminant(Matrix mat) +{ + float result; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + + a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + + a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + + a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + + a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + + a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; + + return result; +} + +// Returns the trace of the matrix (sum of the values along the diagonal) +RMDEF float MatrixTrace(Matrix mat) +{ + return (mat.m0 + mat.m5 + mat.m10 + mat.m15); +} + +// Transposes provided matrix +RMDEF void MatrixTranspose(Matrix *mat) +{ + Matrix temp; + + temp.m0 = mat->m0; + temp.m1 = mat->m4; + temp.m2 = mat->m8; + temp.m3 = mat->m12; + temp.m4 = mat->m1; + temp.m5 = mat->m5; + temp.m6 = mat->m9; + temp.m7 = mat->m13; + temp.m8 = mat->m2; + temp.m9 = mat->m6; + temp.m10 = mat->m10; + temp.m11 = mat->m14; + temp.m12 = mat->m3; + temp.m13 = mat->m7; + temp.m14 = mat->m11; + temp.m15 = mat->m15; + + *mat = temp; +} + +// Invert provided matrix +RMDEF void MatrixInvert(Matrix *mat) +{ + Matrix temp; + + // Cache the matrix values (speed optimization) + float a00 = mat->m0, a01 = mat->m1, a02 = mat->m2, a03 = mat->m3; + float a10 = mat->m4, a11 = mat->m5, a12 = mat->m6, a13 = mat->m7; + float a20 = mat->m8, a21 = mat->m9, a22 = mat->m10, a23 = mat->m11; + float a30 = mat->m12, a31 = mat->m13, a32 = mat->m14, a33 = mat->m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + temp.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; + temp.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; + temp.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; + temp.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; + temp.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; + temp.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; + temp.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; + temp.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; + temp.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; + temp.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; + temp.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; + temp.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; + temp.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; + temp.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; + temp.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; + temp.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; + + *mat = temp; +} + +// Normalize provided matrix +RMDEF void MatrixNormalize(Matrix *mat) +{ + float det = MatrixDeterminant(*mat); + + mat->m0 /= det; + mat->m1 /= det; + mat->m2 /= det; + mat->m3 /= det; + mat->m4 /= det; + mat->m5 /= det; + mat->m6 /= det; + mat->m7 /= det; + mat->m8 /= det; + mat->m9 /= det; + mat->m10 /= det; + mat->m11 /= det; + mat->m12 /= det; + mat->m13 /= det; + mat->m14 /= det; + mat->m15 /= det; +} + +// Returns identity matrix +RMDEF Matrix MatrixIdentity(void) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Add two matrices +RMDEF Matrix MatrixAdd(Matrix left, Matrix right) +{ + Matrix result = MatrixIdentity(); + + result.m0 = left.m0 + right.m0; + result.m1 = left.m1 + right.m1; + result.m2 = left.m2 + right.m2; + result.m3 = left.m3 + right.m3; + result.m4 = left.m4 + right.m4; + result.m5 = left.m5 + right.m5; + result.m6 = left.m6 + right.m6; + result.m7 = left.m7 + right.m7; + result.m8 = left.m8 + right.m8; + result.m9 = left.m9 + right.m9; + result.m10 = left.m10 + right.m10; + result.m11 = left.m11 + right.m11; + result.m12 = left.m12 + right.m12; + result.m13 = left.m13 + right.m13; + result.m14 = left.m14 + right.m14; + result.m15 = left.m15 + right.m15; + + return result; +} + +// Substract two matrices (left - right) +RMDEF Matrix MatrixSubstract(Matrix left, Matrix right) +{ + Matrix result = MatrixIdentity(); + + result.m0 = left.m0 - right.m0; + result.m1 = left.m1 - right.m1; + result.m2 = left.m2 - right.m2; + result.m3 = left.m3 - right.m3; + result.m4 = left.m4 - right.m4; + result.m5 = left.m5 - right.m5; + result.m6 = left.m6 - right.m6; + result.m7 = left.m7 - right.m7; + result.m8 = left.m8 - right.m8; + result.m9 = left.m9 - right.m9; + result.m10 = left.m10 - right.m10; + result.m11 = left.m11 - right.m11; + result.m12 = left.m12 - right.m12; + result.m13 = left.m13 - right.m13; + result.m14 = left.m14 - right.m14; + result.m15 = left.m15 - right.m15; + + return result; +} + +// Returns translation matrix +RMDEF Matrix MatrixTranslate(float x, float y, float z) +{ + Matrix result = { 1.0f, 0.0f, 0.0f, x, + 0.0f, 1.0f, 0.0f, y, + 0.0f, 0.0f, 1.0f, z, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Create rotation matrix from axis and angle +// NOTE: Angle should be provided in radians +RMDEF Matrix MatrixRotate(Vector3 axis, float angle) +{ + Matrix result; + + Matrix mat = MatrixIdentity(); + + float x = axis.x, y = axis.y, z = axis.z; + + float length = sqrtf(x*x + y*y + z*z); + + if ((length != 1.0f) && (length != 0.0f)) + { + length = 1.0f/length; + x *= length; + y *= length; + z *= length; + } + + float sinres = sinf(angle); + float cosres = cosf(angle); + float t = 1.0f - cosres; + + // Cache some matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + + // Construct the elements of the rotation matrix + float b00 = x*x*t + cosres, b01 = y*x*t + z*sinres, b02 = z*x*t - y*sinres; + float b10 = x*y*t - z*sinres, b11 = y*y*t + cosres, b12 = z*y*t + x*sinres; + float b20 = x*z*t + y*sinres, b21 = y*z*t - x*sinres, b22 = z*z*t + cosres; + + // Perform rotation-specific matrix multiplication + result.m0 = a00*b00 + a10*b01 + a20*b02; + result.m1 = a01*b00 + a11*b01 + a21*b02; + result.m2 = a02*b00 + a12*b01 + a22*b02; + result.m3 = a03*b00 + a13*b01 + a23*b02; + result.m4 = a00*b10 + a10*b11 + a20*b12; + result.m5 = a01*b10 + a11*b11 + a21*b12; + result.m6 = a02*b10 + a12*b11 + a22*b12; + result.m7 = a03*b10 + a13*b11 + a23*b12; + result.m8 = a00*b20 + a10*b21 + a20*b22; + result.m9 = a01*b20 + a11*b21 + a21*b22; + result.m10 = a02*b20 + a12*b21 + a22*b22; + result.m11 = a03*b20 + a13*b21 + a23*b22; + result.m12 = mat.m12; + result.m13 = mat.m13; + result.m14 = mat.m14; + result.m15 = mat.m15; + + return result; +} + +// Returns x-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateX(float angle) +{ + Matrix result = MatrixIdentity(); + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m5 = cosres; + result.m6 = -sinres; + result.m9 = sinres; + result.m10 = cosres; + + return result; +} + +// Returns y-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateY(float angle) +{ + Matrix result = MatrixIdentity(); + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m2 = sinres; + result.m8 = -sinres; + result.m10 = cosres; + + return result; +} + +// Returns z-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateZ(float angle) +{ + Matrix result = MatrixIdentity(); + + float cosres = cosf(angle); + float sinres = sinf(angle); + + result.m0 = cosres; + result.m1 = -sinres; + result.m4 = sinres; + result.m5 = cosres; + + return result; +} + +// Returns scaling matrix +RMDEF Matrix MatrixScale(float x, float y, float z) +{ + Matrix result = { x, 0.0f, 0.0f, 0.0f, + 0.0f, y, 0.0f, 0.0f, + 0.0f, 0.0f, z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + return result; +} + +// Returns two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) +{ + Matrix result; + + result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; + result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; + result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; + result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; + result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; + result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; + result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; + result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; + result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; + result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; + result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; + result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; + result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; + result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; + result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; + result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; + + return result; +} + +// Returns perspective projection matrix +RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) +{ + Matrix result; + + float rl = (right - left); + float tb = (top - bottom); + float fn = (far - near); + + result.m0 = (near*2.0f)/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + + result.m4 = 0.0f; + result.m5 = (near*2.0f)/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + + result.m8 = (right + left)/rl; + result.m9 = (top + bottom)/tb; + result.m10 = -(far + near)/fn; + result.m11 = -1.0f; + + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = -(far*near*2.0f)/fn; + result.m15 = 0.0f; + + return result; +} + +// Returns perspective projection matrix +// NOTE: Angle should be provided in radians +RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) +{ + double top = near*tan(fovy*0.5); + double right = top*aspect; + + return MatrixFrustum(-right, right, -top, top, near, far); +} + +// Returns orthographic projection matrix +RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) +{ + Matrix result; + + float rl = (right - left); + float tb = (top - bottom); + float fn = (far - near); + + result.m0 = 2.0f/rl; + result.m1 = 0.0f; + result.m2 = 0.0f; + result.m3 = 0.0f; + result.m4 = 0.0f; + result.m5 = 2.0f/tb; + result.m6 = 0.0f; + result.m7 = 0.0f; + result.m8 = 0.0f; + result.m9 = 0.0f; + result.m10 = -2.0f/fn; + result.m11 = 0.0f; + result.m12 = -(left + right)/rl; + result.m13 = -(top + bottom)/tb; + result.m14 = -(far + near)/fn; + result.m15 = 1.0f; + + return result; +} + +// Returns camera look-at matrix (view matrix) +RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) +{ + Matrix result; + + Vector3 z = Vector3Subtract(eye, target); + Vector3Normalize(&z); + Vector3 x = Vector3CrossProduct(up, z); + Vector3Normalize(&x); + Vector3 y = Vector3CrossProduct(z, x); + Vector3Normalize(&y); + + result.m0 = x.x; + result.m1 = x.y; + result.m2 = x.z; + result.m3 = 0.0f; + result.m4 = y.x; + result.m5 = y.y; + result.m6 = y.z; + result.m7 = 0.0f; + result.m8 = z.x; + result.m9 = z.y; + result.m10 = z.z; + result.m11 = 0.0f; + result.m12 = eye.x; + result.m13 = eye.y; + result.m14 = eye.z; + result.m15 = 1.0f; + + MatrixInvert(&result); + + return result; +} + +// Returns float array of matrix data +RMDEF float *MatrixToFloat(Matrix mat) +{ + static float buffer[16]; + + buffer[0] = mat.m0; + buffer[1] = mat.m1; + buffer[2] = mat.m2; + buffer[3] = mat.m3; + buffer[4] = mat.m4; + buffer[5] = mat.m5; + buffer[6] = mat.m6; + buffer[7] = mat.m7; + buffer[8] = mat.m8; + buffer[9] = mat.m9; + buffer[10] = mat.m10; + buffer[11] = mat.m11; + buffer[12] = mat.m12; + buffer[13] = mat.m13; + buffer[14] = mat.m14; + buffer[15] = mat.m15; + + return buffer; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Quaternion math +//---------------------------------------------------------------------------------- + +// Returns identity quaternion +RMDEF Quaternion QuaternionIdentity(void) +{ + return (Quaternion){ 0.0f, 0.0f, 0.0f, 1.0f }; +} + +// Computes the length of a quaternion +RMDEF float QuaternionLength(Quaternion quat) +{ + return sqrt(quat.x*quat.x + quat.y*quat.y + quat.z*quat.z + quat.w*quat.w); +} + +// Normalize provided quaternion +RMDEF void QuaternionNormalize(Quaternion *q) +{ + float length, ilength; + + length = QuaternionLength(*q); + + if (length == 0.0f) length = 1.0f; + + ilength = 1.0f/length; + + q->x *= ilength; + q->y *= ilength; + q->z *= ilength; + q->w *= ilength; +} + +// Invert provided quaternion +RMDEF void QuaternionInvert(Quaternion *quat) +{ + float length = QuaternionLength(*quat); + float lengthSq = length*length; + + if (lengthSq != 0.0) + { + float i = 1.0f/lengthSq; + + quat->x *= -i; + quat->y *= -i; + quat->z *= -i; + quat->w *= i; + } +} + +// Calculate two quaternion multiplication +RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) +{ + Quaternion result; + + float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; + float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; + + result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; + result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; + result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; + result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; + + return result; +} + +// Calculate linear interpolation between two quaternions +RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result; + + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + return result; +} + +// Calculates spherical linear interpolation between two quaternions +RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result; + + float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; + + if (fabs(cosHalfTheta) >= 1.0f) result = q1; + else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); + else + { + float halfTheta = acos(cosHalfTheta); + float sinHalfTheta = sqrt(1.0f - cosHalfTheta*cosHalfTheta); + + if (fabs(sinHalfTheta) < 0.001f) + { + result.x = (q1.x*0.5f + q2.x*0.5f); + result.y = (q1.y*0.5f + q2.y*0.5f); + result.z = (q1.z*0.5f + q2.z*0.5f); + result.w = (q1.w*0.5f + q2.w*0.5f); + } + else + { + float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; + float ratioB = sinf(amount*halfTheta)/sinHalfTheta; + + result.x = (q1.x*ratioA + q2.x*ratioB); + result.y = (q1.y*ratioA + q2.y*ratioB); + result.z = (q1.z*ratioA + q2.z*ratioB); + result.w = (q1.w*ratioA + q2.w*ratioB); + } + } + + return result; +} + +// Calculate slerp-optimized interpolation between two quaternions +RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = QuaternionLerp(q1, q2, amount); + QuaternionNormalize(&result); + + return result; +} + +// Calculate quaternion based on the rotation from one vector to another +RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) +{ + Quaternion q = { 0 }; + + float cos2Theta = Vector3DotProduct(from, to); + Vector3 cross = Vector3CrossProduct(from, to); + + q.x = cross.x; + q.y = cross.y; + q.z = cross.y; + q.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity() + + // Normalize to essentially nlerp the original and identity to 0.5 + QuaternionNormalize(&q); + + // Above lines are equivalent to: + //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); + + return q; +} + +// Returns a quaternion for a given rotation matrix +RMDEF Quaternion QuaternionFromMatrix(Matrix matrix) +{ + Quaternion result; + + float trace = MatrixTrace(matrix); + + if (trace > 0.0f) + { + float s = (float)sqrt(trace + 1)*2.0f; + float invS = 1.0f/s; + + result.w = s*0.25f; + result.x = (matrix.m6 - matrix.m9)*invS; + result.y = (matrix.m8 - matrix.m2)*invS; + result.z = (matrix.m1 - matrix.m4)*invS; + } + else + { + float m00 = matrix.m0, m11 = matrix.m5, m22 = matrix.m10; + + if (m00 > m11 && m00 > m22) + { + float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f; + float invS = 1.0f/s; + + result.w = (matrix.m6 - matrix.m9)*invS; + result.x = s*0.25f; + result.y = (matrix.m4 + matrix.m1)*invS; + result.z = (matrix.m8 + matrix.m2)*invS; + } + else if (m11 > m22) + { + float s = (float)sqrt(1.0f + m11 - m00 - m22)*2.0f; + float invS = 1.0f/s; + + result.w = (matrix.m8 - matrix.m2)*invS; + result.x = (matrix.m4 + matrix.m1)*invS; + result.y = s*0.25f; + result.z = (matrix.m9 + matrix.m6)*invS; + } + else + { + float s = (float)sqrt(1.0f + m22 - m00 - m11)*2.0f; + float invS = 1.0f/s; + + result.w = (matrix.m1 - matrix.m4)*invS; + result.x = (matrix.m8 + matrix.m2)*invS; + result.y = (matrix.m9 + matrix.m6)*invS; + result.z = s*0.25f; + } + } + + return result; +} + +// Returns a matrix for a given quaternion +RMDEF Matrix QuaternionToMatrix(Quaternion q) +{ + Matrix result; + + float x = q.x, y = q.y, z = q.z, w = q.w; + + float x2 = x + x; + float y2 = y + y; + float z2 = z + z; + + float length = QuaternionLength(q); + float lengthSquared = length*length; + + float xx = x*x2/lengthSquared; + float xy = x*y2/lengthSquared; + float xz = x*z2/lengthSquared; + + float yy = y*y2/lengthSquared; + float yz = y*z2/lengthSquared; + float zz = z*z2/lengthSquared; + + float wx = w*x2/lengthSquared; + float wy = w*y2/lengthSquared; + float wz = w*z2/lengthSquared; + + result.m0 = 1.0f - (yy + zz); + result.m1 = xy - wz; + result.m2 = xz + wy; + result.m3 = 0.0f; + result.m4 = xy + wz; + result.m5 = 1.0f - (xx + zz); + result.m6 = yz - wx; + result.m7 = 0.0f; + result.m8 = xz - wy; + result.m9 = yz + wx; + result.m10 = 1.0f - (xx + yy); + result.m11 = 0.0f; + result.m12 = 0.0f; + result.m13 = 0.0f; + result.m14 = 0.0f; + result.m15 = 1.0f; + + return result; +} + +// Returns rotation quaternion for an angle and axis +// NOTE: angle must be provided in radians +RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) +{ + Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; + + if (Vector3Length(axis) != 0.0f) + + angle *= 0.5f; + + Vector3Normalize(&axis); + + float sinres = sinf(angle); + float cosres = cosf(angle); + + result.x = axis.x*sinres; + result.y = axis.y*sinres; + result.z = axis.z*sinres; + result.w = cosres; + + QuaternionNormalize(&result); + + return result; +} + +// Returns the rotation angle and axis for a given quaternion +RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) +{ + if (fabs(q.w) > 1.0f) QuaternionNormalize(&q); + + Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; + float resAngle = 0.0f; + + resAngle = 2.0f*(float)acos(q.w); + float den = (float)sqrt(1.0f - q.w*q.w); + + if (den > 0.0001f) + { + resAxis.x = q.x/den; + resAxis.y = q.y/den; + resAxis.z = q.z/den; + } + else + { + // This occurs when the angle is zero. + // Not a problem: just set an arbitrary normalized axis. + resAxis.x = 1.0f; + } + + *outAxis = resAxis; + *outAngle = resAngle; +} + +// Returns he quaternion equivalent to Euler angles +RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) +{ + Quaternion q = { 0 }; + + float x0 = cosf(roll*0.5f); + float x1 = sinf(roll*0.5f); + float y0 = cosf(pitch*0.5f); + float y1 = sinf(pitch*0.5f); + float z0 = cosf(yaw*0.5f); + float z1 = sinf(yaw*0.5f); + + q.x = x1*y0*z0 - x0*y1*z1; + q.y = x0*y1*z0 + x1*y0*z1; + q.z = x0*y0*z1 - x1*y1*z0; + q.w = x0*y0*z0 + x1*y1*z1; + + return q; +} + +// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) +// NOTE: Angles are returned in a Vector3 struct in degrees +RMDEF Vector3 QuaternionToEuler(Quaternion q) +{ + Vector3 v = { 0 }; + + // roll (x-axis rotation) + float x0 = 2.0f*(q.w*q.x + q.y*q.z); + float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); + v.x = atan2f(x0, x1)*RAD2DEG; + + // pitch (y-axis rotation) + float y0 = 2.0f*(q.w*q.y - q.z*q.x); + y0 = y0 > 1.0f ? 1.0f : y0; + y0 = y0 < -1.0f ? -1.0f : y0; + v.y = asinf(y0)*RAD2DEG; + + // yaw (z-axis rotation) + float z0 = 2.0f*(q.w*q.z + q.x*q.y); + float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); + v.z = atan2f(z0, z1)*RAD2DEG; + + return v; +} + +// Transform a quaternion given a transformation matrix +RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) +{ + float x = q->x; + float y = q->y; + float z = q->z; + float w = q->w; + + q->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12*w; + q->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13*w; + q->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14*w; + q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; +} + +#endif // RAYMATH_IMPLEMENTATION diff --git a/templates/android_project/src/rlgl.c b/templates/android_project/src/rlgl.c new file mode 100644 index 000000000..2782b493e --- /dev/null +++ b/templates/android_project/src/rlgl.c @@ -0,0 +1,4184 @@ +/********************************************************************************************** +* +* rlgl - raylib OpenGL abstraction layer +* +* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to +* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). +* +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* VBO buffers (and VAOs if available). It requires calling 3 functions: +* rlglInit() - Initialize internal buffers and auxiliar resources +* rlglDraw() - Process internal buffers and send required draw calls +* rlglClose() - De-initialize internal buffers data and other auxiliar resources +* +* CONFIGURATION: +* +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_ES2 +* Use selected OpenGL backend +* +* #define RLGL_STANDALONE +* Use rlgl as standalone library (no raylib dependency) +* +* #define SUPPORT_VR_SIMULATOR +* Support VR simulation functionality (stereo rendering) +* +* #define SUPPORT_DISTORTION_SHADER +* Include stereo rendering distortion shader (shader_distortion.h) +* +* DEPENDENCIES: +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +// Default configuration flags (supported features) +//------------------------------------------------- +//#define SUPPORT_VR_SIMULATOR +//#define SUPPORT_DISTORTION_SHADER +//------------------------------------------------- + +#include "rlgl.h" + +#include // Required for: fopen(), fclose(), fread()... [Used only on LoadText()] +#include // Required for: malloc(), free(), rand() +#include // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading] +#include // Required for: atan2() + +#if !defined(RLGL_STANDALONE) + #include "raymath.h" // Required for: Vector3 and Matrix functions +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(__APPLE__) + #include // OpenGL 1.1 library for OSX + #else + #include // OpenGL 1.1 library + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_21) + #define GRAPHICS_API_OPENGL_33 +#endif + +#if defined(GRAPHICS_API_OPENGL_33) + #if defined(__APPLE__) + #include // OpenGL 3 library for OSX + #else + #define GLAD_IMPLEMENTATION + #if defined(RLGL_STANDALONE) + #include "glad.h" // GLAD extensions loading library, includes OpenGL headers + #else + #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers + #endif + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + #include // EGL library + #include // OpenGL ES 2.0 library + #include // OpenGL ES 2.0 extensions library +#endif + +#if defined(RLGL_STANDALONE) + #include // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()] +#endif + +#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER) + #include "shader_distortion.h" // Distortion shader to be embedded +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#define MATRIX_STACK_SIZE 16 // Matrix stack max size +#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes +#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) + // NOTE: Every vertex are 3 floats (12 bytes) + +#ifndef GL_SHADING_LANGUAGE_VERSION + #define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#endif + +#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif +#ifndef GL_ETC1_RGB8_OES + #define GL_ETC1_RGB8_OES 0x8D64 +#endif +#ifndef GL_COMPRESSED_RGB8_ETC2 + #define GL_COMPRESSED_RGB8_ETC2 0x9274 +#endif +#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC + #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#endif +#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#endif +#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#endif +#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR + #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 +#endif +#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR + #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 +#endif + +#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif + +#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + #define GL_UNSIGNED_SHORT_5_6_5 0x8363 + #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 + #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + #define glClearDepth glClearDepthf + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER +#endif + +// Default vertex attribute names on shader to set location points +#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 +#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 +#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 +#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 +#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 +#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +// Dynamic vertex buffers (position + texcoords + colors + indices arrays) +typedef struct DynamicBuffer { + int vCounter; // vertex position counter to process (and draw) from full buffer + int tcCounter; // vertex texcoord counter to process (and draw) from full buffer + int cCounter; // vertex color counter to process (and draw) from full buffer + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) +#elif defined(GRAPHICS_API_OPENGL_ES2) + unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) + // NOTE: 6*2 byte = 12 byte, not alignment problem! +#endif + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) +} DynamicBuffer; + +// Draw call type +// NOTE: Used to track required draw-calls, organized by texture +typedef struct DrawCall { + int vertexCount; + GLuint vaoId; + GLuint textureId; + GLuint shaderId; + + Matrix projection; + Matrix modelview; + + // TODO: Store additional draw state data + //int blendMode; + //Guint fboId; +} DrawCall; + +#if defined(SUPPORT_VR_SIMULATOR) +// Head-Mounted-Display device parameters +typedef struct VrDeviceInfo { + int hResolution; // HMD horizontal resolution in pixels + int vResolution; // HMD vertical resolution in pixels + float hScreenSize; // HMD horizontal size in meters + float vScreenSize; // HMD vertical size in meters + float vScreenCenter; // HMD screen center in meters + float eyeToScreenDistance; // HMD distance between eye and display in meters + float lensSeparationDistance; // HMD lens separation distance in meters + float interpupillaryDistance; // HMD IPD (distance between pupils) in meters + float distortionK[4]; // HMD lens distortion constant parameters + float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters +} VrDeviceInfo; + +// VR Stereo rendering configuration for simulator +typedef struct VrStereoConfig { + RenderTexture2D stereoFbo; // VR stereo rendering framebuffer + Shader distortionShader; // VR stereo rendering distortion shader + //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports + Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices + Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices +} VrStereoConfig; +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +static Matrix stack[MATRIX_STACK_SIZE]; +static int stackCounter = 0; + +static Matrix modelview; +static Matrix projection; +static Matrix *currentMatrix; +static int currentMatrixMode; + +static int currentDrawMode; + +static float currentDepth = -1.0f; + +static DynamicBuffer lines; // Default dynamic buffer for lines data +static DynamicBuffer triangles; // Default dynamic buffer for triangles data +static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures) + +// Default buffers draw calls +static DrawCall *draws; +static int drawsCounter; + +// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale +static Vector3 *tempBuffer; +static int tempBufferCount = 0; +static bool useTempBuffer = false; + +// Shader Programs +static Shader defaultShader; // Basic shader, support vertex color and diffuse texture +static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) + +// Extension supported flag: VAO +static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) + +// Extension supported flag: Compressed textures +static bool texCompETC1Supported = false; // ETC1 texture compression support +static bool texCompETC2Supported = false; // ETC2/EAC texture compression support +static bool texCompPVRTSupported = false; // PVR texture compression support +static bool texCompASTCSupported = false; // ASTC texture compression support + +#if defined(SUPPORT_VR_SIMULATOR) +// VR global variables +static VrDeviceInfo hmd; // Current VR device info +static VrStereoConfig vrConfig; // VR stereo configuration for simulator +static bool vrSimulatorReady = false; // VR simulator ready flag +static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag + // NOTE: This flag is useful to render data over stereo image (i.e. FPS) +#endif // defined(SUPPORT_VR_SIMULATOR) + +#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + +// Extension supported flag: Anisotropic filtering +static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support +static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f) + +// Extension supported flag: Clamp mirror wrap mode +static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported + +#if defined(GRAPHICS_API_OPENGL_ES2) +// NOTE: VAO functionality is exposed through extensions (OES) +static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; +static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; +static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; +//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted +#endif + +// Compressed textures support flags +static bool texCompDXTSupported = false; // DDS texture compression support +static bool texNPOTSupported = false; // NPOT textures full support +static bool texFloatSupported = false; // float textures support (32 bit per channel) + +static int blendMode = 0; // Track current blending mode + +// White texture useful for plain color polys (required by shader) +static unsigned int whiteTexture; + +// Default framebuffer size +static int screenWidth; // Default framebuffer width +static int screenHeight; // Default framebuffer height + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount); +static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id + +static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) +static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) +static void UnloadShaderDefault(void); // Unload default shader + +static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads) +static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data +static void DrawBuffersDefault(void); // Draw default internal buffers vertex data +static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU + +static void GenDrawCube(void); // Generate and draw cube +static void GenDrawQuad(void); // Generate and draw quad + +#if defined(SUPPORT_VR_SIMULATOR) +static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters +static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye +#endif + +#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + +#if defined(GRAPHICS_API_OPENGL_11) +static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); +static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix operations +//---------------------------------------------------------------------------------- + +#if defined(GRAPHICS_API_OPENGL_11) + +// Fallback to OpenGL 1.1 function calls +//--------------------------------------- +void rlMatrixMode(int mode) +{ + switch (mode) + { + case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; + case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; + case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; + default: break; + } +} + +void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar) +{ + glFrustum(left, right, bottom, top, zNear, zFar); +} + +void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar) +{ + glOrtho(left, right, bottom, top, zNear, zFar); +} + +void rlPushMatrix(void) { glPushMatrix(); } +void rlPopMatrix(void) { glPopMatrix(); } +void rlLoadIdentity(void) { glLoadIdentity(); } +void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } +void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } +void rlScalef(float x, float y, float z) { glScalef(x, y, z); } +void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } + +#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + +// Choose the current matrix to be transformed +void rlMatrixMode(int mode) +{ + if (mode == RL_PROJECTION) currentMatrix = &projection; + else if (mode == RL_MODELVIEW) currentMatrix = &modelview; + //else if (mode == RL_TEXTURE) // Not supported + + currentMatrixMode = mode; +} + +// Push the current matrix to stack +void rlPushMatrix(void) +{ + if (stackCounter == MATRIX_STACK_SIZE - 1) + { + TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE); + } + + stack[stackCounter] = *currentMatrix; + stackCounter++; + + if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true; +} + +// Pop lattest inserted matrix from stack +void rlPopMatrix(void) +{ + if (stackCounter > 0) + { + Matrix mat = stack[stackCounter - 1]; + *currentMatrix = mat; + stackCounter--; + } +} + +// Reset current matrix to identity matrix +void rlLoadIdentity(void) +{ + *currentMatrix = MatrixIdentity(); +} + +// Multiply the current matrix by a translation matrix +void rlTranslatef(float x, float y, float z) +{ + Matrix matTranslation = MatrixTranslate(x, y, z); + + // NOTE: We transpose matrix with multiplication order + *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix); +} + +// Multiply the current matrix by a rotation matrix +void rlRotatef(float angleDeg, float x, float y, float z) +{ + Matrix matRotation = MatrixIdentity(); + + Vector3 axis = (Vector3){ x, y, z }; + Vector3Normalize(&axis); + matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); + + // NOTE: We transpose matrix with multiplication order + *currentMatrix = MatrixMultiply(matRotation, *currentMatrix); +} + +// Multiply the current matrix by a scaling matrix +void rlScalef(float x, float y, float z) +{ + Matrix matScale = MatrixScale(x, y, z); + + // NOTE: We transpose matrix with multiplication order + *currentMatrix = MatrixMultiply(matScale, *currentMatrix); +} + +// Multiply the current matrix by another matrix +void rlMultMatrixf(float *matf) +{ + // Matrix creation from array + Matrix mat = { matf[0], matf[4], matf[8], matf[12], + matf[1], matf[5], matf[9], matf[13], + matf[2], matf[6], matf[10], matf[14], + matf[3], matf[7], matf[11], matf[15] }; + + *currentMatrix = MatrixMultiply(*currentMatrix, mat); +} + +// Multiply the current matrix by a perspective matrix generated by parameters +void rlFrustum(double left, double right, double bottom, double top, double near, double far) +{ + Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far); + + *currentMatrix = MatrixMultiply(*currentMatrix, matPerps); +} + +// Multiply the current matrix by an orthographic matrix generated by parameters +void rlOrtho(double left, double right, double bottom, double top, double near, double far) +{ + Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far); + + *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho); +} + +#endif + +// Set the viewport area (transformation from normalized device coordinates to window coordinates) +// NOTE: Updates global variables: screenWidth, screenHeight +void rlViewport(int x, int y, int width, int height) +{ + glViewport(x, y, width, height); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vertex level operations +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_11) + +// Fallback to OpenGL 1.1 function calls +//--------------------------------------- +void rlBegin(int mode) +{ + switch (mode) + { + case RL_LINES: glBegin(GL_LINES); break; + case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; + case RL_QUADS: glBegin(GL_QUADS); break; + default: break; + } +} + +void rlEnd() { glEnd(); } +void rlVertex2i(int x, int y) { glVertex2i(x, y); } +void rlVertex2f(float x, float y) { glVertex2f(x, y); } +void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } +void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } +void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } +void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); } +void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } +void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } + +#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + +// Initialize drawing mode (how to organize vertex) +void rlBegin(int mode) +{ + // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS + currentDrawMode = mode; +} + +// Finish vertex providing +void rlEnd(void) +{ + if (useTempBuffer) + { + // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied + // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1) + // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1 + + // Apply transformation matrix to all temp vertices + for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix); + + // Deactivate tempBuffer usage to allow rlVertex3f do its job + useTempBuffer = false; + + // Copy all transformed vertices to right VAO + for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z); + + // Reset temp buffer + tempBufferCount = 0; + } + + // Make sure vertexCount is the same for vertices-texcoords-normals-colors + // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls. + switch (currentDrawMode) + { + case RL_LINES: + { + if (lines.vCounter != lines.cCounter) + { + int addColors = lines.vCounter - lines.cCounter; + + for (int i = 0; i < addColors; i++) + { + lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4]; + lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3]; + lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2]; + lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1]; + + lines.cCounter++; + } + } + } break; + case RL_TRIANGLES: + { + if (triangles.vCounter != triangles.cCounter) + { + int addColors = triangles.vCounter - triangles.cCounter; + + for (int i = 0; i < addColors; i++) + { + triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4]; + triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3]; + triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2]; + triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1]; + + triangles.cCounter++; + } + } + } break; + case RL_QUADS: + { + // Make sure colors count match vertex count + if (quads.vCounter != quads.cCounter) + { + int addColors = quads.vCounter - quads.cCounter; + + for (int i = 0; i < addColors; i++) + { + quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4]; + quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3]; + quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2]; + quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1]; + + quads.cCounter++; + } + } + + // Make sure texcoords count match vertex count + if (quads.vCounter != quads.tcCounter) + { + int addTexCoords = quads.vCounter - quads.tcCounter; + + for (int i = 0; i < addTexCoords; i++) + { + quads.texcoords[2*quads.tcCounter] = 0.0f; + quads.texcoords[2*quads.tcCounter + 1] = 0.0f; + + quads.tcCounter++; + } + } + + // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P + + } break; + default: break; + } + + // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, + // as well as depth buffer bit-depth (16bit or 24bit or 32bit) + // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) + currentDepth += (1.0f/20000.0f); +} + +// Define one vertex (position) +void rlVertex3f(float x, float y, float z) +{ + if (useTempBuffer) + { + tempBuffer[tempBufferCount].x = x; + tempBuffer[tempBufferCount].y = y; + tempBuffer[tempBufferCount].z = z; + tempBufferCount++; + } + else + { + switch (currentDrawMode) + { + case RL_LINES: + { + // Verify that MAX_LINES_BATCH limit not reached + if (lines.vCounter/2 < MAX_LINES_BATCH) + { + lines.vertices[3*lines.vCounter] = x; + lines.vertices[3*lines.vCounter + 1] = y; + lines.vertices[3*lines.vCounter + 2] = z; + + lines.vCounter++; + } + else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow"); + + } break; + case RL_TRIANGLES: + { + // Verify that MAX_TRIANGLES_BATCH limit not reached + if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH) + { + triangles.vertices[3*triangles.vCounter] = x; + triangles.vertices[3*triangles.vCounter + 1] = y; + triangles.vertices[3*triangles.vCounter + 2] = z; + + triangles.vCounter++; + } + else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow"); + + } break; + case RL_QUADS: + { + // Verify that MAX_QUADS_BATCH limit not reached + if (quads.vCounter/4 < MAX_QUADS_BATCH) + { + quads.vertices[3*quads.vCounter] = x; + quads.vertices[3*quads.vCounter + 1] = y; + quads.vertices[3*quads.vCounter + 2] = z; + + quads.vCounter++; + + draws[drawsCounter - 1].vertexCount++; + } + else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow"); + + } break; + default: break; + } + } +} + +// Define one vertex (position) +void rlVertex2f(float x, float y) +{ + rlVertex3f(x, y, currentDepth); +} + +// Define one vertex (position) +void rlVertex2i(int x, int y) +{ + rlVertex3f((float)x, (float)y, currentDepth); +} + +// Define one vertex (texture coordinate) +// NOTE: Texture coordinates are limited to QUADS only +void rlTexCoord2f(float x, float y) +{ + if (currentDrawMode == RL_QUADS) + { + quads.texcoords[2*quads.tcCounter] = x; + quads.texcoords[2*quads.tcCounter + 1] = y; + + quads.tcCounter++; + } +} + +// Define one vertex (normal) +// NOTE: Normals limited to TRIANGLES only ? +void rlNormal3f(float x, float y, float z) +{ + // TODO: Normals usage... +} + +// Define one vertex (color) +void rlColor4ub(byte x, byte y, byte z, byte w) +{ + switch (currentDrawMode) + { + case RL_LINES: + { + lines.colors[4*lines.cCounter] = x; + lines.colors[4*lines.cCounter + 1] = y; + lines.colors[4*lines.cCounter + 2] = z; + lines.colors[4*lines.cCounter + 3] = w; + + lines.cCounter++; + + } break; + case RL_TRIANGLES: + { + triangles.colors[4*triangles.cCounter] = x; + triangles.colors[4*triangles.cCounter + 1] = y; + triangles.colors[4*triangles.cCounter + 2] = z; + triangles.colors[4*triangles.cCounter + 3] = w; + + triangles.cCounter++; + + } break; + case RL_QUADS: + { + quads.colors[4*quads.cCounter] = x; + quads.colors[4*quads.cCounter + 1] = y; + quads.colors[4*quads.cCounter + 2] = z; + quads.colors[4*quads.cCounter + 3] = w; + + quads.cCounter++; + + } break; + default: break; + } +} + +// Define one vertex (color) +void rlColor4f(float r, float g, float b, float a) +{ + rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); +} + +// Define one vertex (color) +void rlColor3f(float x, float y, float z) +{ + rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255); +} + +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) +//---------------------------------------------------------------------------------- + +// Enable texture usage +void rlEnableTexture(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, id); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (draws[drawsCounter - 1].textureId != id) + { + if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; + + if (drawsCounter >= MAX_DRAWS_BY_TEXTURE) + { + rlglDraw(); + drawsCounter = 1; + } + + draws[drawsCounter - 1].textureId = id; + draws[drawsCounter - 1].vertexCount = 0; + } +#endif +} + +// Disable texture usage +void rlDisableTexture(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); +#else + // NOTE: If quads batch limit is reached, + // we force a draw call and next batch starts + if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw(); +#endif +} + +// Set texture parameters (wrap mode/filter mode) +void rlTextureParameters(unsigned int id, int param, int value) +{ + glBindTexture(GL_TEXTURE_2D, id); + + switch (param) + { + case RL_TEXTURE_WRAP_S: + case RL_TEXTURE_WRAP_T: + { + if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported"); + else glTexParameteri(GL_TEXTURE_2D, param, value); + } break; + case RL_TEXTURE_MAG_FILTER: + case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; + case RL_TEXTURE_ANISOTROPIC_FILTER: + { + if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + else if (maxAnisotropicLevel > 0.0f) + { + TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + } + else TraceLog(LOG_WARNING, "Anisotropic filtering not supported"); + } break; + default: break; + } + + glBindTexture(GL_TEXTURE_2D, 0); +} + +// Enable rendering to texture (fbo) +void rlEnableRenderTexture(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindFramebuffer(GL_FRAMEBUFFER, id); + + //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping + //glCullFace(GL_FRONT); +#endif +} + +// Disable rendering to texture +void rlDisableRenderTexture(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + //glEnable(GL_CULL_FACE); + //glCullFace(GL_BACK); +#endif +} + +// Enable depth test +void rlEnableDepthTest(void) +{ + glEnable(GL_DEPTH_TEST); +} + +// Disable depth test +void rlDisableDepthTest(void) +{ + glDisable(GL_DEPTH_TEST); +} + +// Enable wire mode +void rlEnableWireMode(void) +{ +#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); +#endif +} + +// Disable wire mode +void rlDisableWireMode(void) +{ +#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + +// Unload texture from GPU memory +void rlDeleteTextures(unsigned int id) +{ + if (id > 0) glDeleteTextures(1, &id); +} + +// Unload render texture from GPU memory +void rlDeleteRenderTextures(RenderTexture2D target) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (target.id > 0) glDeleteFramebuffers(1, &target.id); + if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id); + if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id); + + TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); +#endif +} + +// Unload shader from GPU memory +void rlDeleteShader(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (id != 0) glDeleteProgram(id); +#endif +} + +// Unload vertex data (VAO) from GPU memory +void rlDeleteVertexArrays(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (vaoSupported) + { + if (id != 0) glDeleteVertexArrays(1, &id); + TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id); + } +#endif +} + +// Unload vertex data (VBO) from GPU memory +void rlDeleteBuffers(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (id != 0) + { + glDeleteBuffers(1, &id); + if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id); + } +#endif +} + +// Clear color buffer with color +void rlClearColor(byte r, byte g, byte b, byte a) +{ + // Color values clamp to 0.0f(0) and 1.0f(255) + float cr = (float)r/255; + float cg = (float)g/255; + float cb = (float)b/255; + float ca = (float)a/255; + + glClearColor(cr, cg, cb, ca); +} + +// Clear used screen buffers (color and depth) +void rlClearScreenBuffers(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) + //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - rlgl Functions +//---------------------------------------------------------------------------------- + +// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states +void rlglInit(int width, int height) +{ + // Check OpenGL information and capabilities + //------------------------------------------------------------------------------ + + // Print current OpenGL and GLSL version + TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR)); + TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER)); + TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION)); + TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); + + // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*) + //int maxTexSize; + //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); + //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize); + + //GL_MAX_TEXTURE_IMAGE_UNITS + //GL_MAX_VIEWPORT_DIMS + + //int numAuxBuffers; + //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); + //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers); + + //GLint numComp = 0; + //GLint format[32] = { 0 }; + //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp); + //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format); + //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]); + + // NOTE: We don't need that much data on screen... right now... + +#if defined(GRAPHICS_API_OPENGL_11) + //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized"); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Get supported extensions list + GLint numExt = 0; + +#if defined(GRAPHICS_API_OPENGL_33) + + // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default + vaoSupported = true; + texNPOTSupported = true; + texFloatSupported = true; + + // We get a list of available extensions and we check for some of them (compressed textures) + // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + +#ifdef _MSC_VER + const char **extList = malloc(sizeof(const char *)*numExt); +#else + const char *extList[numExt]; +#endif + + for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i); + +#elif defined(GRAPHICS_API_OPENGL_ES2) + char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string + + // NOTE: We have to duplicate string because glGetString() returns a const value + // If not duplicated, it fails in some systems (Raspberry Pi) + // Equivalent to function: char *strdup(const char *str) + char *extensionsDup; + size_t len = strlen(extensions) + 1; + void *newstr = malloc(len); + if (newstr == NULL) extensionsDup = NULL; + extensionsDup = (char *)memcpy(newstr, extensions, len); + + // NOTE: String could be splitted using strtok() function (string.h) + // NOTE: strtok() modifies the received string, it can not be const + + char *extList[512]; // Allocate 512 strings pointers (2 KB) + + extList[numExt] = strtok(extensionsDup, " "); + + while (extList[numExt] != NULL) + { + numExt++; + extList[numExt] = strtok(NULL, " "); + } + + free(extensionsDup); // Duplicated string must be deallocated + + numExt -= 1; +#endif + + TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt); + + // Show supported extensions + //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]); + + // Check required extensions + for (int i = 0; i < numExt; i++) + { +#if defined(GRAPHICS_API_OPENGL_ES2) + // Check VAO support + // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature + if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) + { + vaoSupported = true; + + // The extension is supported by our hardware and driver, try to get related functions pointers + // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... + glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); + glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); + //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted + } + + // Check NPOT textures support + // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature + if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true; + + // Check texture float support + if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true; +#endif + + // DDS texture compression support + if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; + + // ETC1 texture compression support + if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true; + + // ETC2/EAC texture compression support + if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true; + + // PVR texture compression support + if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true; + + // ASTC texture compression support + if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true; + + // Anisotropic texture filter support + if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) + { + texAnisotropicFilterSupported = true; + glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + } + + // Clamp mirror wrap mode supported + if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true; + } + +#ifdef _MSC_VER + free(extList); +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully"); + else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported"); + + if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported"); + else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); +#endif + + if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported"); + if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported"); + if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported"); + if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported"); + if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported"); + + if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel); + if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported"); + + // Initialize buffers, default shaders and default textures + //---------------------------------------------------------- + + // Init default white texture + unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) + + whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); + + if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture); + else TraceLog(LOG_WARNING, "Base white texture could not be loaded"); + + // Init default Shader (customized for GL 3.3 and ES2) + defaultShader = LoadShaderDefault(); + currentShader = defaultShader; + + // Init default vertex arrays buffers (lines, triangles, quads) + LoadBuffersDefault(); + + // Init temp vertex buffer, used when transformation required (translate, rotate, scale) + tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); + + for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero(); + + // Init draw calls tracking system + draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); + + for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++) + { + draws[i].textureId = 0; + draws[i].vertexCount = 0; + } + + drawsCounter = 1; + draws[drawsCounter - 1].textureId = whiteTexture; + currentDrawMode = RL_TRIANGLES; // Set default draw mode + + // Init internal matrix stack (emulating OpenGL 1.1) + for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); + + // Init internal projection and modelview matrices + projection = MatrixIdentity(); + modelview = MatrixIdentity(); + currentMatrix = &modelview; +#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + + // Initialize OpenGL default states + //---------------------------------------------------------- + + // Init state: Depth test + glDepthFunc(GL_LEQUAL); // Type of depth testing to apply + glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) + + // Init state: Blending mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) + glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) + + // Init state: Culling + // NOTE: All shapes/models triangles are drawn CCW + glCullFace(GL_BACK); // Cull the back face (default) + glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) + glEnable(GL_CULL_FACE); // Enable backface culling + +#if defined(GRAPHICS_API_OPENGL_11) + // Init state: Color hints (deprecated in OpenGL 3.0+) + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation + glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) +#endif + + // Init state: Color/Depth buffers clear + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) + glClearDepth(1.0f); // Set clear depth value (default) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) + + // Store screen size into global variables + screenWidth = width; + screenHeight = height; + + TraceLog(LOG_INFO, "OpenGL default states initialized successfully"); +} + +// Vertex Buffer Object deinitialization (memory free) +void rlglClose(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + UnloadShaderDefault(); // Unload default shader + UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads) + glDeleteTextures(1, &whiteTexture); // Unload default texture + + TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); + + free(draws); +#endif +} + +// Drawing batches: triangles, quads, lines +void rlglDraw(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: In a future version, models could be stored in a stack... + //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); + + // NOTE: Default buffers upload and draw + UpdateBuffersDefault(); + DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside +#endif +} + +// Returns current OpenGL version +int rlGetVersion(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + return OPENGL_11; +#elif defined(GRAPHICS_API_OPENGL_21) + #if defined(__APPLE__) + return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX + #else + return OPENGL_21; + #endif +#elif defined(GRAPHICS_API_OPENGL_33) + return OPENGL_33; +#elif defined(GRAPHICS_API_OPENGL_ES2) + return OPENGL_ES_20; +#endif +} + +// Load OpenGL extensions +// NOTE: External loader function could be passed as a pointer +void rlLoadExtensions(void *loader) +{ +#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) + #if !defined(__APPLE__) + if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); + else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + + #if defined(GRAPHICS_API_OPENGL_21) + if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported"); + #elif defined(GRAPHICS_API_OPENGL_33) + if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported"); + else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported"); + #endif + #endif + + // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans + //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object +#endif +} + +// Get world coordinates from screen coordinates +Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) +{ + Vector3 result = { 0.0f, 0.0f, 0.0f }; + + // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it + Matrix matViewProj = MatrixMultiply(view, proj); + MatrixInvert(&matViewProj); + + // Create quaternion from source point + Quaternion quat = { source.x, source.y, source.z, 1.0f }; + + // Multiply quat point by unproject matrix + QuaternionTransform(&quat, matViewProj); + + // 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; +} + +// Convert image data to OpenGL texture (returns OpenGL valid Id) +unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) +{ + glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding + + GLuint id = 0; + + // Check texture format support by OpenGL 1.1 (compressed textures not supported) +#if defined(GRAPHICS_API_OPENGL_11) + if (format >= COMPRESSED_DXT1_RGB) + { + TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats"); + return id; + } +#endif + + if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) || + (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA))) + { + TraceLog(LOG_WARNING, "DXT compressed texture format not supported"); + return id; + } +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB)) + { + TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported"); + return id; + } + + if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA))) + { + TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported"); + return id; + } + + if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA))) + { + TraceLog(LOG_WARNING, "PVRT compressed texture format not supported"); + return id; + } + + if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA))) + { + TraceLog(LOG_WARNING, "ASTC compressed texture format not supported"); + return id; + } +#endif + + glGenTextures(1, &id); // Generate Pointer to the texture + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture) +#endif + + glBindTexture(GL_TEXTURE_2D, id); + +#if defined(GRAPHICS_API_OPENGL_33) + // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care) + // NOTE: On embedded systems, we let the driver choose the best internal format + + // Support for multiple color modes (16bit color modes and grayscale) + // (sized)internalFormat format type + // GL_R GL_RED GL_UNSIGNED_BYTE + // GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5 + // GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1 + // GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4 + // GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE + // GL_RGB8 GL_RGB GL_UNSIGNED_BYTE + + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: + { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); + + // With swizzleMask we define how a one channel texture will be mapped to RGBA + // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + + TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id); + } break; + case UNCOMPRESSED_GRAY_ALPHA: + { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); + + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } break; + + case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; + case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; + case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; + case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; + case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + default: TraceLog(LOG_WARNING, "Texture format not recognized"); break; + } +#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; + case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float + case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; + case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL + case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL + case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU + case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 +#endif + default: TraceLog(LOG_WARNING, "Texture format not supported"); break; + } +#endif + + // Texture parameters configuration + // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used +#if defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used + if (texNPOTSupported) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis + } + else + { + // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis + } +#else + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis +#endif + + // Magnification and minification filters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR + +#if defined(GRAPHICS_API_OPENGL_33) + if (mipmapCount > 1) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available) + } +#endif + + // At this point we have the texture loaded in GPU and texture parameters configured + + // NOTE: If mipmaps were not in data, they are not generated automatically + + // Unbind current texture + glBindTexture(GL_TEXTURE_2D, 0); + + if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height); + else TraceLog(LOG_WARNING, "Texture could not be created"); + + return id; +} + +// Update already loaded texture in GPU with new data +void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) +{ + glBindTexture(GL_TEXTURE_2D, id); + +#if defined(GRAPHICS_API_OPENGL_33) + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; + case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; + } +#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA + switch (format) + { + case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; + case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; + case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; + default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; + } +#endif +} + +// Unload texture from GPU memory +void rlUnloadTexture(unsigned int id) +{ + if (id > 0) glDeleteTextures(1, &id); +} + + +// Load a texture to be used for rendering (fbo with color and depth attachments) +RenderTexture2D rlLoadRenderTexture(int width, int height) +{ + RenderTexture2D target; + + target.id = 0; + + target.texture.id = 0; + target.texture.width = width; + target.texture.height = height; + target.texture.format = UNCOMPRESSED_R8G8B8A8; + target.texture.mipmaps = 1; + + target.depth.id = 0; + target.depth.width = width; + target.depth.height = height; + target.depth.format = 19; //DEPTH_COMPONENT_24BIT + target.depth.mipmaps = 1; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Create the texture that will serve as the color attachment for the framebuffer + glGenTextures(1, &target.texture.id); + glBindTexture(GL_TEXTURE_2D, target.texture.id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + +#if defined(GRAPHICS_API_OPENGL_33) + #define USE_DEPTH_TEXTURE +#else + #define USE_DEPTH_RENDERBUFFER +#endif + +#if defined(USE_DEPTH_RENDERBUFFER) + // Create the renderbuffer that will serve as the depth attachment for the framebuffer. + glGenRenderbuffers(1, &target.depth.id); + glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android +#elif defined(USE_DEPTH_TEXTURE) + // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required) + // A renderbuffer is simpler than a texture and could offer better performance on embedded devices + glGenTextures(1, &target.depth.id); + glBindTexture(GL_TEXTURE_2D, target.depth.id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glBindTexture(GL_TEXTURE_2D, 0); +#endif + + // Create the framebuffer object + glGenFramebuffers(1, &target.id); + glBindFramebuffer(GL_FRAMEBUFFER, target.id); + + // Attach color texture and depth renderbuffer to FBO + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0); +#if defined(USE_DEPTH_RENDERBUFFER) + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id); +#elif defined(USE_DEPTH_TEXTURE) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0); +#endif + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) + { + TraceLog(LOG_WARNING, "Framebuffer object could not be created..."); + + switch (status) + { + case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break; +#endif + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break; + default: break; + } + + glDeleteTextures(1, &target.texture.id); + glDeleteTextures(1, &target.depth.id); + glDeleteFramebuffers(1, &target.id); + } + else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif + + return target; +} + +// Generate mipmap data for selected texture +void rlGenerateMipmaps(Texture2D *texture) +{ + glBindTexture(GL_TEXTURE_2D, texture->id); + + // Check if texture is power-of-two (POT) + bool texIsPOT = false; + + if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && + ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; + + if ((texIsPOT) || (texNPOTSupported)) + { +#if defined(GRAPHICS_API_OPENGL_11) + // Compute required mipmaps + void *data = rlReadTexturePixels(*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); + + int size = texture->width*texture->height*4; // RGBA 32bit only + int offset = size; + + int mipWidth = texture->width/2; + int mipHeight = texture->height/2; + + // Load the mipmaps + for (int level = 1; level < mipmapCount; level++) + { + glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset); + + size = mipWidth*mipHeight*4; + offset += size; + + mipWidth /= 2; + mipHeight /= 2; + } + + TraceLog(LOG_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); + + texture->mipmaps = mipmapCount + 1; +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE + glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically + TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps + + #define MIN(a,b) (((a)<(b))?(a):(b)) + #define MAX(a,b) (((a)>(b))?(a):(b)) + + texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2)); +#endif + } + else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id); + + glBindTexture(GL_TEXTURE_2D, 0); +} + +// Upload vertex data into a VAO (if supported) and VBO +// TODO: Check if mesh has already been loaded in GPU +void rlLoadMesh(Mesh *mesh, bool dynamic) +{ + mesh->vaoId = 0; // Vertex Array Object + mesh->vboId[0] = 0; // Vertex positions VBO + mesh->vboId[1] = 0; // Vertex texcoords VBO + mesh->vboId[2] = 0; // Vertex normals VBO + mesh->vboId[3] = 0; // Vertex colors VBO + mesh->vboId[4] = 0; // Vertex tangents VBO + mesh->vboId[5] = 0; // Vertex texcoords2 VBO + mesh->vboId[6] = 0; // Vertex indices VBO + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + int drawHint = GL_STATIC_DRAW; + if (dynamic) drawHint = GL_DYNAMIC_DRAW; + + if (vaoSupported) + { + // Initialize Quads VAO (Buffer A) + glGenVertexArrays(1, &mesh->vaoId); + glBindVertexArray(mesh->vaoId); + } + + // NOTE: Attributes must be uploaded considering default locations points + + // Enable vertex attributes: position (shader-location = 0) + glGenBuffers(1, &mesh->vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); + glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(0); + + // Enable vertex attributes: texcoords (shader-location = 1) + glGenBuffers(1, &mesh->vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); + glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(1); + + // Enable vertex attributes: normals (shader-location = 2) + if (mesh->normals != NULL) + { + glGenBuffers(1, &mesh->vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); + glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(2); + } + else + { + // Default color vertex attribute set to WHITE + glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(2); + } + + // Default color vertex attribute (shader-location = 3) + if (mesh->colors != NULL) + { + glGenBuffers(1, &mesh->vboId[3]); + glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint); + glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(3); + } + else + { + // Default color vertex attribute set to WHITE + glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(3); + } + + // Default tangent vertex attribute (shader-location = 4) + if (mesh->tangents != NULL) + { + glGenBuffers(1, &mesh->vboId[4]); + glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint); + glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(4); + } + else + { + // Default tangents vertex attribute + glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); + glDisableVertexAttribArray(4); + } + + // Default texcoord2 vertex attribute (shader-location = 5) + if (mesh->texcoords2 != NULL) + { + glGenBuffers(1, &mesh->vboId[5]); + glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); + glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(5); + } + else + { + // Default tangents vertex attribute + glVertexAttrib2f(5, 0.0f, 0.0f); + glDisableVertexAttribArray(5); + } + + if (mesh->indices != NULL) + { + glGenBuffers(1, &mesh->vboId[6]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW); + } + + if (vaoSupported) + { + if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); + else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)"); + } + else + { + TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)"); + } +#endif +} + +// Update vertex data on GPU (upload new data to one buffer) +void rlUpdateMesh(Mesh mesh, int buffer, int numVertex) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Activate mesh VAO + if (vaoSupported) glBindVertexArray(mesh.vaoId); + + switch (buffer) + { + case 0: // Update vertices (vertex position) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices); + + } break; + case 1: // Update texcoords (vertex texture coordinates) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords); + + } break; + case 2: // Update normals (vertex normals) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); + + } break; + case 3: // Update colors (vertex colors) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); + + } break; + case 4: // Update tangents (vertex tangents) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); + } break; + case 5: // Update texcoords2 (vertex second texture coordinates) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); + if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); + else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); + } break; + default: break; + } + + // Unbind the current VAO + if (vaoSupported) glBindVertexArray(0); + + // Another option would be using buffer mapping... + //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + // Now we can modify vertices + //glUnmapBuffer(GL_ARRAY_BUFFER); +#endif +} + +// Draw a 3d mesh with material and transform +void rlDrawMesh(Mesh mesh, Material material, Matrix transform) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id); + + // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model + glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array + glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array + if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array + if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array + + glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array + glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array + if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array + if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array + + rlPushMatrix(); + rlMultMatrixf(MatrixToFloat(transform)); + rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a); + + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + rlPopMatrix(); + + glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array + glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array + if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array + if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array + + glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Bind shader program + glUseProgram(material.shader.id); + + // Matrices and other values required by shader + //----------------------------------------------------- + // Calculate and send to shader model matrix (used by PBR shader) + SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); + + // Upload to shader material.colDiffuse + if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) + glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255, + (float)material.maps[MAP_DIFFUSE].color.g/255, + (float)material.maps[MAP_DIFFUSE].color.b/255, + (float)material.maps[MAP_DIFFUSE].color.a/255); + + // Upload to shader material.colSpecular (if available) + if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) + glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255, + (float)material.maps[MAP_SPECULAR].color.g/255, + (float)material.maps[MAP_SPECULAR].color.b/255, + (float)material.maps[MAP_SPECULAR].color.a/255); + + if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview); + if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection); + + // 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() + Matrix matView = modelview; // View matrix (camera) + Matrix matProjection = projection; // Projection matrix (perspective) + + // Calculate model-view matrix combining matModel and matView + Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates + //----------------------------------------------------- + + // Bind active texture maps (if available) + for (int i = 0; i < MAX_MATERIAL_MAPS; i++) + { + if (material.maps[i].texture.id > 0) + { + glActiveTexture(GL_TEXTURE0 + i); + if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); + else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); + + glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); + } + } + + // Bind vertex array objects (or VBOs) + if (vaoSupported) glBindVertexArray(mesh.vaoId); + else + { + // TODO: Simplify VBO binding into a for loop + + // Bind mesh VBO data: vertex position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); + + // Bind mesh VBO data: vertex texcoords (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); + + // Bind mesh VBO data: vertex normals (shader-location = 2, if available) + if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); + } + + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) + if (material.shader.locs[LOC_VERTEX_COLOR] != -1) + { + if (mesh.vboId[3] != 0) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); + } + else + { + // Set default value for unused attribute + // NOTE: Required when using default shader and no VAO support + glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); + } + } + + // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) + if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); + } + + // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) + if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); + glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); + } + + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); + } + + int eyesCount = 1; +#if defined(SUPPORT_VR_SIMULATOR) + if (vrStereoRender) eyesCount = 2; +#endif + + for (int eye = 0; eye < eyesCount; eye++) + { + if (eyesCount == 1) modelview = matModelView; + #if defined(SUPPORT_VR_SIMULATOR) + else SetStereoView(eye, matProjection, matModelView); + #endif + + // Calculate model-view-projection matrix (MVP) + Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates + + // Send combined model-view-projection matrix to shader + glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); + + // Draw call! + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + } + + // Unbind all binded texture maps + for (int i = 0; i < MAX_MATERIAL_MAPS; i++) + { + glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture + if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture + } + + // Unind vertex array objects (or VBOs) + if (vaoSupported) glBindVertexArray(0); + else + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + // Unbind shader program + glUseProgram(0); + + // Restore projection/modelview matrices + // NOTE: In stereo rendering matrices are being modified to fit every eye + projection = matProjection; + modelview = matView; +#endif +} + +// Unload mesh data from CPU and GPU +void rlUnloadMesh(Mesh *mesh) +{ + if (mesh->vertices != NULL) free(mesh->vertices); + if (mesh->texcoords != NULL) free(mesh->texcoords); + if (mesh->normals != NULL) free(mesh->normals); + if (mesh->colors != NULL) free(mesh->colors); + if (mesh->tangents != NULL) free(mesh->tangents); + if (mesh->texcoords2 != NULL) free(mesh->texcoords2); + if (mesh->indices != NULL) free(mesh->indices); + + rlDeleteBuffers(mesh->vboId[0]); // vertex + rlDeleteBuffers(mesh->vboId[1]); // texcoords + rlDeleteBuffers(mesh->vboId[2]); // normals + rlDeleteBuffers(mesh->vboId[3]); // colors + rlDeleteBuffers(mesh->vboId[4]); // tangents + rlDeleteBuffers(mesh->vboId[5]); // texcoords2 + rlDeleteBuffers(mesh->vboId[6]); // indices + + rlDeleteVertexArrays(mesh->vaoId); +} + +// Read screen pixel data (color buffer) +unsigned char *rlReadScreenPixels(int width, int height) +{ + unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char)); + + // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); + + // Flip image vertically! + unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4); + + for (int y = height - 1; y >= 0; y--) + { + for (int x = 0; x < (width*4); x++) + { + // Flip line + imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; + + // Set alpha component value to 255 (no trasparent image retrieval) + // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! + if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; + } + } + + free(screenData); + + return imgData; // NOTE: image data should be freed +} + +// Read texture pixel data +// NOTE: glGetTexImage() is not available on OpenGL ES 2.0 +// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. +void *rlReadTexturePixels(Texture2D texture) +{ + void *pixels = NULL; + +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + glBindTexture(GL_TEXTURE_2D, texture.id); + + // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) + /* + int width, height, format; + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); + // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE + */ + + int glFormat = 0, glType = 0; + + unsigned int size = texture.width*texture.height; + + // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1 + // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 + + switch (texture.format) + { +#if defined(GRAPHICS_API_OPENGL_11) + case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha) + case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels) +#elif defined(GRAPHICS_API_OPENGL_33) + case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break; + case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break; +#endif + case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp + case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp + case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha) + case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha) + case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp + default: TraceLog(LOG_WARNING, "Texture data retrieval, format not suported"); break; + } + + // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. + // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. + // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) + // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); + + glBindTexture(GL_TEXTURE_2D, 0); +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + + RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height); + + // NOTE: Two possible Options: + // 1 - Bind texture to color fbo attachment and glReadPixels() + // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() + +#define GET_TEXTURE_FBO_OPTION_1 // It works +#if defined(GET_TEXTURE_FBO_OPTION_1) + glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); + glBindTexture(GL_TEXTURE_2D, 0); + + // Attach our texture to FBO -> Texture must be RGB + // NOTE: Previoust attached texture is automatically detached + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); + + pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char)); + + // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture... + glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Re-attach internal FBO color texture before deleting it + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + +#elif defined(GET_TEXTURE_FBO_OPTION_2) + // Render texture to fbo + glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClearDepthf(1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glViewport(0, 0, width, height); + //glMatrixMode(GL_PROJECTION); + //glLoadIdentity(); + rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); + //glMatrixMode(GL_MODELVIEW); + //glLoadIdentity(); + //glDisable(GL_TEXTURE_2D); + //glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + + Model quad; + //quad.mesh = GenMeshQuad(width, height); + quad.transform = MatrixIdentity(); + quad.shader = defaultShader; + + DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); + + pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char)); + + glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels); + + // Bind framebuffer 0, which means render to back buffer + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + UnloadModel(quad); +#endif // GET_TEXTURE_FBO_OPTION + + // Clean up temporal fbo + rlDeleteRenderTextures(fbo); + +#endif + + return pixels; +} + +/* +// TODO: Record draw calls to be processed in batch +// NOTE: Global state must be kept +void rlRecordDraw(void) +{ + // TODO: Before adding a new draw, check if anything changed from last stored draw +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id? + draws[drawsCounter].textureId = currentState.textureId; // whiteTexture? + draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id + draws[drawsCounter].projection = projection; + draws[drawsCounter].modelview = modelview; + draws[drawsCounter].vertexCount = currentState.vertexCount; + + drawsCounter++; +#endif +} +*/ + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Shaders Functions +// NOTE: Those functions are exposed directly to the user in raylib.h +//---------------------------------------------------------------------------------- + +// Get default internal texture (white texture) +Texture2D GetTextureDefault(void) +{ + Texture2D texture; + + texture.id = whiteTexture; + texture.width = 1; + texture.height = 1; + texture.mipmaps = 1; + texture.format = UNCOMPRESSED_R8G8B8A8; + + return texture; +} + +// Get default shader +Shader GetShaderDefault(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + return defaultShader; +#else + Shader shader = { 0 }; + return shader; +#endif +} + +// Load text data from file +// NOTE: text chars array should be freed manually +char *LoadText(const char *fileName) +{ + FILE *textFile; + char *text = NULL; + + int count = 0; + + if (fileName != NULL) + { + textFile = fopen(fileName,"rt"); + + if (textFile != NULL) + { + fseek(textFile, 0, SEEK_END); + count = ftell(textFile); + rewind(textFile); + + if (count > 0) + { + text = (char *)malloc(sizeof(char)*(count + 1)); + count = fread(text, sizeof(char), count, textFile); + text[count] = '\0'; + } + + fclose(textFile); + } + else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName); + } + + return text; +} + +// Load shader from files and bind default locations +Shader LoadShader(char *vsFileName, char *fsFileName) +{ + Shader shader = { 0 }; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Shaders loading from external text file + char *vShaderStr = LoadText(vsFileName); + char *fShaderStr = LoadText(fsFileName); + + if ((vShaderStr != NULL) && (fShaderStr != NULL)) + { + shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + + // After shader loading, we TRY to set default location names + if (shader.id > 0) SetShaderDefaultLocations(&shader); + + // Shader strings must be freed + free(vShaderStr); + free(fShaderStr); + } + + if (shader.id == 0) + { + TraceLog(LOG_WARNING, "Custom shader could not be loaded"); + shader = defaultShader; + } + + + // Get available shader uniforms + // NOTE: This information is useful for debug... + int uniformCount = -1; + + glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount); + + for(int i = 0; i < uniformCount; i++) + { + int namelen = -1; + int num = -1; + char name[256]; // Assume no variable names longer than 256 + GLenum type = GL_ZERO; + + // Get the name of the uniforms + glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name); + + name[namelen] = 0; + + // Get the location of the named uniform + GLuint location = glGetUniformLocation(shader.id, name); + + TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location); + } + +#endif + + return shader; +} + +// Unload shader from GPU memory (VRAM) +void UnloadShader(Shader shader) +{ + if (shader.id > 0) + { + rlDeleteShader(shader.id); + TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id); + } +} + +// Begin custom shader mode +void BeginShaderMode(Shader shader) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (currentShader.id != shader.id) + { + rlglDraw(); + currentShader = shader; + } +#endif +} + +// End custom shader mode (returns to default shader) +void EndShaderMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + BeginShaderMode(defaultShader); +#endif +} + +// Get shader uniform location +int GetShaderLocation(Shader shader, const char *uniformName) +{ + int location = -1; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + location = glGetUniformLocation(shader.id, uniformName); + + if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName); + else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location); +#endif + return location; +} + +// Set shader uniform value (float) +void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(shader.id); + + if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float + else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2 + else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3 + else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4 + else TraceLog(LOG_WARNING, "Shader value float array size not supported"); + + //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set +#endif +} + +// Set shader uniform value (int) +void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(shader.id); + + if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int + else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2 + else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3 + else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4 + else TraceLog(LOG_WARNING, "Shader value int array size not supported"); + + //glUseProgram(0); +#endif +} + +// Set shader uniform value (matrix 4x4) +void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glUseProgram(shader.id); + + glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); + + //glUseProgram(0); +#endif +} + +// Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixProjection(Matrix proj) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + projection = proj; +#endif +} + +// Set a custom modelview matrix (replaces internal modelview matrix) +void SetMatrixModelview(Matrix view) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + modelview = view; +#endif +} + +// Generate cubemap texture from HDR texture +// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) +{ + Texture2D cubemap = { 0 }; +#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader + // Other locations should be setup externally in shader before calling the function + + // Set up depth face culling and cubemap seamless + glDisable(GL_CULL_FACE); +#if defined(GRAPHICS_API_OPENGL_33) + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0 +#endif + + + // Setup framebuffer + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + + // Set up cubemap to render and attach to framebuffer + // NOTE: faces are stored with 16 bit floating point values + glGenTextures(1, &cubemap.id); + glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); + for (unsigned int i = 0; i < 6; i++) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +#if defined(GRAPHICS_API_OPENGL_33) + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 +#endif + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Create projection (transposed) and different views for each face + Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); + //MatrixTranspose(&fboProjection); + Matrix fboViews[6] = { + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) + }; + + // Convert HDR equirectangular environment map to cubemap equivalent + glUseProgram(shader.id); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, skyHDR.id); + SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); + + // Note: don't forget to configure the viewport to the capture dimensions + glViewport(0, 0, size, size); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + for (unsigned int i = 0; i < 6; i++) + { + SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GenDrawCube(); + } + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Reset viewport dimensions to default + glViewport(0, 0, screenWidth, screenHeight); + //glEnable(GL_CULL_FACE); + + cubemap.width = size; + cubemap.height = size; +#endif + return cubemap; +} + +// Generate irradiance texture using cubemap data +// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) +{ + Texture2D irradiance = { 0 }; + +#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader + // Other locations should be setup externally in shader before calling the function + + // Setup framebuffer + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + + // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale + glGenTextures(1, &irradiance.id); + glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); + for (unsigned int i = 0; i < 6; i++) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Create projection (transposed) and different views for each face + Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); + //MatrixTranspose(&fboProjection); + Matrix fboViews[6] = { + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) + }; + + // Solve diffuse integral by convolution to create an irradiance cubemap + glUseProgram(shader.id); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); + SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); + + // Note: don't forget to configure the viewport to the capture dimensions + glViewport(0, 0, size, size); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + for (unsigned int i = 0; i < 6; i++) + { + SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GenDrawCube(); + } + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Reset viewport dimensions to default + glViewport(0, 0, screenWidth, screenHeight); + + irradiance.width = size; + irradiance.height = size; +#endif + return irradiance; +} + +// Generate prefilter texture using cubemap data +// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) +{ + Texture2D prefilter = { 0 }; + +#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader + // Other locations should be setup externally in shader before calling the function + // TODO: Locations should be taken out of this function... too shader dependant... + int roughnessLoc = GetShaderLocation(shader, "roughness"); + + // Setup framebuffer + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); + + // Create a prefiltered HDR environment map + glGenTextures(1, &prefilter.id); + glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); + for (unsigned int i = 0; i < 6; i++) + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Generate mipmaps for the prefiltered HDR texture + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + + // Create projection (transposed) and different views for each face + Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); + //MatrixTranspose(&fboProjection); + Matrix fboViews[6] = { + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), + MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) + }; + + // Prefilter HDR and store data into mipmap levels + glUseProgram(shader.id); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); + SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + + #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps + + for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) + { + // Resize framebuffer according to mip-level size. + unsigned int mipWidth = size*powf(0.5f, mip); + unsigned int mipHeight = size*powf(0.5f, mip); + + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); + glViewport(0, 0, mipWidth, mipHeight); + + float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); + glUniform1f(roughnessLoc, roughness); + + for (unsigned int i = 0; i < 6; ++i) + { + SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GenDrawCube(); + } + } + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Reset viewport dimensions to default + glViewport(0, 0, screenWidth, screenHeight); + + prefilter.width = size; + prefilter.height = size; +#endif + return prefilter; +} + +// Generate BRDF texture using cubemap data +// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 +Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) +{ + Texture2D brdf = { 0 }; +#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) + // Generate BRDF convolution texture + glGenTextures(1, &brdf.id); + glBindTexture(GL_TEXTURE_2D, brdf.id); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Render BRDF LUT into a quad using FBO + unsigned int fbo, rbo; + glGenFramebuffers(1, &fbo); + glGenRenderbuffers(1, &rbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glBindRenderbuffer(GL_RENDERBUFFER, rbo); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); + + glViewport(0, 0, size, size); + glUseProgram(shader.id); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GenDrawQuad(); + + // Unbind framebuffer and textures + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Reset viewport dimensions to default + glViewport(0, 0, screenWidth, screenHeight); + + brdf.width = size; + brdf.height = size; +#endif + return brdf; +} + +// Begin blending mode (alpha, additive, multiplied) +// NOTE: Only 3 blending modes supported, default blend mode is alpha +void BeginBlendMode(int mode) +{ + if ((blendMode != mode) && (mode < 3)) + { + rlglDraw(); + + switch (mode) + { + case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; + case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE); + case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; + default: break; + } + + blendMode = mode; + } +} + +// End blending mode (reset to default: alpha blending) +void EndBlendMode(void) +{ + BeginBlendMode(BLEND_ALPHA); +} + +#if defined(SUPPORT_VR_SIMULATOR) +// Init VR simulator for selected device +// NOTE: It modifies the global variable: VrDeviceInfo hmd +void InitVrSimulator(int vrDevice) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (vrDevice == HMD_OCULUS_RIFT_DK2) + { + // Oculus Rift DK2 parameters + hmd.hResolution = 1280; // HMD horizontal resolution in pixels + hmd.vResolution = 800; // HMD vertical resolution in pixels + hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters + hmd.vScreenSize = 0.09356f; // HMD vertical size in meters + hmd.vScreenCenter = 0.04678f; // HMD screen center in meters + hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters + hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters + hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters + hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 + hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 + hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 + hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 + hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 + hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 + hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 + hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 + + TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)"); + } + else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1)) + { + // Oculus Rift CV1 parameters + // NOTE: CV1 represents a complete HMD redesign compared to previous versions, + // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, + // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. + // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering + // but result is not the same obtained with Oculus PC SDK. + hmd.hResolution = 2160; // HMD horizontal resolution in pixels + hmd.vResolution = 1200; // HMD vertical resolution in pixels + hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters + hmd.vScreenSize = 0.0669f; // HMD vertical size in meters + hmd.vScreenCenter = 0.04678f; // HMD screen center in meters + hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters + hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters + hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters + hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 + hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 + hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 + hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 + hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 + hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 + hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 + hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 + + TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)"); + } + else + { + TraceLog(LOG_WARNING, "VR Simulator doesn't support selected device parameters,"); + TraceLog(LOG_WARNING, "using default VR Simulator parameters"); + } + + // Initialize framebuffer and textures for stereo rendering + // NOTE: screen size should match HMD aspect ratio + vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight); + +#if defined(SUPPORT_DISTORTION_SHADER) + // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) + vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); + if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader); +#endif + + SetStereoConfig(hmd); + + vrSimulatorReady = true; +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1"); +#endif +} + +// Close VR simulator for current device +void CloseVrSimulator(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (vrSimulatorReady) + { + rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture + #if defined(SUPPORT_DISTORTION_SHADER) + UnloadShader(vrConfig.distortionShader); // Unload distortion shader + #endif + } +#endif +} + +// Detect if VR simulator is running +bool IsVrSimulatorReady(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + return vrSimulatorReady; +#else + return false; +#endif +} + +// Enable/Disable VR experience (device or simulator) +void ToggleVrMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + vrSimulatorReady = !vrSimulatorReady; + + if (!vrSimulatorReady) + { + vrStereoRender = false; + + // Reset viewport and default projection-modelview matrices + rlViewport(0, 0, screenWidth, screenHeight); + projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); + modelview = MatrixIdentity(); + } + else vrStereoRender = true; +#endif +} + +// Update VR tracking (position and orientation) and camera +// NOTE: Camera (position, target, up) gets update with head tracking information +void UpdateVrTracking(Camera *camera) +{ + // TODO: Simulate 1st person camera system +} + +// Begin Oculus drawing configuration +void BeginVrDrawing(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (vrSimulatorReady) + { + // Setup framebuffer for stereo rendering + rlEnableRenderTexture(vrConfig.stereoFbo.id); + + // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) + // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: + // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB + // - Do NOT enable GL_FRAMEBUFFER_SRGB + //glEnable(GL_FRAMEBUFFER_SRGB); + + //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) + rlClearScreenBuffers(); // Clear current framebuffer(s) + + vrStereoRender = true; + } +#endif +} + +// End Oculus drawing process (and desktop mirror) +void EndVrDrawing(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (vrSimulatorReady) + { + vrStereoRender = false; // Disable stereo render + + rlDisableRenderTexture(); // Unbind current framebuffer + + rlClearScreenBuffers(); // Clear current framebuffer + + // Set viewport to default framebuffer size (screen size) + rlViewport(0, 0, screenWidth, screenHeight); + + // Let rlgl reconfigure internal matrices + rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix + rlLoadIdentity(); // Reset internal projection matrix + rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix + rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix + rlLoadIdentity(); // Reset internal modelview matrix + +#if defined(SUPPORT_DISTORTION_SHADER) + // Draw RenderTexture (stereoFbo) using distortion shader + currentShader = vrConfig.distortionShader; +#else + currentShader = GetShaderDefault(); +#endif + + rlEnableTexture(vrConfig.stereoFbo.texture.id); + + rlPushMatrix(); + rlBegin(RL_QUADS); + rlColor4ub(255, 255, 255, 255); + rlNormal3f(0.0f, 0.0f, 1.0f); + + // Bottom-left corner for texture and quad + rlTexCoord2f(0.0f, 1.0f); + rlVertex2f(0.0f, 0.0f); + + // Bottom-right corner for texture and quad + rlTexCoord2f(0.0f, 0.0f); + rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height); + + // Top-right corner for texture and quad + rlTexCoord2f(1.0f, 0.0f); + rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height); + + // Top-left corner for texture and quad + rlTexCoord2f(1.0f, 1.0f); + rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f); + rlEnd(); + rlPopMatrix(); + + rlDisableTexture(); + + // Update and draw render texture fbo with distortion to backbuffer + UpdateBuffersDefault(); + DrawBuffersDefault(); + + // Restore defaultShader + currentShader = defaultShader; + + // Reset viewport and default projection-modelview matrices + rlViewport(0, 0, screenWidth, screenHeight); + projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); + modelview = MatrixIdentity(); + + rlDisableDepthTest(); + } +#endif +} +#endif // SUPPORT_VR_SIMULATOR + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Convert image data to OpenGL texture (returns OpenGL valid Id) +// NOTE: Expected compressed image data and POT image +static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount) +{ + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + int blockSize = 0; // Bytes every block + int offset = 0; + + if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) || + (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) || +#if defined(GRAPHICS_API_OPENGL_ES2) + (compressedFormat == GL_ETC1_RGB8_OES) || +#endif + (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8; + else blockSize = 16; + + // Load the mipmap levels + for (int level = 0; level < mipmapCount && (width || height); level++) + { + unsigned int size = 0; + + size = ((width + 3)/4)*((height + 3)/4)*blockSize; + + glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset); + + offset += size; + width /= 2; + height /= 2; + + // Security check for NPOT textures + if (width < 1) width = 1; + if (height < 1) height = 1; + } +} + +// Load custom shader strings and return program id +static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLuint vertexShader; + GLuint fragmentShader; + + vertexShader = glCreateShader(GL_VERTEX_SHADER); + fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *pvs = vShaderStr; + const char *pfs = fShaderStr; + + glShaderSource(vertexShader, 1, &pvs, NULL); + glShaderSource(fragmentShader, 1, &pfs, NULL); + + GLint success = 0; + + glCompileShader(vertexShader); + + glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) + { + TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); + + int maxLength = 0; + int length; + + glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); + +#ifdef _MSC_VER + char *log = malloc(maxLength); +#else + char log[maxLength]; +#endif + glGetShaderInfoLog(vertexShader, maxLength, &length, log); + + TraceLog(LOG_INFO, "%s", log); + +#ifdef _MSC_VER + free(log); +#endif + } + else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); + + glCompileShader(fragmentShader); + + glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); + + if (success != GL_TRUE) + { + TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); + + int maxLength = 0; + int length; + + glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); + +#ifdef _MSC_VER + char *log = malloc(maxLength); +#else + char log[maxLength]; +#endif + glGetShaderInfoLog(fragmentShader, maxLength, &length, log); + + TraceLog(LOG_INFO, "%s", log); + +#ifdef _MSC_VER + free(log); +#endif + } + else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); + + program = glCreateProgram(); + + glAttachShader(program, vertexShader); + glAttachShader(program, fragmentShader); + + // NOTE: Default attribute shader locations must be binded before linking + glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); + glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); + glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME); + glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); + glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); + glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); + + // NOTE: If some attrib name is no found on the shader, it locations becomes -1 + + glLinkProgram(program); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program); + + int maxLength = 0; + int length; + + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + +#ifdef _MSC_VER + char *log = malloc(maxLength); +#else + char log[maxLength]; +#endif + glGetProgramInfoLog(program, maxLength, &length, log); + + TraceLog(LOG_INFO, "%s", log); + +#ifdef _MSC_VER + free(log); +#endif + glDeleteProgram(program); + + program = 0; + } + else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program); + + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); +#endif + return program; +} + + +// Load default shader (just vertex positioning and texture coloring) +// NOTE: This shader program is used for batch buffers (lines, triangles, quads) +static Shader LoadShaderDefault(void) +{ + Shader shader; + + // Vertex shader directly defined, no external file required + char vDefaultShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#endif + "uniform mat4 mvp; \n" + "void main() \n" + "{ \n" + " fragTexCoord = vertexTexCoord; \n" + " fragColor = vertexColor; \n" + " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" + "} \n"; + + // Fragment shader directly defined, no external file required + char fDefaultShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" +#endif + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" +#endif + "} \n"; + + shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr); + + if (shader.id > 0) + { + TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); + + // Set default shader locations + // Get handles to GLSL input attibute locations + shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); + shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); + shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); + + // Get handles to GLSL uniform locations + shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); + shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); + shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); + } + else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); + + return shader; +} + +// Get location handlers to for shader attributes and uniforms +// NOTE: If any location is not found, loc point becomes -1 +static void SetShaderDefaultLocations(Shader *shader) +{ + // NOTE: Default shader attrib locations have been fixed before linking: + // vertex position location = 0 + // vertex texcoord location = 1 + // vertex normal location = 2 + // vertex color location = 3 + // vertex tangent location = 4 + // vertex texcoord2 location = 5 + + // Get handles to GLSL input attibute locations + shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); + shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); + shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); + shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); + shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); + + // Get handles to GLSL uniform locations (vertex shader) + shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); + shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); + shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); + + // Get handles to GLSL uniform locations (fragment shader) + shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); + shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); + shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1"); + shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2"); + + // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented) +} + +// Unload default shader +static void UnloadShaderDefault(void) +{ + glUseProgram(0); + + //glDetachShader(defaultShader, vertexShader); + //glDetachShader(defaultShader, fragmentShader); + //glDeleteShader(vertexShader); // Already deleted on shader compilation + //glDeleteShader(fragmentShader); // Already deleted on shader compilation + glDeleteProgram(defaultShader.id); +} + +// Load default internal buffers (lines, triangles, quads) +static void LoadBuffersDefault(void) +{ + // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) + //-------------------------------------------------------------------------------------------- + + // Lines - Initialize arrays (vertex position and color data) + lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line + lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line + lines.texcoords = NULL; + lines.indices = NULL; + + for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f; + for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0; + + lines.vCounter = 0; + lines.cCounter = 0; + lines.tcCounter = 0; + + // Triangles - Initialize arrays (vertex position and color data) + triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle + triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle + triangles.texcoords = NULL; + triangles.indices = NULL; + + for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f; + for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0; + + triangles.vCounter = 0; + triangles.cCounter = 0; + triangles.tcCounter = 0; + + // Quads - Initialize arrays (vertex position, texcoord, color data and indexes) + quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad + quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad + quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad +#if defined(GRAPHICS_API_OPENGL_33) + quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) +#elif defined(GRAPHICS_API_OPENGL_ES2) + 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; + + int k = 0; + + // Indices can be initialized right now + for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6) + { + quads.indices[i] = 4*k; + quads.indices[i+1] = 4*k+1; + quads.indices[i+2] = 4*k+2; + quads.indices[i+3] = 4*k; + quads.indices[i+4] = 4*k+2; + quads.indices[i+5] = 4*k+3; + + k++; + } + + quads.vCounter = 0; + quads.tcCounter = 0; + quads.cCounter = 0; + + TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)"); + //-------------------------------------------------------------------------------------------- + + // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads) + // NOTE: Default buffers are linked to use currentShader (defaultShader) + //-------------------------------------------------------------------------------------------- + + // Upload and link lines vertex buffers + if (vaoSupported) + { + // Initialize Lines VAO + glGenVertexArrays(1, &lines.vaoId); + glBindVertexArray(lines.vaoId); + } + + // Lines - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(2, &lines.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(2, &lines.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId); + else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]); + + // Upload and link triangles vertex buffers + if (vaoSupported) + { + // Initialize Triangles VAO + glGenVertexArrays(1, &triangles.vaoId); + glBindVertexArray(triangles.vaoId); + } + + // Triangles - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(1, &triangles.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &triangles.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId); + else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]); + + // Upload and link quads vertex buffers + if (vaoSupported) + { + // Initialize Quads VAO + glGenVertexArrays(1, &quads.vaoId); + glBindVertexArray(quads.vaoId); + } + + // Quads - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(1, &quads.vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + + // Vertex texcoord buffer (shader-location = 1) + glGenBuffers(1, &quads.vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); + glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &quads.vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); + glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + // Fill index buffer + glGenBuffers(1, &quads.vboId[3]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); +#if defined(GRAPHICS_API_OPENGL_33) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); +#elif defined(GRAPHICS_API_OPENGL_ES2) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); +#endif + + if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId); + else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]); + + // Unbind the current VAO + if (vaoSupported) glBindVertexArray(0); + //-------------------------------------------------------------------------------------------- +} + +// Update default internal buffers (VAOs/VBOs) with vertex array data +// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) +// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) +static void UpdateBuffersDefault(void) +{ + // Update lines vertex buffers + if (lines.vCounter > 0) + { + // Activate Lines VAO + if (vaoSupported) glBindVertexArray(lines.vaoId); + + // Lines - vertex positions buffer + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer + + // Lines - colors buffer + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors); + } + + // Update triangles vertex buffers + if (triangles.vCounter > 0) + { + // Activate Triangles VAO + if (vaoSupported) glBindVertexArray(triangles.vaoId); + + // Triangles - vertex positions buffer + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices); + + // Triangles - colors buffer + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors); + } + + // Update quads vertex buffers + if (quads.vCounter > 0) + { + // Activate Quads VAO + if (vaoSupported) glBindVertexArray(quads.vaoId); + + // Quads - vertex positions buffer + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); + + // Quads - texture coordinates buffer + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); + + // Quads - colors buffer + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors); + + // Another option would be using buffer mapping... + //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + // Now we can modify vertices + //glUnmapBuffer(GL_ARRAY_BUFFER); + } + //-------------------------------------------------------------- + + // Unbind the current VAO + if (vaoSupported) glBindVertexArray(0); +} + +// Draw default internal buffers vertex data +// NOTE: We draw in this order: lines, triangles, quads +static void DrawBuffersDefault(void) +{ + Matrix matProjection = projection; + Matrix matModelView = modelview; + + int eyesCount = 1; +#if defined(SUPPORT_VR_SIMULATOR) + if (vrStereoRender) eyesCount = 2; +#endif + + for (int eye = 0; eye < eyesCount; eye++) + { + #if defined(SUPPORT_VR_SIMULATOR) + if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); + #endif + + // Set current shader and upload current MVP matrix + if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) + { + glUseProgram(currentShader.id); + + // Create modelview-projection matrix + Matrix matMVP = MatrixMultiply(modelview, projection); + + glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); + glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); + + // NOTE: Additional map textures not considered for default buffers drawing + } + + // Draw lines buffers + if (lines.vCounter > 0) + { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(lines.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + } + + glDrawArrays(GL_LINES, 0, lines.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw triangles buffers + if (triangles.vCounter > 0) + { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(triangles.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + } + + glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Draw quads buffers + if (quads.vCounter > 0) + { + int quadsCount = 0; + int numIndicesToProcess = 0; + int indicesOffset = 0; + + if (vaoSupported) + { + glBindVertexArray(quads.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); + glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + } + + //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter); + + for (int i = 0; i < drawsCounter; i++) + { + quadsCount = draws[i].vertexCount/4; + numIndicesToProcess = quadsCount*6; // Get number of Quads*6 index by Quad + + //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, draws[i].textureId); + + // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process + #if defined(GRAPHICS_API_OPENGL_33) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset)); + #elif defined(GRAPHICS_API_OPENGL_ES2) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset)); + #endif + //GLenum err; + //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! + + indicesOffset += draws[i].vertexCount/4*6; + } + + if (!vaoSupported) + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + } + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + + glUseProgram(0); // Unbind shader program + } + + // Reset draws counter + drawsCounter = 1; + draws[0].textureId = whiteTexture; + draws[0].vertexCount = 0; + + // Reset vertex counters for next frame + lines.vCounter = 0; + lines.cCounter = 0; + triangles.vCounter = 0; + triangles.cCounter = 0; + quads.vCounter = 0; + quads.tcCounter = 0; + quads.cCounter = 0; + + // Reset depth for next draw + currentDepth = -1.0f; + + // Restore projection/modelview matrices + projection = matProjection; + modelview = matModelView; +} + +// Unload default internal buffers vertex data from CPU and GPU +static void UnloadBuffersDefault(void) +{ + // Unbind everything + if (vaoSupported) glBindVertexArray(0); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(2); + glDisableVertexAttribArray(3); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // Delete VBOs from GPU (VRAM) + glDeleteBuffers(1, &lines.vboId[0]); + glDeleteBuffers(1, &lines.vboId[1]); + glDeleteBuffers(1, &triangles.vboId[0]); + glDeleteBuffers(1, &triangles.vboId[1]); + glDeleteBuffers(1, &quads.vboId[0]); + glDeleteBuffers(1, &quads.vboId[1]); + glDeleteBuffers(1, &quads.vboId[2]); + glDeleteBuffers(1, &quads.vboId[3]); + + if (vaoSupported) + { + // Delete VAOs from GPU (VRAM) + glDeleteVertexArrays(1, &lines.vaoId); + glDeleteVertexArrays(1, &triangles.vaoId); + glDeleteVertexArrays(1, &quads.vaoId); + } + + // Free vertex arrays memory from CPU (RAM) + free(lines.vertices); + free(lines.colors); + + free(triangles.vertices); + free(triangles.colors); + + free(quads.vertices); + free(quads.texcoords); + free(quads.colors); + free(quads.indices); +} + +// Renders a 1x1 XY quad in NDC +static void GenDrawQuad(void) +{ + unsigned int quadVAO = 0; + unsigned int quadVBO = 0; + + float vertices[] = { + // Positions // Texture Coords + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + }; + + // Set up plane VAO + glGenVertexArrays(1, &quadVAO); + glGenBuffers(1, &quadVBO); + glBindVertexArray(quadVAO); + + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); + + // Link vertex attributes + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); + + // Draw quad + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); + + glDeleteBuffers(1, &quadVBO); + glDeleteVertexArrays(1, &quadVAO); +} + +// Renders a 1x1 3D cube in NDC +static void GenDrawCube(void) +{ + unsigned int cubeVAO = 0; + unsigned int cubeVBO = 0; + + float vertices[] = { + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f + }; + + // Set up cube VAO + glGenVertexArrays(1, &cubeVAO); + glGenBuffers(1, &cubeVBO); + + // Fill buffer + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + // Link vertex attributes + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + // Draw cube + glBindVertexArray(cubeVAO); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + glDeleteBuffers(1, &cubeVBO); + glDeleteVertexArrays(1, &cubeVAO); +} + +#if defined(SUPPORT_VR_SIMULATOR) +// Configure stereo rendering (including distortion shader) with HMD device parameters +static void SetStereoConfig(VrDeviceInfo hmd) +{ + // Compute aspect ratio + float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; + + // Compute lens parameters + float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; + float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; + float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; + float leftScreenCenter[2] = { 0.25f, 0.5f }; + float rightScreenCenter[2] = { 0.75f, 0.5f }; + + // Compute distortion scale parameters + // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] + float lensRadius = fabsf(-1.0f - 4.0f*lensShift); + float lensRadiusSq = lensRadius*lensRadius; + float distortionScale = hmd.distortionK[0] + + hmd.distortionK[1]*lensRadiusSq + + hmd.distortionK[2]*lensRadiusSq*lensRadiusSq + + hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; + + TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale); + + float normScreenWidth = 0.5f; + float normScreenHeight = 1.0f; + float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; + float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; + + TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); + TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); + TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); + TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); + +#if defined(SUPPORT_DISTORTION_SHADER) + // Update distortion shader with lens and distortion-scale parameters + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2); + + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4); +#endif + + // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) + // ...but with lens distortion it is increased (see Oculus SDK Documentation) + //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale? + float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance); + + // Compute camera projection matrices + float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] + Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0); + vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); + vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); + + // Compute camera transformation matrices + // NOTE: Camera movement might seem more natural if we model the head. + // Our axis of rotation is the base of our head, so we might want to add + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); + vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); + + // Compute eyes Viewports + //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution }; + //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution }; +} + +// Set internal projection and modelview matrix depending on eyes tracking data +static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) +{ + Matrix eyeProjection = matProjection; + Matrix eyeModelView = matModelView; + + // Setup viewport and projection/modelview matrices using tracking data + rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); + + // Apply view offset to modelview matrix + eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); + + eyeProjection = vrConfig.eyesProjection[eye]; + + SetMatrixModelview(eyeModelView); + SetMatrixProjection(eyeProjection); +} +#endif // defined(SUPPORT_VR_SIMULATOR) + +#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + +#if defined(GRAPHICS_API_OPENGL_11) +// Mipmaps data is generated after image data +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...), RGBA only + + // Count mipmap levels required + while ((width != 1) && (height != 1)) + { + if (width != 1) width /= 2; + if (height != 1) height /= 2; + + TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height); + + mipmapCount++; + + size += (width*height*4); // Add mipmap size (in bytes) + } + + TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount); + TraceLog(LOG_DEBUG, "Total size of data required: %i", size); + + unsigned char *temp = realloc(data, size); + + if (temp != NULL) data = temp; + else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated"); + + width = baseWidth; + height = baseHeight; + size = (width*height*4); + + // Generate mipmaps + // NOTE: Every mipmap data is stored after data + Color *image = (Color *)malloc(width*height*sizeof(Color)); + Color *mipmap = NULL; + int offset = 0; + int j = 0; + + for (int i = 0; i < size; i += 4) + { + image[j].r = data[i]; + image[j].g = data[i + 1]; + image[j].b = data[i + 2]; + image[j].a = data[i + 3]; + j++; + } + + TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height); + + for (int mip = 1; mip < mipmapCount; mip++) + { + mipmap = GenNextMipmap(image, width, height); + + offset += (width*height*4); // Size of last mipmap + j = 0; + + width /= 2; + height /= 2; + size = (width*height*4); // Mipmap size to store after offset + + // Add mipmap to data + for (int i = 0; i < size; i += 4) + { + data[offset + i] = mipmap[j].r; + data[offset + i + 1] = mipmap[j].g; + data[offset + i + 2] = mipmap[j].b; + data[offset + i + 3] = mipmap[j].a; + j++; + } + + free(image); + + image = mipmap; + mipmap = NULL; + } + + free(mipmap); // free mipmap data + + return mipmapCount; +} + +// Manual mipmap generation (basic scaling algorithm) +static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) +{ + int x2, y2; + Color prow, pcol; + + int width = srcWidth/2; + int height = srcHeight/2; + + Color *mipmap = (Color *)malloc(width*height*sizeof(Color)); + + // Scaling algorithm works perfectly (box-filter) + for (int y = 0; y < height; y++) + { + y2 = 2*y; + + for (int x = 0; x < width; x++) + { + x2 = 2*x; + + prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2; + prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2; + prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2; + prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2; + + pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2; + pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2; + pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2; + pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2; + + mipmap[y*width + x].r = (prow.r + pcol.r)/2; + mipmap[y*width + x].g = (prow.g + pcol.g)/2; + mipmap[y*width + x].b = (prow.b + pcol.b)/2; + mipmap[y*width + x].a = (prow.a + pcol.a)/2; + } + } + + TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height); + + return mipmap; +} +#endif + +#if defined(RLGL_STANDALONE) +// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +void TraceLog(int msgType, const char *text, ...) +{ + va_list args; + va_start(args, text); + + switch (msgType) + { + case LOG_INFO: fprintf(stdout, "INFO: "); break; + case LOG_ERROR: fprintf(stdout, "ERROR: "); break; + case LOG_WARNING: fprintf(stdout, "WARNING: "); break; + case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break; + default: break; + } + + vfprintf(stdout, text, args); + fprintf(stdout, "\n"); + + va_end(args); + + if (msgType == LOG_ERROR) exit(1); +} +#endif diff --git a/templates/android_project/src/rlgl.h b/templates/android_project/src/rlgl.h new file mode 100644 index 000000000..b9ea0f435 --- /dev/null +++ b/templates/android_project/src/rlgl.h @@ -0,0 +1,474 @@ +/********************************************************************************************** +* +* rlgl - raylib OpenGL abstraction layer +* +* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to +* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). +* +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* VBO buffers (and VAOs if available). It requires calling 3 functions: +* rlglInit() - Initialize internal buffers and auxiliar resources +* rlglDraw() - Process internal buffers and send required draw calls +* rlglClose() - De-initialize internal buffers data and other auxiliar resources +* +* CONFIGURATION: +* +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_ES2 +* Use selected OpenGL graphics backend, should be supported by platform +* Those preprocessor defines are only used on rlgl module, if OpenGL version is +* required by any other module, use rlGetVersion() tocheck it +* +* #define RLGL_STANDALONE +* Use rlgl as standalone library (no raylib dependency) +* +* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING +* Support VR simulation functionality (stereo rendering) +* +* #define SUPPORT_SHADER_DISTORTION +* Include stereo rendering distortion shader (shader_distortion.h) +* +* DEPENDENCIES: +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RLGL_H +#define RLGL_H + +#if defined(RLGL_STANDALONE) + #define RAYMATH_STANDALONE +#else + #include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog() +#endif + +#include "raymath.h" // Required for: Vector3, Matrix + +// Security check in case no GRAPHICS_API_OPENGL_* defined +#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2) + #define GRAPHICS_API_OPENGL_11 +#endif + +// Security check in case multiple GRAPHICS_API_OPENGL_* defined +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(GRAPHICS_API_OPENGL_21) + #undef GRAPHICS_API_OPENGL_21 + #endif + #if defined(GRAPHICS_API_OPENGL_33) + #undef GRAPHICS_API_OPENGL_33 + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + #undef GRAPHICS_API_OPENGL_ES2 + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_21) + #define GRAPHICS_API_OPENGL_33 +#endif + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful! + #define MAX_LINES_BATCH 8192 + #define MAX_TRIANGLES_BATCH 4096 + #define MAX_QUADS_BATCH 8192 +#elif defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Reduce memory sizes for embedded systems (RPI and HTML5) + // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... + #define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere) + #define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere) + #define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad +#endif + +// Texture parameters (equivalent to OpenGL defines) +#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S +#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T +#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER +#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER +#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) + +#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST +#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR +#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST +#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR +#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST +#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR + +#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT +#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE +#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT + +// Matrix modes (equivalent to OpenGL) +#define RL_MODELVIEW 0x1700 // GL_MODELVIEW +#define RL_PROJECTION 0x1701 // GL_PROJECTION +#define RL_TEXTURE 0x1702 // GL_TEXTURE + +// Primitive assembly draw modes +#define RL_LINES 0x0001 // GL_LINES +#define RL_TRIANGLES 0x0004 // GL_TRIANGLES +#define RL_QUADS 0x0007 // GL_QUADS + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; + +typedef unsigned char byte; + +#if defined(RLGL_STANDALONE) + #ifndef __cplusplus + // Boolean type + typedef enum { false, true } bool; + #endif + + // Shader location point type + typedef enum { + LOC_VERTEX_POSITION = 0, + LOC_VERTEX_TEXCOORD01, + LOC_VERTEX_TEXCOORD02, + LOC_VERTEX_NORMAL, + LOC_VERTEX_TANGENT, + LOC_VERTEX_COLOR, + LOC_MATRIX_MVP, + LOC_MATRIX_MODEL, + LOC_MATRIX_VIEW, + LOC_MATRIX_PROJECTION, + LOC_VECTOR_VIEW, + LOC_COLOR_DIFFUSE, + LOC_COLOR_SPECULAR, + LOC_COLOR_AMBIENT, + LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE + LOC_MAP_METALNESS, // LOC_MAP_SPECULAR + LOC_MAP_NORMAL, + LOC_MAP_ROUGHNESS, + LOC_MAP_OCCUSION, + LOC_MAP_EMISSION, + LOC_MAP_HEIGHT, + LOC_MAP_CUBEMAP, + LOC_MAP_IRRADIANCE, + LOC_MAP_PREFILTER, + LOC_MAP_BRDF + } ShaderLocationIndex; + + #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO + #define LOC_MAP_SPECULAR LOC_MAP_METALNESS + + // Material map type + typedef enum { + MAP_ALBEDO = 0, // MAP_DIFFUSE + MAP_METALNESS = 1, // MAP_SPECULAR + MAP_NORMAL = 2, + MAP_ROUGHNESS = 3, + MAP_OCCLUSION, + MAP_EMISSION, + MAP_HEIGHT, + MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MAP_BRDF + } TexmapIndex; + + #define MAP_DIFFUSE MAP_ALBEDO + #define MAP_SPECULAR MAP_METALNESS + + // Color type, RGBA (32bit) + typedef struct Color { + unsigned char r; + unsigned char g; + unsigned char b; + unsigned char a; + } Color; + + // Texture2D type + // NOTE: Data stored in GPU memory + typedef struct Texture2D { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (TextureFormat) + } Texture2D; + + // RenderTexture2D type, for texture rendering + typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture + } RenderTexture2D; + + // Vertex data definning a mesh + typedef struct Mesh { + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) + } Mesh; + + // Shader and material limits + #define MAX_SHADER_LOCATIONS 32 + #define MAX_MATERIAL_MAPS 12 + + // Shader type (generic) + typedef struct Shader { + unsigned int id; // Shader program id + int locs[MAX_SHADER_LOCATIONS]; // Shader locations array + } Shader; + + // Material texture map + typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value + } MaterialMap; + + // Material type (generic) + typedef struct Material { + Shader shader; // Material shader + MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps + float *params; // Material generic parameters (if required) + } Material; + + // Camera type, defines a camera position/orientation in 3d space + typedef struct Camera { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) + } Camera; + + // TraceLog message types + typedef enum { + LOG_INFO = 0, + LOG_ERROR, + LOG_WARNING, + LOG_DEBUG, + LOG_OTHER + } TraceLogType; + + // Texture formats (support depends on OpenGL version) + typedef enum { + UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + UNCOMPRESSED_GRAY_ALPHA, + UNCOMPRESSED_R5G6B5, // 16 bpp + UNCOMPRESSED_R8G8B8, // 24 bpp + UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + UNCOMPRESSED_R8G8B8A8, // 32 bpp + UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR + COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + COMPRESSED_DXT3_RGBA, // 8 bpp + COMPRESSED_DXT5_RGBA, // 8 bpp + COMPRESSED_ETC1_RGB, // 4 bpp + COMPRESSED_ETC2_RGB, // 4 bpp + COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + COMPRESSED_PVRT_RGB, // 4 bpp + COMPRESSED_PVRT_RGBA, // 4 bpp + COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + COMPRESSED_ASTC_8x8_RGBA // 2 bpp + } TextureFormat; + + // Texture parameters: filter mode + // NOTE 1: Filtering considers mipmaps if available in the texture + // NOTE 2: Filter is accordingly set for minification and magnification + typedef enum { + FILTER_POINT = 0, // No filter, just pixel aproximation + FILTER_BILINEAR, // Linear filtering + FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x + } TextureFilterMode; + + // Texture parameters: wrap mode + typedef enum { + WRAP_REPEAT = 0, + WRAP_CLAMP, + WRAP_MIRROR + } TextureWrapMode; + + // Color blending modes (pre-defined) + typedef enum { + BLEND_ALPHA = 0, + BLEND_ADDITIVE, + BLEND_MULTIPLIED + } BlendMode; + + // VR Head Mounted Display devices + typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_VALVE_HTC_VIVE, + HMD_SAMSUNG_GEAR_VR, + HMD_GOOGLE_CARDBOARD, + HMD_SONY_PLAYSTATION_VR, + HMD_RAZER_OSVR, + HMD_FOVE_VR, + } VrDevice; +#endif + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//------------------------------------------------------------------------------------ +// Functions Declaration - Matrix operations +//------------------------------------------------------------------------------------ +void rlMatrixMode(int mode); // Choose the current matrix to be transformed +void rlPushMatrix(void); // Push the current matrix to stack +void rlPopMatrix(void); // Pop lattest inserted matrix from stack +void rlLoadIdentity(void); // Reset current matrix to identity matrix +void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix +void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix +void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix +void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix +void rlFrustum(double left, double right, double bottom, double top, double near, double far); +void rlOrtho(double left, double right, double bottom, double top, double near, double far); +void rlViewport(int x, int y, int width, int height); // Set the viewport area + +//------------------------------------------------------------------------------------ +// Functions Declaration - Vertex level operations +//------------------------------------------------------------------------------------ +void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) +void rlEnd(void); // Finish vertex providing +void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int +void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float +void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float +void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float +void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float +void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte +void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float +void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float + +//------------------------------------------------------------------------------------ +// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) +// NOTE: This functions are used to completely abstract raylib code from OpenGL layer +//------------------------------------------------------------------------------------ +void rlEnableTexture(unsigned int id); // Enable texture usage +void rlDisableTexture(void); // Disable texture usage +void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) +void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) +void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer +void rlEnableDepthTest(void); // Enable depth test +void rlDisableDepthTest(void); // Disable depth test +void rlEnableWireMode(void); // Enable wire mode +void rlDisableWireMode(void); // Disable wire mode +void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU +void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU +void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU +void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory +void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory +void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color +void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) + +//------------------------------------------------------------------------------------ +// Functions Declaration - rlgl functionality +//------------------------------------------------------------------------------------ +void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) +void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) +void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads) + +int rlGetVersion(void); // Returns current OpenGL version +void rlLoadExtensions(void *loader); // Load OpenGL extensions +Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates + +// Textures data management +unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU +void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data +void rlUnloadTexture(unsigned int id); +void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture +void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data +unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) +RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) + +// Vertex data management +void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids +void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) +void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU + +// NOTE: There is a set of shader related functions that are available to end user, +// to avoid creating function wrappers through core module, they have been directly declared in raylib.h + +#if defined(RLGL_STANDALONE) +//------------------------------------------------------------------------------------ +// Shaders System Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations +void UnloadShader(Shader shader); // Unload a custom shader from memory + +Shader GetShaderDefault(void); // Get default shader +Texture2D GetTextureDefault(void); // Get default texture + +// Shader configuration functions +int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) + +// Texture maps generation (PBR) +// NOTE: Required shaders should be provided +Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data +Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data + +// Shading and blending +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + +// VR simulator functionality +void InitVrSimulator(int vrDevice); // Init VR simulator for selected device +void CloseVrSimulator(void); // Close VR simulator for current device +void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +void BeginVrDrawing(void); // Begin VR stereo rendering +void EndVrDrawing(void); // End VR stereo rendering + +void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +#endif + +#ifdef __cplusplus +} +#endif + +#endif // RLGL_H \ No newline at end of file diff --git a/templates/android_project/src/utils.c b/templates/android_project/src/utils.c new file mode 100644 index 000000000..59bf19e4e --- /dev/null +++ b/templates/android_project/src/utils.c @@ -0,0 +1,214 @@ +/********************************************************************************************** +* +* raylib.utils - Some common utility functions +* +* CONFIGURATION: +* +* #define SUPPORT_SAVE_PNG (defined by default) +* Support saving image data as PNG fileformat +* NOTE: Requires stb_image_write library +* +* #define SUPPORT_SAVE_BMP +* Support saving image data as BMP fileformat +* NOTE: Requires stb_image_write library +* +* #define SUPPORT_TRACELOG +* Show TraceLog() output messages +* NOTE: By default LOG_DEBUG traces not shown +* +* #define SUPPORT_TRACELOG_DEBUG +* Show TraceLog() LOG_DEBUG messages +* +* DEPENDENCIES: +* stb_image_write - BMP/PNG writting functions +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#define SUPPORT_TRACELOG // Output tracelog messages +//#define SUPPORT_TRACELOG_DEBUG // Avoid LOG_DEBUG messages tracing + +#include "raylib.h" // Required for: LogType enum +#include "utils.h" + +#if defined(PLATFORM_ANDROID) + #include + #include + #include +#endif + +#include // Required for: malloc(), free() +#include // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen() +#include // Required for: va_list, va_start(), vfprintf(), va_end() +#include // Required for: strlen(), strrchr(), strcmp() + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) + #define STB_IMAGE_WRITE_IMPLEMENTATION + #include "external/stb_image_write.h" // Required for: stbi_write_bmp(), stbi_write_png() +#endif + +//#define RRES_IMPLEMENTATION +//#include "rres.h" + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) +AAssetManager *assetManager; +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) +static int android_read(void *cookie, char *buf, int size); +static int android_write(void *cookie, const char *buf, int size); +static fpos_t android_seek(void *cookie, fpos_t offset, int whence); +static int android_close(void *cookie); +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Utilities +//---------------------------------------------------------------------------------- + +// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +void TraceLog(int msgType, const char *text, ...) +{ +#if defined(SUPPORT_TRACELOG) + static char buffer[128]; + int traceDebugMsgs = 0; + +#if defined(SUPPORT_TRACELOG_DEBUG) + traceDebugMsgs = 1; +#endif + + switch(msgType) + { + case LOG_INFO: strcpy(buffer, "INFO: "); break; + case LOG_ERROR: strcpy(buffer, "ERROR: "); break; + case LOG_WARNING: strcpy(buffer, "WARNING: "); break; + case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break; + default: break; + } + + strcat(buffer, text); + strcat(buffer, "\n"); + + va_list args; + va_start(args, text); + +#if defined(PLATFORM_ANDROID) + switch(msgType) + { + case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break; + case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break; + case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break; + case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break; + default: break; + } +#else + if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args); +#endif + + va_end(args); + + if (msgType == LOG_ERROR) exit(1); // If LOG_ERROR message, exit program + +#endif // SUPPORT_TRACELOG +} + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) + +#if defined(SUPPORT_SAVE_BMP) +// Creates a BMP image file from an array of pixel data +void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize) +{ + stbi_write_bmp(fileName, width, height, compSize, imgData); +} +#endif + +#if defined(SUPPORT_SAVE_PNG) +// Creates a PNG image file from an array of pixel data +void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize) +{ + stbi_write_png(fileName, width, height, compSize, imgData, width*compSize); +} +#endif +#endif + +// Keep track of memory allocated +// NOTE: mallocType defines the type of data allocated +/* +void RecordMalloc(int mallocType, int mallocSize, const char *msg) +{ + // TODO: Investigate how to record memory allocation data... + // Maybe creating my own malloc function... +} +*/ + +#if defined(PLATFORM_ANDROID) +// Initialize asset manager from android app +void InitAssetManager(AAssetManager *manager) +{ + assetManager = manager; +} + +// Replacement for fopen +FILE *android_fopen(const char *fileName, const char *mode) +{ + if (mode[0] == 'w') return NULL; + + AAsset *asset = AAssetManager_open(assetManager, fileName, 0); + + if (!asset) return NULL; + + return funopen(asset, android_read, android_write, android_seek, android_close); +} +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) +static int android_read(void *cookie, char *buf, int size) +{ + return AAsset_read((AAsset *)cookie, buf, size); +} + +static int android_write(void *cookie, const char *buf, int size) +{ + TraceLog(LOG_ERROR, "Can't provide write access to the APK"); + + return EACCES; +} + +static fpos_t android_seek(void *cookie, fpos_t offset, int whence) +{ + return AAsset_seek((AAsset *)cookie, offset, whence); +} + +static int android_close(void *cookie) +{ + AAsset_close((AAsset *)cookie); + return 0; +} +#endif diff --git a/templates/android_project/src/utils.h b/templates/android_project/src/utils.h new file mode 100644 index 000000000..0d5e4a1c1 --- /dev/null +++ b/templates/android_project/src/utils.h @@ -0,0 +1,79 @@ +/********************************************************************************************** +* +* raylib.utils - Some common utility functions +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef UTILS_H +#define UTILS_H + +#if defined(PLATFORM_ANDROID) + #include // Required for: FILE + #include // Required for: AAssetManager +#endif + +//#include "rres.h" + +#define SUPPORT_SAVE_PNG + +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_ANDROID) + #define fopen(name, mode) android_fopen(name, mode) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +// Nop... + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) +#if defined(SUPPORT_SAVE_BMP) +void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize); +#endif +#if defined(SUPPORT_SAVE_PNG) +void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize); +#endif +#endif + +#if defined(PLATFORM_ANDROID) +void InitAssetManager(AAssetManager *manager); // Initialize asset manager from android app +FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() +#endif + +#ifdef __cplusplus +} +#endif + +#endif // UTILS_H \ No newline at end of file