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@ -1,6 +1,6 @@ |
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/********************************************************************************************** |
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/********************************************************************************************** |
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* |
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* raylib v1.7.0 |
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* raylib v1.8.0 |
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* |
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* A simple and easy-to-use library to learn videogames programming (www.raylib.com) |
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* |
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@ -291,14 +291,17 @@ |
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta |
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) |
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// Shader and material limits |
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct |
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct |
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//---------------------------------------------------------------------------------- |
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// Structures Definition |
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//---------------------------------------------------------------------------------- |
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#ifndef __cplusplus |
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// Boolean type |
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#if !defined(_STDBOOL_H) |
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#if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form |
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typedef enum { false, true } bool; |
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#define _STDBOOL_H |
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#endif |
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#endif |
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@ -401,63 +404,46 @@ typedef struct Camera2D { |
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// Bounding box type |
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typedef struct BoundingBox { |
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Vector3 min; // minimum vertex box-corner |
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Vector3 max; // maximum vertex box-corner |
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Vector3 min; // Minimum vertex box-corner |
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Vector3 max; // Maximum vertex box-corner |
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} BoundingBox; |
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// Vertex data definning a mesh |
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// NOTE: Data stored in CPU memory (and GPU) |
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typedef struct Mesh { |
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int vertexCount; // number of vertices stored in arrays |
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int triangleCount; // number of triangles stored (indexed or not) |
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) |
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) |
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) |
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) |
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
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unsigned short *indices;// vertex indices (in case vertex data comes indexed) |
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int vertexCount; // Number of vertices stored in arrays |
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int triangleCount; // Number of triangles stored (indexed or not) |
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) |
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) |
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) |
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) |
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float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) |
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) |
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unsigned short *indices;// Vertex indices (in case vertex data comes indexed) |
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unsigned int vaoId; // OpenGL Vertex Array Object id |
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) |
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} Mesh; |
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// Shader type (generic shader) |
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// Shader type (generic) |
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typedef struct Shader { |
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unsigned int id; // Shader program id |
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// Vertex attributes locations (default locations) |
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int vertexLoc; // Vertex attribute location point (default-location = 0) |
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int texcoordLoc; // Texcoord attribute location point (default-location = 1) |
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) |
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int normalLoc; // Normal attribute location point (default-location = 2) |
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int tangentLoc; // Tangent attribute location point (default-location = 4) |
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int colorLoc; // Color attibute location point (default-location = 3) |
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// Uniform locations |
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) |
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int colDiffuseLoc; // Diffuse color uniform location point (fragment shader) |
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int colAmbientLoc; // Ambient color uniform location point (fragment shader) |
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int colSpecularLoc; // Specular color uniform location point (fragment shader) |
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// Texture map locations (generic for any kind of map) |
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) |
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) |
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) |
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unsigned int id; // Shader program id |
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array |
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} Shader; |
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// Material type |
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typedef struct Material { |
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Shader shader; // Standard shader (supports 3 map textures) |
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Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) |
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) |
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) |
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Color colDiffuse; // Diffuse color |
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Color colAmbient; // Ambient color |
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Color colSpecular; // Specular color |
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// Material texture map |
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typedef struct MaterialMap { |
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Texture2D texture; // Material map texture |
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Color color; // Material map color |
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float value; // Material map value |
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} MaterialMap; |
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float glossiness; // Glossiness level (Ranges from 0 to 1000) |
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// Material type (generic) |
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typedef struct Material { |
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Shader shader; // Material shader |
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps |
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float *params; // Material generic parameters (if required) |
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} Material; |
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// Model type |
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@ -473,7 +459,7 @@ typedef struct Ray { |
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Vector3 direction; // Ray direction |
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} Ray; |
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// Information returned from a raycast |
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// Raycast hit information |
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typedef struct RayHitInfo { |
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bool hit; // Did the ray hit something? |
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float distance; // Distance to nearest hit |
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@ -534,13 +520,63 @@ typedef struct RRESData *RRES; |
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//---------------------------------------------------------------------------------- |
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// Trace log type |
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typedef enum { |
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INFO = 0, |
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WARNING, |
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ERROR, |
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DEBUG, |
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OTHER |
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LOG_INFO = 0, |
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LOG_WARNING, |
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LOG_ERROR, |
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LOG_DEBUG, |
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LOG_OTHER |
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} LogType; |
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// Shader location point type |
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typedef enum { |
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LOC_VERTEX_POSITION = 0, |
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LOC_VERTEX_TEXCOORD01, |
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LOC_VERTEX_TEXCOORD02, |
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LOC_VERTEX_NORMAL, |
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LOC_VERTEX_TANGENT, |
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LOC_VERTEX_COLOR, |
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LOC_MATRIX_MVP, |
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LOC_MATRIX_MODEL, |
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LOC_MATRIX_VIEW, |
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LOC_MATRIX_PROJECTION, |
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LOC_VECTOR_VIEW, |
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LOC_COLOR_DIFFUSE, |
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LOC_COLOR_SPECULAR, |
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LOC_COLOR_AMBIENT, |
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LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE |
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR |
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LOC_MAP_NORMAL, |
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LOC_MAP_ROUGHNESS, |
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LOC_MAP_OCCUSION, |
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LOC_MAP_EMISSION, |
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LOC_MAP_HEIGHT, |
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LOC_MAP_CUBEMAP, |
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LOC_MAP_IRRADIANCE, |
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LOC_MAP_PREFILTER, |
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LOC_MAP_BRDF |
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} ShaderLocationIndex; |
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO |
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS |
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// Material map type |
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typedef enum { |
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MAP_ALBEDO = 0, // MAP_DIFFUSE |
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MAP_METALNESS = 1, // MAP_SPECULAR |
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MAP_NORMAL = 2, |
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MAP_ROUGHNESS = 3, |
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MAP_OCCLUSION, |
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MAP_EMISSION, |
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MAP_HEIGHT, |
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MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP |
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MAP_BRDF |
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} TexmapIndex; |
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#define MAP_DIFFUSE MAP_ALBEDO |
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#define MAP_SPECULAR MAP_METALNESS |
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// Texture formats |
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// NOTE: Support depends on OpenGL version and platform |
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typedef enum { |
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@ -653,17 +689,19 @@ extern "C" { // Prevents name mangling of functions |
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//------------------------------------------------------------------------------------ |
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// Window and Graphics Device Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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// Window-related functions |
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#if defined(PLATFORM_ANDROID) |
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RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity |
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#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) |
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context |
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#endif |
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context |
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RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed |
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RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) |
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RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) |
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RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) |
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RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) |
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RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) |
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RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) |
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RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) |
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@ -671,6 +709,7 @@ RLAPI int GetScreenWidth(void); // Get current |
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RLAPI int GetScreenHeight(void); // Get current screen height |
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#if !defined(PLATFORM_ANDROID) |
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// Cursor-related functions |
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RLAPI void ShowCursor(void); // Shows cursor |
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RLAPI void HideCursor(void); // Hides cursor |
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RLAPI bool IsCursorHidden(void); // Check if cursor is not visible |
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@ -678,10 +717,10 @@ RLAPI void EnableCursor(void); // Enables cur |
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RLAPI void DisableCursor(void); // Disables cursor (lock cursor) |
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#endif |
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// Drawing-related functions |
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RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) |
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RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing |
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RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) |
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RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) |
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RLAPI void End2dMode(void); // Ends 2D mode with custom camera |
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RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) |
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@ -689,29 +728,39 @@ RLAPI void End3dMode(void); // Ends 3D mod |
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing |
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RLAPI void EndTextureMode(void); // Ends drawing to render texture |
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// Screen-space-related functions |
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position |
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position |
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) |
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// Timming-related functions |
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) |
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RLAPI int GetFPS(void); // Returns current FPS |
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RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn |
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n">RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value |
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o">// Color-related functions |
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RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color |
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value |
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f |
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RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes |
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RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array |
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RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array |
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) |
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f |
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// Math useful functions (available from raymath.h) |
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RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array |
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RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array |
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RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f |
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RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f |
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RLAPI Matrix MatrixIdentity(void); // Returns identity matrix |
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// Misc. functions |
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RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) |
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RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) |
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RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) |
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RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) |
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RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) |
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) |
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// Files management functions |
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RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension |
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RLAPI const char *GetExtension(const char *fileName); // Get file extension |
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RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) |
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RLAPI const char *GetWorkingDirectory(void); // Get current working directory |
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RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success |
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@ -719,12 +768,15 @@ RLAPI bool IsFileDropped(void); // Check if a |
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RLAPI char **GetDroppedFiles(int *count); // Get dropped files names |
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RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer |
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// Persistent storage management |
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RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) |
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RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) |
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//------------------------------------------------------------------------------------ |
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// Input Handling Functions (Module: core) |
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//------------------------------------------------------------------------------------ |
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// Input-related functions: keyboard |
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RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once |
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RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed |
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RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once |
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@ -732,6 +784,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key |
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RLAPI int GetKeyPressed(void); // Get latest key pressed |
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) |
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// Input-related functions: gamepads |
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available |
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) |
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RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id |
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@ -743,6 +796,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga |
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RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad |
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis |
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// Input-related functions: mouse |
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once |
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed |
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RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once |
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@ -753,6 +807,7 @@ RLAPI Vector2 GetMousePosition(void); // Returns mouse p |
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RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY |
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RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y |
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// Input-related functions: touch |
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RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) |
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RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) |
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RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) |
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@ -786,6 +841,8 @@ RLAPI void SetCameraMoveControls(int frontKey, int backKey, |
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//------------------------------------------------------------------------------------ |
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// Basic Shapes Drawing Functions (Module: shapes) |
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//------------------------------------------------------------------------------------ |
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// Basic shapes drawing functions |
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel |
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) |
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line |
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@ -800,14 +857,17 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color) |
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RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle |
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RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters |
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RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle |
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RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors |
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RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) |
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RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline |
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RLAPI void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character |
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RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle |
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RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline |
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RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) |
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RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points |
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RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines |
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// Basic shapes collision detection functions |
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles |
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RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles |
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RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle |
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@ -819,6 +879,8 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve |
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//------------------------------------------------------------------------------------ |
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// Texture Loading and Drawing Functions (Module: textures) |
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//------------------------------------------------------------------------------------ |
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// Image/Texture2D data loading/unloading/saving functions |
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RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) |
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RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) |
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RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters |
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@ -832,6 +894,9 @@ RLAPI void UnloadRenderTexture(RenderTexture2D target); |
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RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array |
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image |
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RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data |
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RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file |
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// Image manipulation functions |
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RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) |
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RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format |
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RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image |
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@ -853,10 +918,22 @@ RLAPI void ImageColorInvert(Image *image); |
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RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale |
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RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) |
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RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) |
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// Image generation functions |
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RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient |
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RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient |
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RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient |
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RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked |
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RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise |
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RLAPI Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise |
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RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells |
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// Texture2D configuration functions |
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RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture |
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RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode |
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RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode |
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// Texture2D drawing functions |
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D |
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 |
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters |
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@ -867,24 +944,30 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest |
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//------------------------------------------------------------------------------------ |
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// Font Loading and Text Drawing Functions (Module: text) |
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//------------------------------------------------------------------------------------ |
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// SpriteFont loading/unloading functions |
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont |
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) |
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RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters |
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) |
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// Text drawing functions |
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS |
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) |
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RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters |
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float fontSize, int spacing, Color tint); |
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// Text misc. functions |
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font |
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RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont |
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS |
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' |
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string |
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//------------------------------------------------------------------------------------ |
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// Basic 3d Shapes Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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// Basic geometric 3D shapes drawing functions |
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RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space |
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RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space |
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RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube |
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@ -905,19 +988,33 @@ RLAPI void DrawGizmo(Vector3 position); |
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//------------------------------------------------------------------------------------ |
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// Model 3d Loading and Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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// Model loading/unloading functions |
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RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material) |
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh |
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) |
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// Mesh loading/unloading functions |
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file |
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RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data |
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RLAPI Model LoadModel(const char *fileName); // Load model from file |
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RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data |
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RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data |
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RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data |
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) |
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) |
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// Mesh generation functions |
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RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) |
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh |
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RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) |
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RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) |
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RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh |
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RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh |
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RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh |
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data |
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data |
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// Material loading/unloading functions |
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file |
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) |
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RLAPI Material LoadMaterialDefault(void); // Load default material (l">Supports: DIFFUSE, SPECULAR, NORMAL maps) |
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) |
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// Model drawing functions |
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) |
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, |
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float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
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@ -925,11 +1022,11 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint |
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, |
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float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters |
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) |
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture |
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, |
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Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec |
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// Collision detection functions |
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits |
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RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres |
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes |
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@ -946,46 +1043,56 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); |
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// Shaders System Functions (Module: rlgl) |
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// NOTE: This functions are useless when using OpenGL 1.1 |
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//------------------------------------------------------------------------------------ |
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// Shader loading/unloading functions |
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RLAPI char *LoadText(const char *fileName); // Load chars array from text file |
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations |
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) |
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RLAPI Shader GetDefaultShader(void); // Get default shader |
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RLAPI Texture2D GetDefaultTexture(void); // Get default texture |
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RLAPI Shader GetShaderDefault(void); // Get default shader |
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RLAPI Texture2D GetTextureDefault(void); // Get default texture |
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// Shader configuration functions |
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) |
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) |
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// Texture maps generation (PBR) |
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// NOTE: Required shaders should be provided |
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RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture |
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RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data |
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RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data |
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RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data |
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// Shading begin/end functions |
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) |
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
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//------------------------------------------------------------------------------------ |
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// VR experience Functions (Module: rlgl) |
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// NOTE: This functions are useless when using OpenGL 1.1 |
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//------------------------------------------------------------------------------------ |
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// VR control functions |
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RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device |
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RLAPI void CloseVrSimulator(void); // Close VR simulator for current device |
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RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready |
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RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready |
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera |
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) |
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience |
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RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering |
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RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering |
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//------------------------------------------------------------------------------------ |
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// Audio Loading and Playing Functions (Module: audio) |
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//------------------------------------------------------------------------------------ |
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// Audio device management functions |
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RLAPI void InitAudioDevice(void); // Initialize audio device and context |
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RLAPI void CloseAudioDevice(void); // Close the audio device and context |
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully |
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RLAPI void SetMasterVolume(float volume); // Set master volume (listener) |
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// Wave/Sound loading/unloading functions |
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file |
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RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data |
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file |
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@ -993,6 +1100,8 @@ RLAPI Sound LoadSoundFromWave(Wave wave); // Load so |
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RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data |
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RLAPI void UnloadWave(Wave wave); // Unload wave data |
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RLAPI void UnloadSound(Sound sound); // Unload sound |
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// Wave/Sound management functions |
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RLAPI void PlaySound(Sound sound); // Play a sound |
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RLAPI void PauseSound(Sound sound); // Pause a sound |
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RLAPI void ResumeSound(Sound sound); // Resume a paused sound |
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@ -1004,6 +1113,8 @@ RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); |
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RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave |
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RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range |
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RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array |
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// Music management functions |
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file |
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RLAPI void UnloadMusicStream(Music music); // Unload music stream |
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RLAPI void PlayMusicStream(Music music); // Start music playing |
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@ -1018,8 +1129,8 @@ RLAPI void SetMusicLoopCount(Music music, float count); // Set mus |
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) |
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) |
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n">RLAPI AudioStream InitAudioStream(unsigned int sampleRate, |
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unsigned int sampleSize, |
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o">// AudioStream management functions |
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, |
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unsigned int channels); // Init audio stream (to stream raw audio pcm data) |
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RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data |
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory |
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