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@ -351,7 +351,7 @@ typedef struct Image { |
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int width; // Image base width |
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int height; // Image base height |
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int mipmaps; // Mipmap levels, 1 by default |
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int format; // Data format (TextureFormat) |
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int format; // Data format (TextureFormat type) |
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} Image; |
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// Texture2D type, bpp always RGBA (32bit) |
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@ -361,12 +361,12 @@ typedef struct Texture2D { |
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int width; // Texture base width |
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int height; // Texture base height |
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int mipmaps; // Mipmap levels, 1 by default |
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int format; // Data format (TextureFormat) |
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int format; // Data format (TextureFormat type) |
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} Texture2D; |
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// RenderTexture2D type, for texture rendering |
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typedef struct RenderTexture2D { |
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unsigned int id; // Render texture (fbo) id |
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unsigned int id; // OpenGL Framebuffer Object (FBO) id |
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Texture2D texture; // Color buffer attachment texture |
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Texture2D depth; // Depth buffer attachment texture |
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} RenderTexture2D; |
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@ -767,19 +767,19 @@ 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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RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) |
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RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) |
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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file |
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RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory |
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RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory |
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data |
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering |
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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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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data |
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RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) |
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data |
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) |
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RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) |
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory |
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory |
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) |
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) |
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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, void *pixels); // Update GPU texture with new data |
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RLAPI void UpdateTexture(Texture2D texture, ">const void *pixels); // Update GPU texture with new data |
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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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@ -792,7 +792,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); |
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) |
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image |
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RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) |
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) |
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, |
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float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) |
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically |
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally |
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RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint |
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@ -815,9 +816,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest |
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// Font Loading and Text Drawing Functions (Module: text) |
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//------------------------------------------------------------------------------------ |
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont |
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory |
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters |
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory |
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) |
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RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters |
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RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) |
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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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@ -853,40 +854,48 @@ RLAPI void DrawLight(Light light); |
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//------------------------------------------------------------------------------------ |
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// Model 3d Loading and Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) |
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RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) |
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RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model |
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RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) |
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RLAPI void UnloadModel(Model model); // Unload 3d model from memory |
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RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) |
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) |
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) |
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RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM |
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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, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
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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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RLAPI Material LoadMaterial(const char *fileName); // Load material from file |
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RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data |
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RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) |
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RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) |
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) |
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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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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) |
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters |
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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, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec |
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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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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere |
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere |
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection |
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box |
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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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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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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere |
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere |
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, |
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point |
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box |
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//------------------------------------------------------------------------------------ |
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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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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations |
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RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory |
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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 Shader GetStandardShader(void); // Get standard shader |
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@ -926,12 +935,11 @@ RLAPI void InitAudioDevice(void); // Initial |
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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 Wave LoadWave(const char *fileName); // Load wave data from file into RAM |
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RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from kt">float array data (32bit) |
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RLAPI Sound LoadSound(const char *fileName); // Load sound to memory |
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data |
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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 n">raw array data |
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file |
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data |
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RLAPI void UpdateSound(Sound sound, const void *data, int numSamples);// Update sound buffer with new data |
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RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) |
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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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RLAPI void PlaySound(Sound sound); // Play a sound |
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@ -961,7 +969,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur |
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RLAPI AudioStream InitAudioStream(unsigned int sampleRate, |
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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, void *data, int numSamples); // Update audio stream buffers with data |
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RLAPI void UpdateAudioStream(AudioStream stream, ">const void *data, int numSamples); // 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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RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill |
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream |
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