diff --git a/release/android/armeabi/libraylib.a b/release/android/armeabi/libraylib.a index de3ccc329..3ee2746da 100644 Binary files a/release/android/armeabi/libraylib.a and b/release/android/armeabi/libraylib.a differ diff --git a/release/android/raylib.h b/release/android/raylib.h index e3a17ebbc..19c677123 100644 --- a/release/android/raylib.h +++ b/release/android/raylib.h @@ -7,14 +7,18 @@ * Features: * Library written in plain C code (C99) * Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input @@ -23,6 +27,8 @@ * stb_image_write (Sean Barret) for image writting (PNG) * stb_vorbis (Sean Barret) for ogg audio loading * stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * @@ -37,7 +43,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2016 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. @@ -536,7 +542,7 @@ typedef enum { HMD_SONY_PLAYSTATION_VR, HMD_RAZER_OSVR, HMD_FOVE_VR, -} HmdDevice; +} VrDevice; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color); void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu void UnloadShader(Shader shader); // Unload a custom shader from memory Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int hmdDevice); // Init VR device +void InitVrDevice(int vdDevice); // Init VR device void CloseVrDevice(void); // Close VR device void UpdateVrTracking(void); // Update VR tracking (position and orientation) void BeginVrDrawing(void); // Begin VR drawing configuration diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc index d10a8c728..edf5302e4 100644 Binary files a/release/html5/libraylib.bc and b/release/html5/libraylib.bc differ diff --git a/release/html5/raylib.h b/release/html5/raylib.h index e3a17ebbc..19c677123 100644 --- a/release/html5/raylib.h +++ b/release/html5/raylib.h @@ -7,14 +7,18 @@ * Features: * Library written in plain C code (C99) * Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input @@ -23,6 +27,8 @@ * stb_image_write (Sean Barret) for image writting (PNG) * stb_vorbis (Sean Barret) for ogg audio loading * stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * @@ -37,7 +43,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2016 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. @@ -536,7 +542,7 @@ typedef enum { HMD_SONY_PLAYSTATION_VR, HMD_RAZER_OSVR, HMD_FOVE_VR, -} HmdDevice; +} VrDevice; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color); void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu void UnloadShader(Shader shader); // Unload a custom shader from memory Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int hmdDevice); // Init VR device +void InitVrDevice(int vdDevice); // Init VR device void CloseVrDevice(void); // Close VR device void UpdateVrTracking(void); // Update VR tracking (position and orientation) void BeginVrDrawing(void); // Begin VR drawing configuration diff --git a/release/linux/helpme! b/release/linux/helpme! deleted file mode 100644 index e69de29bb..000000000 diff --git a/release/linux/raylib.h b/release/linux/raylib.h index e3a17ebbc..19c677123 100644 --- a/release/linux/raylib.h +++ b/release/linux/raylib.h @@ -7,14 +7,18 @@ * Features: * Library written in plain C code (C99) * Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input @@ -23,6 +27,8 @@ * stb_image_write (Sean Barret) for image writting (PNG) * stb_vorbis (Sean Barret) for ogg audio loading * stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * @@ -37,7 +43,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2016 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. @@ -536,7 +542,7 @@ typedef enum { HMD_SONY_PLAYSTATION_VR, HMD_RAZER_OSVR, HMD_FOVE_VR, -} HmdDevice; +} VrDevice; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color); void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu void UnloadShader(Shader shader); // Unload a custom shader from memory Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int hmdDevice); // Init VR device +void InitVrDevice(int vdDevice); // Init VR device void CloseVrDevice(void); // Close VR device void UpdateVrTracking(void); // Update VR tracking (position and orientation) void BeginVrDrawing(void); // Begin VR drawing configuration diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a index 8fe376052..abb8ddd1c 100644 Binary files a/release/win32/mingw32/libraylib.a and b/release/win32/mingw32/libraylib.a differ diff --git a/release/win32/raylib.h b/release/win32/raylib.h index bfcb9bf56..19c677123 100644 --- a/release/win32/raylib.h +++ b/release/win32/raylib.h @@ -7,14 +7,18 @@ * Features: * Library written in plain C code (C99) * Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input @@ -23,6 +27,8 @@ * stb_image_write (Sean Barret) for image writting (PNG) * stb_vorbis (Sean Barret) for ogg audio loading * stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * @@ -37,7 +43,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2016 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. @@ -64,7 +70,7 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) -//#define PLATFORM_OCULUS // Oculus Rift CV1 +//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) @@ -431,8 +437,8 @@ typedef struct Model { // Light type typedef struct LightData { unsigned int id; // Light unique id - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; // Light enabled + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT Vector3 position; // Light position Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) @@ -468,8 +474,6 @@ typedef struct Wave { short channels; } Wave; -typedef int RawAudioContext; - // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -527,6 +531,19 @@ typedef struct GestureEvent { // Camera system modes typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; +// 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; + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -545,12 +562,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics #endif -#if defined(PLATFORM_OCULUS) -void InitOculusDevice(void); // Init Oculus Rift device -void CloseOculusDevice(void); // Close Oculus Rift device -void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation) -#endif - void CloseWindow(void); // Close Window and Terminate Context bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) @@ -644,13 +655,13 @@ bool IsButtonReleased(int button); // Detect if an android //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ +void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +bool IsGestureDetected(int gesture); // Check if a gesture have been detected void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) -bool IsGestureDetected(int gesture); // Check if a gesture have been detected -int GetGestureDetected(void); // Get latest detected gesture -void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -int GetTouchPointsCount(void); // Get touch points count +int GetTouchPointsCount(void); // Get touch points count +int GetGestureDetected(void); // Get latest detected gesture float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds Vector2 GetGestureDragVector(void); // Get gesture drag vector float GetGestureDragAngle(void); // Get gesture drag angle @@ -773,8 +784,6 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -789,6 +798,8 @@ void DrawRay(Ray ray, Color color); void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -800,7 +811,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) void UnloadModel(Model model); // Unload 3d model from memory -void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) @@ -833,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu void UnloadShader(Shader shader); // Unload a custom shader from memory Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -852,6 +862,18 @@ void EndBlendMode(void); // End blend Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DestroyLight(Light light); // Destroy a light and take it out of the list +//------------------------------------------------------------------------------------ +// VR experience Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +void InitVrDevice(int vdDevice); // Init VR device +void CloseVrDevice(void); // Close VR device +void UpdateVrTracking(void); // Update VR tracking (position and orientation) +void BeginVrDrawing(void); // Begin VR drawing configuration +void EndVrDrawing(void); // End VR drawing process (and desktop mirror) +bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready +void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) + //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ @@ -877,17 +899,10 @@ void PauseMusicStream(int index); // Pause music p void ResumeMusicStream(int index); // Resume playing paused music bool IsMusicPlaying(int index); // Check if music is playing void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) +void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level) float GetMusicTimeLength(int index); // Get current music time length (in seconds) float GetMusicTimePlayed(int index); // Get current music time played (in seconds) -int GetMusicStreamCount(void); -void SetMusicPitch(int index, float pitch); - -// used to output raw audio streams, returns negative numbers on error -// if floating point is false the data size is 16bit short, otherwise it is float 32bit -RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint); - -void CloseRawAudioContext(RawAudioContext ctx); -int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered +int GetMusicStreamCount(void); // Get number of streams loaded #ifdef __cplusplus } diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/jni/include/raylib.h index e3a17ebbc..19c677123 100644 --- a/templates/android_project/jni/include/raylib.h +++ b/templates/android_project/jni/include/raylib.h @@ -7,14 +7,18 @@ * Features: * Library written in plain C code (C99) * Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support +* Powerful math module for Vector, Matrix and Quaternion operations [raymath] +* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD) +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) * * Used external libs: * GLFW3 (www.glfw.org) for window/context management and input @@ -23,6 +27,8 @@ * stb_image_write (Sean Barret) for image writting (PNG) * stb_vorbis (Sean Barret) for ogg audio loading * stb_truetype (Sean Barret) for ttf fonts loading +* jar_xm (Joshua Reisenauer) for XM audio module loading +* jar_mod (Joshua Reisenauer) for MOD audio module loading * OpenAL Soft for audio device/context management * tinfl for data decompression (DEFLATE algorithm) * @@ -37,7 +43,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2016 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. @@ -536,7 +542,7 @@ typedef enum { HMD_SONY_PLAYSTATION_VR, HMD_RAZER_OSVR, HMD_FOVE_VR, -} HmdDevice; +} VrDevice; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -778,8 +784,6 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space -void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -794,6 +798,8 @@ void DrawRay(Ray ray, Color color); void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) void DrawGizmo(Vector3 position); // Draw simple gizmo void DrawLight(Light light); // Draw light in 3D world +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space //DrawTorus(), DrawTeapot() are useless... //------------------------------------------------------------------------------------ @@ -837,7 +843,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a cu void UnloadShader(Shader shader); // Unload a custom shader from memory Shader GetDefaultShader(void); // Get default shader -Shader GetStandardShader(void); // Get default shader +Shader GetStandardShader(void); // Get standard shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -860,7 +866,7 @@ void DestroyLight(Light light); // Destroy a // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -void InitVrDevice(int hmdDevice); // Init VR device +void InitVrDevice(int vdDevice); // Init VR device void CloseVrDevice(void); // Close VR device void UpdateVrTracking(void); // Update VR tracking (position and orientation) void BeginVrDrawing(void); // Begin VR drawing configuration diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a index de3ccc329..3ee2746da 100644 Binary files a/templates/android_project/jni/libs/libraylib.a and b/templates/android_project/jni/libs/libraylib.a differ