diff --git a/templates/android_project/AndroidManifest.xml b/templates/android_project/AndroidManifest.xml deleted file mode 100644 index b842c0a43..000000000 --- a/templates/android_project/AndroidManifest.xml +++ /dev/null @@ -1,44 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/templates/android_project/Makefile b/templates/android_project/Makefile deleted file mode 100644 index 34b6db65e..000000000 --- a/templates/android_project/Makefile +++ /dev/null @@ -1,229 +0,0 @@ -#************************************************************************************************** -# -# raylib makefile for Android project (APK building) -# -# Copyright (c) 2017 Ramon Santamaria (@raysan5) -# -# This software is provided "as-is", without any express or implied warranty. In no event -# will the authors be held liable for any damages arising from the use of this software. -# -# Permission is granted to anyone to use this software for any purpose, including commercial -# applications, and to alter it and redistribute it freely, subject to the following restrictions: -# -# 1. The origin of this software must not be misrepresented; you must not claim that you -# wrote the original software. If you use this software in a product, an acknowledgment -# in the product documentation would be appreciated but is not required. -# -# 2. Altered source versions must be plainly marked as such, and must not be misrepresented -# as being the original software. -# -# 3. This notice may not be removed or altered from any source distribution. -# -#************************************************************************************************** - -# Define raylib platform to compile for -PLATFORM ?= PLATFORM_ANDROID -RAYLIB_PATH ?= C:\Github\raylib - -# Android project configuration variables -# Generated shared library name should match the name defined in the AndroidManifest.xml -PROJECT_NAME ?= raylib_game -LIBRARY_NAME ?= raylib_game -OUTPUT_PATH ?= output -SOURCE_PATH ?= src - -# define libtype for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll) -RAYLIB_LIBTYPE ?= SHARED -OPENAL_LIBTYPE ?= SHARED - -RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a -OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a - -# Generated key pass -KEYSTORE_PASS = raylib - -# add shared libs to APK if required -ifeq ($(RAYLIB_LIBTYPE),SHARED) - PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so -endif -ifeq ($(OPENAL_LIBTYPE),SHARED) - PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so -endif - -# Required path variables -# NOTE: JAVA_HOME must be set to JDK -ANDROID_HOME = C:/android-sdk -ANDROID_NDK = C:/android-ndk -ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16 -ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.1 -ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools -JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144 - -# Compilers -CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc -AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar - -# Compiler flags for arquitecture -CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 -# Compilation functions attributes options -CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC -# Compiler options for the linker -CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes -# Preprocessor macro definitions -CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16 - -# Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(ANDROID_NDK)/sources/android/native_app_glue - -# Linker options -LDFLAGS = -Wl,-soname,lib$(LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a -LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -# Force linking of library module to define symbol -LDFLAGS += -u ANativeActivity_onCreate -# Library paths containing required libs -LDFLAGS += -L. -L$(SOURCE_PATH) -L$(OUTPUT_PATH)/obj -L$(OUTPUT_PATH)/lib/armeabi-v7a - -# Define any libraries to link into executable -# if you want to link libraries (libname.so or libname.a), use the -lname -LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl - -# Building APK -# NOTE: typing 'make' will invoke the default target entry called 'all', -all: create_temp_project_dirs \ - copy_project_required_libs \ - compile_native_app_glue \ - compile_project_code \ - generate_loader_script \ - copy_project_resources \ - config_project_package \ - compile_project_class \ - compile_project_class_dex \ - create_project_apk_package \ - generate_apk_keystore \ - sign_project_apk_package \ - zipalign_project_apk_package - -# Create required temp directories for APK building -create_temp_project_dirs: - if not exist $(OUTPUT_PATH) mkdir $(OUTPUT_PATH) - if not exist $(OUTPUT_PATH)\obj mkdir $(OUTPUT_PATH)\obj - if not exist $(OUTPUT_PATH)\src mkdir $(OUTPUT_PATH)\src - if not exist $(OUTPUT_PATH)\lib mkdir $(OUTPUT_PATH)\lib - if not exist $(OUTPUT_PATH)\lib\armeabi-v7a mkdir $(OUTPUT_PATH)\lib\armeabi-v7a - if not exist $(OUTPUT_PATH)\bin mkdir $(OUTPUT_PATH)\bin - if not exist $(OUTPUT_PATH)\res mkdir $(OUTPUT_PATH)\res - if not exist $(OUTPUT_PATH)\assets mkdir $(OUTPUT_PATH)\assets - -# Compile native_app_glue as static library -# OUTPUT: $(PROJECT_DIR)/obj/libnative_app_glue.a -compile_native_app_glue: - $(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o $(OUTPUT_PATH)/obj/native_app_glue.o $(CFLAGS) - $(AR) rcs $(OUTPUT_PATH)/obj/libnative_app_glue.a $(OUTPUT_PATH)/obj/native_app_glue.o - -# Compile project code as shared libraries -# OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so -compile_project_code: - $(CC) -c $(SOURCE_PATH)/game_basic.c -o $(OUTPUT_PATH)/obj/game_basic.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot - $(CC) -o $(OUTPUT_PATH)/lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_basic.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) - -compile_project_code_raylib_stripped: - $(CC) -c $(SOURCE_PATH)/raylib_stripped/core.c -o $(OUTPUT_PATH)/obj/core.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot - $(CC) -c $(SOURCE_PATH)/raylib_stripped/rlgl.c -o $(OUTPUT_PATH)/obj/rlgl.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2 - $(CC) -c $(SOURCE_PATH)/raylib_stripped/utils.c -o $(OUTPUT_PATH)/obj/utils.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot - $(CC) -c $(SOURCE_PATH)/game_raylib_stripped.c -o $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot - $(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(OUTPUT_PATH)/obj/core.o $(OUTPUT_PATH)/obj/rlgl.o $(OUTPUT_PATH)/obj/utils.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) - -copy_project_required_libs: -ifeq ($(RAYLIB_LIBTYPE),SHARED) - copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.so -endif -ifeq ($(OPENAL_LIBTYPE),SHARED) - copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.so -endif -ifeq ($(RAYLIB_LIBTYPE),STATIC) - copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.a -endif -ifeq ($(OPENAL_LIBTYPE),STATIC) - copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.a -endif - -copy_project_resources: - xcopy res $(OUTPUT_PATH)\res /Y /E /F - xcopy src\resources $(OUTPUT_PATH)\assets /Y /E /F - xcopy AndroidManifest.xml $(OUTPUT_PATH)\AndroidManifest.xml* /Y /F - -generate_loader_script: - @echo package com.raylib.game_sample; > $(OUTPUT_PATH)/obj/NativeLoader.java - @echo. >> $(OUTPUT_PATH)/obj/NativeLoader.java - @echo public class NativeLoader extends android.app.NativeActivity { >> $(OUTPUT_PATH)/obj/NativeLoader.java - @echo static { >> $(OUTPUT_PATH)/obj/NativeLoader.java -ifeq ($(OPENAL_LIBTYPE),SHARED) - @echo System.loadLibrary("openal"); >> $(OUTPUT_PATH)/obj/NativeLoader.java -endif -ifeq ($(RAYLIB_LIBTYPE),SHARED) - @echo System.loadLibrary("raylib"); >> $(OUTPUT_PATH)/obj/NativeLoader.java -endif - @echo System.loadLibrary("raylib_game"); >> $(OUTPUT_PATH)/obj/NativeLoader.java - @echo } >> $(OUTPUT_PATH)/obj/NativeLoader.java - @echo } >> $(OUTPUT_PATH)/obj/NativeLoader.java - -# Generate key for APK signing -# OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore -generate_apk_keystore: - $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=raylib,O=Android,C=JPN" -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA - -# Create temp/src/com/raylib/$(LIBRARY_NAME)/R.java -# OUTPUT: $(PROJECT_DIR)/temp/src/com/raylib/$(LIBRARY_NAME)/R.java -# NOTE: DEPENDS on res/values/strings.xml -config_project_package: - $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(OUTPUT_PATH)/res -J $(OUTPUT_PATH)/src -M $(OUTPUT_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar - -# Create temp/obj/com/raylib/$(LIBRARY_NAME)/R.class -# OUTPUT: $(PROJECT_DIR)/temp/obj/com/raylib/$(LIBRARY_NAME)/R.class -compile_project_class: - $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(OUTPUT_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(OUTPUT_PATH)/obj -sourcepath $(OUTPUT_PATH)/src $(OUTPUT_PATH)/src/com/raylib/game_sample/R.java $(OUTPUT_PATH)/obj/NativeLoader.java -#$(JAVA_HOME)/bin/javac -source 1.7 -target 1.7 -d temp/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar -sourcepath temp/src temp/src/com/raylib/game_sample/R.java - -# Create temp/bin/classes.dex -# OUTPUT: $(PROJECT_DIR)/bin/classes.dex -# NOTE: DEPENDS on temp/obj/com/raylib/$(LIBRARY_NAME)/R.class -compile_project_class_dex: - $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(OUTPUT_PATH)/bin/classes.dex $(OUTPUT_PATH)/obj - -# Create temp/bin/$(PROJECT_NAME).unsigned.apk -# NOTE: DEPENDS on temp/bin/classes.dex and lib/lib$(LIBRARY_NAME).so -# NOTE: Use -A resources to define additional directory in which to find raw asset files -create_project_apk_package: - $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(OUTPUT_PATH)/AndroidManifest.xml -S $(OUTPUT_PATH)/res -A $(OUTPUT_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(OUTPUT_PATH)/bin - cd $(OUTPUT_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) - -# Create temp/bin/$(PROJECT_NAME).signed.apk -sign_project_apk_package: - $(JAVA_HOME)/bin/jarsigner -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -signedjar $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key - -# Create temp/bin/$(PROJECT_NAME).apk -zipalign_project_apk_package: - $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk - -# Deploy $(PROJECT_NAME).apk to device -install_project_apk_package: - $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk - -logcat_project_apk_package: - $(ANDROID_PLATFORM_TOOLS)/adb logcat -c - $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S - -deploy: - $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk - $(ANDROID_PLATFORM_TOOLS)/adb logcat -c - $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S - -#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W -#$(ANDROID_PLATFORM_TOOLS)/adb -d logcat raylib:V *:S - -# Clean everything -clean: - del temp\bin\* lib\* temp\obj\* temp\src\* /f/s/q - del temp\*.keystore - rmdir temp /s /q - @echo Cleaning done diff --git a/templates/android_project/res/drawable-hdpi/icon.png b/templates/android_project/res/drawable-hdpi/icon.png deleted file mode 100644 index 34a6155e6..000000000 Binary files a/templates/android_project/res/drawable-hdpi/icon.png and /dev/null differ diff --git a/templates/android_project/res/drawable-ldpi/icon.png b/templates/android_project/res/drawable-ldpi/icon.png deleted file mode 100644 index cc72255f4..000000000 Binary files a/templates/android_project/res/drawable-ldpi/icon.png and /dev/null differ diff --git a/templates/android_project/res/drawable-mdpi/icon.png b/templates/android_project/res/drawable-mdpi/icon.png deleted file mode 100644 index 72713a973..000000000 Binary files a/templates/android_project/res/drawable-mdpi/icon.png and /dev/null differ diff --git a/templates/android_project/res/values/strings.xml b/templates/android_project/res/values/strings.xml deleted file mode 100644 index d4dd6ea87..000000000 --- a/templates/android_project/res/values/strings.xml +++ /dev/null @@ -1,4 +0,0 @@ - - - rGame - diff --git a/templates/android_project/src/game_basic.c b/templates/android_project/src/game_basic.c deleted file mode 100644 index 94fbc6cda..000000000 --- a/templates/android_project/src/game_basic.c +++ /dev/null @@ -1,172 +0,0 @@ -/******************************************************************************************* -* -* raylib - Android Basic Game template -* -* -* -* -* This game has been created using raylib v1.2 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2014 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#include "android_native_app_glue.h" - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen; - -//---------------------------------------------------------------------------------- -// Android Main entry point -//---------------------------------------------------------------------------------- -void android_main(struct android_app *app) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - GameScreen currentScreen = LOGO; - - InitWindow(screenWidth, screenHeight, app); - - // TODO: Initialize all required variables and load all required data here! - - InitAudioDevice(); // Initialize audio device - - Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder) - - Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder) - Music ambient = LoadMusicStream("ambient.ogg"); - PlayMusicStream(ambient); - - int framesCounter = 0; // Used to count frames - - SetTargetFPS(60); // Not required on Android, already locked to 60 fps - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateMusicStream(ambient); - - switch(currentScreen) - { - case LOGO: - { - // TODO: Update LOGO screen variables here! - - framesCounter++; // Count frames - - // Wait for 4 seconds (240 frames) before jumping to TITLE screen - if (framesCounter > 240) - { - currentScreen = TITLE; - } - } break; - case TITLE: - { - // TODO: Update TITLE screen variables here! - - // Press enter to change to GAMEPLAY screen - if (IsGestureDetected(GESTURE_TAP)) - { - PlaySound(fx); - currentScreen = GAMEPLAY; - } - } break; - case GAMEPLAY: - { - // TODO: Update GAMEPLAY screen variables here! - - // Press enter to change to ENDING screen - if (IsGestureDetected(GESTURE_TAP)) - { - PlaySound(fx); - currentScreen = ENDING; - } - } break; - case ENDING: - { - // TODO: Update ENDING screen variables here! - - // Press enter to return to TITLE screen - if (IsGestureDetected(GESTURE_TAP)) - { - PlaySound(fx); - currentScreen = TITLE; - } - } break; - default: break; - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - switch(currentScreen) - { - case LOGO: - { - // TODO: Draw LOGO screen here! - DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); - DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE); - DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY); - - } break; - case TITLE: - { - // TODO: Draw TITLE screen here! - DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); - DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); - DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN); - - } break; - case GAMEPLAY: - { - // TODO: Draw GAMEPLAY screen here! - DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE); - DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); - DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON); - - } break; - case ENDING: - { - // TODO: Draw ENDING screen here! - DrawRectangle(0, 0, screenWidth, screenHeight, BLUE); - DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); - DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE); - - } break; - default: break; - } - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - - // TODO: Unload all loaded data (textures, fonts, audio) here! - - UnloadSound(fx); // Unload sound data - UnloadMusicStream(ambient); // Unload music stream data - - CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) - - UnloadTexture(texture); // Unload texture data - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- -} \ No newline at end of file diff --git a/templates/android_project/src/game_raylib_stripped.c b/templates/android_project/src/game_raylib_stripped.c deleted file mode 100644 index 43611d227..000000000 --- a/templates/android_project/src/game_raylib_stripped.c +++ /dev/null @@ -1,58 +0,0 @@ -/******************************************************************************************* -* -* raylib - Android Basic Game template -* -* -* -* -* This game has been created using raylib v1.2 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2014 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#include "android_native_app_glue.h" - -//---------------------------------------------------------------------------------- -// Android Main entry point -//---------------------------------------------------------------------------------- -void android_main(struct android_app *app) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, app); - - // TODO: Initialize all required variables and load all required data here! - - SetTargetFPS(60); // Not required on Android, already locked to 60 fps - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - // ... - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- -} \ No newline at end of file diff --git a/templates/android_project/src/game_standalone.c b/templates/android_project/src/game_standalone.c deleted file mode 100644 index eb83a6bf1..000000000 --- a/templates/android_project/src/game_standalone.c +++ /dev/null @@ -1,684 +0,0 @@ - -//#include // Android sensors functions (accelerometer, gyroscope, light...) -#include -#include -#include // Defines AWINDOW_FLAG_FULLSCREEN and others -#include -#include // Defines basic app state struct and manages activity - -#include // Khronos EGL library - Native platform display device control functions -#include // Khronos OpenGL ES 2.0 library - -#include // Standard input / output lib -#include // Required for: malloc(), free(), rand(), atexit() -#include // Required for: typedef unsigned long long int uint64_t, used by hi-res timer -#include // Required for: va_list, va_start(), vfprintf(), va_end() -#include // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) -#include // Required for: tan() [Used in Begin3dMode() to set perspective] -#include // Required for: strlen(), strrchr(), strcmp() - -//#define RLGL_STANDALONE -//#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding - -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form - typedef enum { false, true } bool; - #endif -#endif - -// Trace log type -typedef enum { - LOG_INFO = 0, - LOG_WARNING, - LOG_ERROR, - LOG_DEBUG, - LOG_OTHER -} LogType; - -static int screenWidth; -static int screenHeight; - -static struct android_app *app; // Android activity -static struct android_poll_source *source; // Android events polling source -static int ident, events; // Android ALooper_pollAll() variables -static const char *internalDataPath; // Android internal data path to write data (/data/data//files) - -static bool windowReady = false; // Used to detect display initialization -static bool appEnabled = true; // Used to detec if app is active -static bool contextRebindRequired = false; // Used to know context rebind required - -static EGLDisplay display; // Native display device (physical screen connection) -static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) -static EGLContext context; // Graphic context, mode in which drawing can be done -static EGLConfig config; // Graphic config -static uint64_t baseTime; // Base time measure for hi-res timer -static bool windowShouldClose = false; // Flag to set window for closing - -static AAssetManager *assetManager; - -static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands -static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs - -static void TraceLog(int msgType, const char *text, ...); - -static int android_read(void *cookie, char *buf, int size); -static int android_write(void *cookie, const char *buf, int size); -static fpos_t android_seek(void *cookie, fpos_t offset, int whence); -static int android_close(void *cookie); - -static void InitWindow(int width, int height, void *state); // Initialize Android activity -static void InitGraphicsDevice(int width, int height); // Initialize graphic device -static void CloseWindow(void); // Close window and unload OpenGL context -static bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed - -static void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing -static void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) -static void SwapBuffers(void); // Copy back buffer to front buffers -static void PollInputEvents(void); // Poll all input events - -//---------------------------------------------------------------------------------- -// Android Main entry point -//---------------------------------------------------------------------------------- -void android_main(struct android_app *app) -{ - InitWindow(1280, 720, app); - - while (!WindowShouldClose()) - { - BeginDrawing(); - - - EndDrawing(); - } - - CloseWindow(); -} - -// Initialize Android activity -static void InitWindow(int width, int height, void *state) -{ - TraceLog(LOG_INFO, "Initializing raylib stripped"); - - screenWidth = width; - screenHeight = height; - - app = (struct android_app *)state; - internalDataPath = app->activity->internalDataPath; - - // Set desired windows flags before initializing anything - ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER - //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); - - int orientation = AConfiguration_getOrientation(app->config); - - if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation"); - else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation"); - - // TODO: Automatic orientation doesn't seem to work - if (width <= height) - { - AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); - TraceLog(LOG_WARNING, "Window set to portraid mode"); - } - else - { - AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND); - TraceLog(LOG_WARNING, "Window set to landscape mode"); - } - - //AConfiguration_getDensity(app->config); - //AConfiguration_getKeyboard(app->config); - //AConfiguration_getScreenSize(app->config); - //AConfiguration_getScreenLong(app->config); - - //state->userData = &engine; - app->onAppCmd = AndroidCommandCallback; - app->onInputEvent = AndroidInputCallback; - - assetManager = app->activity->assetManager; - - TraceLog(LOG_INFO, "Android app initialized successfully"); - - // Wait for window to be initialized (display and context) - while (!windowReady) - { - // Process events loop - while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) - { - // Process this event - if (source != NULL) source->process(app, source); - - // NOTE: Never close window, native activity is controlled by the system! - //if (app->destroyRequested != 0) windowShouldClose = true; - } - } -} - -// Close window and unload OpenGL context -static void CloseWindow(void) -{ - //rlglClose(); // De-init rlgl - - // Close surface, context and display - if (display != EGL_NO_DISPLAY) - { - eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - - if (surface != EGL_NO_SURFACE) - { - eglDestroySurface(display, surface); - surface = EGL_NO_SURFACE; - } - - if (context != EGL_NO_CONTEXT) - { - eglDestroyContext(display, context); - context = EGL_NO_CONTEXT; - } - - eglTerminate(display); - display = EGL_NO_DISPLAY; - } - - TraceLog(LOG_INFO, "Window closed successfully"); -} - -// Check if KEY_ESCAPE pressed or Close icon pressed -static bool WindowShouldClose(void) -{ - return windowShouldClose; -} - -static void InitGraphicsDevice(int width, int height) -{ - screenWidth = width; // User desired width - screenHeight = height; // User desired height - - EGLint samples = 0; - EGLint sampleBuffer = 0; - - const EGLint framebufferAttribs[] = - { - EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? - //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! - EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) - EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) - EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) - //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) - //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) - EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) - //EGL_STENCIL_SIZE, 8, // Stencil buffer size - EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA - EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) - EGL_NONE - }; - - EGLint contextAttribs[] = - { - EGL_CONTEXT_CLIENT_VERSION, 2, - EGL_NONE - }; - - EGLint numConfigs; - - // Get an EGL display connection - display = eglGetDisplay(EGL_DEFAULT_DISPLAY); - - // Initialize the EGL display connection - eglInitialize(display, NULL, NULL); - - // Get an appropriate EGL framebuffer configuration - eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs); - - // Set rendering API - eglBindAPI(EGL_OPENGL_ES_API); - - // Create an EGL rendering context - context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); - - // Create an EGL window surface - //--------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) - EGLint displayFormat; - - int displayWidth = ANativeWindow_getWidth(app->window); - int displayHeight = ANativeWindow_getHeight(app->window); - - // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() - // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID - eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView - - //SetupFramebufferSize(displayWidth, displayHeight); - - //ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); - ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size - - surface = eglCreateWindowSurface(display, config, app->window, NULL); -#endif // defined(PLATFORM_ANDROID) - - //eglSwapInterval(display, 1); - - if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) - { - TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface"); - } - else - { - // Grab the width and height of the surface - //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); - //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); - - TraceLog(LOG_INFO, "Display device initialized successfully"); - TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); - } -/* - // Initialize OpenGL context (states and resources) - // NOTE: screenWidth and screenHeight not used, just stored as globals - rlglInit(screenWidth, screenHeight); - - // Setup default viewport - rlViewport(0, 0, screenWidth, screenHeight); - - // Initialize internal projection and modelview matrices - // NOTE: Default to orthographic projection mode with top-left corner at (0,0) - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - // Clear full framebuffer (not only render area) to color - rlClearColor(245, 245, 245, 255); -*/ - glClearColor(1, 0, 0, 1); - -#if defined(PLATFORM_ANDROID) - windowReady = true; // IMPORTANT! -#endif -} - -// Copy back buffer to front buffers -static void SwapBuffers(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - eglSwapBuffers(display, surface); -#endif -} - -#if defined(PLATFORM_ANDROID) -// Android: Process activity lifecycle commands -static void AndroidCommandCallback(struct android_app *app, int32_t cmd) -{ - switch (cmd) - { - case APP_CMD_START: - { - //rendering = true; - TraceLog(LOG_INFO, "APP_CMD_START"); - } break; - case APP_CMD_RESUME: - { - TraceLog(LOG_INFO, "APP_CMD_RESUME"); - } break; - case APP_CMD_INIT_WINDOW: - { - TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW"); - - if (app->window != NULL) - { - if (contextRebindRequired) - { - // Reset screen scaling to full display size - EGLint displayFormat; - eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); - ANativeWindow_setBuffersGeometry(app->window, screenWidth, screenHeight, displayFormat); - - // Recreate display surface and re-attach OpenGL context - surface = eglCreateWindowSurface(display, config, app->window, NULL); - eglMakeCurrent(display, surface, surface, context); - - contextRebindRequired = false; - } - else - { - // Init graphics device (display device and OpenGL context) - InitGraphicsDevice(screenWidth, screenHeight); - - // TODO: GPU assets reload in case of lost focus (lost context) - // NOTE: This problem has been solved just unbinding and rebinding context from display - /* - if (assetsReloadRequired) - { - for (int i = 0; i < assetsCount; i++) - { - // TODO: Unload old asset if required - - // Load texture again to pointed texture - (*textureAsset + i) = LoadTexture(assetPath[i]); - } - } - */ - - // Init hi-res timer - //InitTimer(); // TODO. - } - } - } break; - case APP_CMD_GAINED_FOCUS: - { - TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS"); - appEnabled = true; - //ResumeMusicStream(); - } break; - case APP_CMD_PAUSE: - { - TraceLog(LOG_INFO, "APP_CMD_PAUSE"); - } break; - case APP_CMD_LOST_FOCUS: - { - //DrawFrame(); - TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS"); - appEnabled = false; - //PauseMusicStream(); - } break; - case APP_CMD_TERM_WINDOW: - { - // Dettach OpenGL context and destroy display surface - // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) - // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( - eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - eglDestroySurface(display, surface); - - contextRebindRequired = true; - - TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW"); - } break; - case APP_CMD_SAVE_STATE: - { - TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE"); - } break; - case APP_CMD_STOP: - { - TraceLog(LOG_INFO, "APP_CMD_STOP"); - } break; - case APP_CMD_DESTROY: - { - // TODO: Finish activity? - //ANativeActivity_finish(app->activity); - - TraceLog(LOG_INFO, "APP_CMD_DESTROY"); - } break; - case APP_CMD_CONFIG_CHANGED: - { - //AConfiguration_fromAssetManager(app->config, app->activity->assetManager); - //print_cur_config(app); - - // Check screen orientation here! - - TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED"); - } break; - default: break; - } -} - -// Android: Get input events -static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) -{ - //http://developer.android.com/ndk/reference/index.html - - int type = AInputEvent_getType(event); - - if (type == AINPUT_EVENT_TYPE_MOTION) - { - /* - // Get first touch position - touchPosition[0].x = AMotionEvent_getX(event, 0); - touchPosition[0].y = AMotionEvent_getY(event, 0); - - // Get second touch position - touchPosition[1].x = AMotionEvent_getX(event, 1); - touchPosition[1].y = AMotionEvent_getY(event, 1); - */ - } - else if (type == AINPUT_EVENT_TYPE_KEY) - { - int32_t keycode = AKeyEvent_getKeyCode(event); - //int32_t AKeyEvent_getMetaState(event); - - // Save current button and its state - // NOTE: Android key action is 0 for down and 1 for up - if (AKeyEvent_getAction(event) == 0) - { - //currentKeyState[keycode] = 1; // Key down - //lastKeyPressed = keycode; - } - //else currentKeyState[keycode] = 0; // Key up - - if (keycode == AKEYCODE_POWER) - { - // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS - // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS - // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected. - // NOTE: AndroidManifest.xml must have - // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour - return 0; - } - else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU)) - { - // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS! - return 1; - } - else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN)) - { - // Set default OS behaviour - return 0; - } - } - - int32_t action = AMotionEvent_getAction(event); - unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; -/* - GestureEvent gestureEvent; - - // Register touch actions - if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; - else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; - else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; - - // Register touch points count - gestureEvent.pointCount = AMotionEvent_getPointerCount(event); - - // Register touch points id - gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); - gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); - - // Register touch points position - // NOTE: Only two points registered - gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; - gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; - - // Normalize gestureEvent.position[x] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); -*/ - return 0; // return 1; -} -#endif - -#if defined(PLATFORM_ANDROID) -/* -// Initialize asset manager from android app -void InitAssetManager(AAssetManager *manager) -{ - assetManager = manager; -} - -// Replacement for fopen -FILE *android_fopen(const char *fileName, const char *mode) -{ - if (mode[0] == 'w') return NULL; - - AAsset *asset = AAssetManager_open(assetManager, fileName, 0); - - if (!asset) return NULL; - - return funopen(asset, android_read, android_write, android_seek, android_close); -} -*/ -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) -static int android_read(void *cookie, char *buf, int size) -{ - return AAsset_read((AAsset *)cookie, buf, size); -} - -static int android_write(void *cookie, const char *buf, int size) -{ - TraceLog(LOG_ERROR, "Can't provide write access to the APK"); - - return EACCES; -} - -static fpos_t android_seek(void *cookie, fpos_t offset, int whence) -{ - return AAsset_seek((AAsset *)cookie, offset, whence); -} - -static int android_close(void *cookie) -{ - AAsset_close((AAsset *)cookie); - return 0; -} -#endif - -// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) -static void TraceLog(int msgType, const char *text, ...) -{ - static char buffer[128]; - int traceDebugMsgs = 0; - -#if defined(SUPPORT_TRACELOG_DEBUG) - traceDebugMsgs = 1; -#endif - - switch(msgType) - { - case LOG_INFO: strcpy(buffer, "INFO: "); break; - case LOG_ERROR: strcpy(buffer, "ERROR: "); break; - case LOG_WARNING: strcpy(buffer, "WARNING: "); break; - case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break; - default: break; - } - - strcat(buffer, text); - strcat(buffer, "\n"); - - va_list args; - va_start(args, text); - -#if defined(PLATFORM_ANDROID) - switch(msgType) - { - case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break; - case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break; - case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break; - case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break; - default: break; - } -#else - if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args); -#endif - - va_end(args); - - if (msgType == LOG_ERROR) exit(1); // If LOG_ERROR message, exit program -} - -// Setup canvas (framebuffer) to start drawing -static void BeginDrawing(void) -{ -/* - currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called - updateTime = currentTime - previousTime; - previousTime = currentTime; -*/ - //rlClearScreenBuffers(); // Clear current framebuffers - //rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -} - -// End canvas drawing and swap buffers (double buffering) -static void EndDrawing(void) -{ - //rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - SwapBuffers(); // Copy back buffer to front buffer - PollInputEvents(); // Poll user events - -/* - // Frame time control system - currentTime = GetTime(); - drawTime = currentTime - previousTime; - previousTime = currentTime; - - frameTime = updateTime + drawTime; - - // Wait for some milliseconds... - if (frameTime < targetTime) - { - Wait((targetTime - frameTime)*1000.0f); - - currentTime = GetTime(); - double extraTime = currentTime - previousTime; - previousTime = currentTime; - - frameTime += extraTime; - } -*/ -} - -// Poll (store) all input events -static void PollInputEvents(void) -{ - // Reset last key pressed registered - //lastKeyPressed = -1; - -#if defined(PLATFORM_ANDROID) - // Register previous keys states - // NOTE: Android supports up to 260 keys - //for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i]; - - // Poll Events (registered events) - // NOTE: Activity is paused if not enabled (appEnabled) - while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) - { - // Process this event - if (source != NULL) source->process(app, source); - - // NOTE: Never close window, native activity is controlled by the system! - if (app->destroyRequested != 0) - { - //TraceLog(LOG_INFO, "Closing Window..."); - //windowShouldClose = true; - //ANativeActivity_finish(app->activity); - } - } -#endif -} - - diff --git a/templates/android_project/src/raylib_stripped/core.c b/templates/android_project/src/raylib_stripped/core.c deleted file mode 100644 index 708c5fbf0..000000000 --- a/templates/android_project/src/raylib_stripped/core.c +++ /dev/null @@ -1,3477 +0,0 @@ -/********************************************************************************************** -* -* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms -* -* PLATFORMS SUPPORTED: -* - Windows (win32/Win64) -* - Linux (tested on Ubuntu) -* - OSX (Mac) -* - Android (ARM or ARM64) -* - Raspberry Pi (Raspbian) -* - HTML5 (Chrome, Firefox) -* -* CONFIGURATION: -* -* #define PLATFORM_DESKTOP -* Windowing and input system configured for desktop platforms: Windows, Linux, OSX (managed by GLFW3 library) -* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it -* -* #define PLATFORM_ANDROID -* Windowing and input system configured for Android device, app activity managed internally in this module. -* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL -* -* #define PLATFORM_RPI -* Windowing and input system configured for Raspberry Pi (tested on Raspbian), graphic device is managed by EGL -* and inputs are processed is raw mode, reading from /dev/input/ -* -* #define PLATFORM_WEB -* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js -* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. -* -* #define SUPPORT_DEFAULT_FONT (default) -* Default font is loaded on window initialization to be available for the user to render simple text. -* NOTE: If enabled, uses external module functions to load default raylib font (module: text) -* -* #define SUPPORT_CAMERA_SYSTEM -* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital -* -* #define SUPPORT_GESTURES_SYSTEM -* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag -* -* #define SUPPORT_MOUSE_GESTURES -* Mouse gestures are directly mapped like touches and processed by gestures system. -* -* #define SUPPORT_BUSY_WAIT_LOOP -* Use busy wait loop for timming sync, if not defined, a high-resolution timer is setup and used -* -* #define SUPPORT_GIF_RECORDING -* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() -* -* DEPENDENCIES: -* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) -* raymath - 3D math functionality (Vector3, Matrix, Quaternion) -* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) -* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -// Default configuration flags (supported features) -//------------------------------------------------- -//#define SUPPORT_DEFAULT_FONT -//#define SUPPORT_MOUSE_GESTURES -//#define SUPPORT_CAMERA_SYSTEM -//#define SUPPORT_GESTURES_SYSTEM -#define SUPPORT_BUSY_WAIT_LOOP -//#define SUPPORT_GIF_RECORDING -//------------------------------------------------- - -#include "raylib.h" - -#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 -#include "utils.h" // Required for: fopen() Android mapping - -#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) -#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) -#include "raymath.h" // Required for: Vector3 and Matrix functions - -#if defined(SUPPORT_GESTURES_SYSTEM) - #define GESTURES_IMPLEMENTATION - #include "gestures.h" // Gestures detection functionality -#endif - -#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID) - #define CAMERA_IMPLEMENTATION - #include "camera.h" // Camera system functionality -#endif - -#if defined(SUPPORT_GIF_RECORDING) - #define GIF_IMPLEMENTATION - #include "external/gif.h" // Support GIF recording -#endif - -#if defined(__linux__) || defined(PLATFORM_WEB) - #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. -#endif - -#include // Standard input / output lib -#include // Required for: malloc(), free(), rand(), atexit() -#include // Required for: typedef unsigned long long int uint64_t, used by hi-res timer -#include // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) -#include // Required for: tan() [Used in Begin3dMode() to set perspective] -#include // Required for: strrchr(), strcmp() -//#include // Macros for reporting and retrieving error conditions through error codes - -#ifdef _WIN32 - #include // Required for: _getch(), _chdir() - #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() - #define CHDIR _chdir -#else - #include "unistd.h" // Required for: getch(), chdir() (POSIX) - #define GETCWD getcwd - #define CHDIR chdir -#endif - -#if defined(__linux__) || defined(PLATFORM_WEB) - #include // Required for: timespec, nanosleep(), select() - POSIX -#elif defined(__APPLE__) - #include // Required for: usleep() -#endif - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 - #include // GLFW3 library: Windows, OpenGL context and Input management - - #if defined(__linux__) - #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting - #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window - #include // which are required for hiding mouse - #endif - //#include // OpenGL functions (GLFW3 already includes gl.h) - //#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version! - - #if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) - // NOTE: Those functions require linking with winmm library - __stdcall unsigned int timeBeginPeriod(unsigned int uPeriod); - __stdcall unsigned int timeEndPeriod(unsigned int uPeriod); - #endif -#endif - -#if defined(PLATFORM_ANDROID) - //#include // Android sensors functions (accelerometer, gyroscope, light...) - #include // Defines AWINDOW_FLAG_FULLSCREEN and others - #include // Defines basic app state struct and manages activity - - #include // Khronos EGL library - Native platform display device control functions - #include // Khronos OpenGL ES 2.0 library -#endif - -#if defined(PLATFORM_RPI) - #include // POSIX file control definitions - open(), creat(), fcntl() - #include // POSIX standard function definitions - read(), close(), STDIN_FILENO - #include // POSIX terminal control definitions - tcgetattr(), tcsetattr() - #include // POSIX threads management (mouse input) - - #include // UNIX System call for device-specific input/output operations - ioctl() - #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition - #include // Linux: Keycodes constants definition (KEY_A, ...) - #include // Linux: Joystick support library - - #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions - - #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions - #include "EGL/eglext.h" // Khronos EGL library - Extensions - #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library -#endif - -#if defined(PLATFORM_WEB) - #include - #include -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) - // Old device inputs system - #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input - #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input - #define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput) - #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) - - // New device input events (evdev) (must be detected) - //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" - //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" - //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" - - #define MOUSE_SENSITIVITY 0.8f -#endif - -#define MAX_GAMEPADS 4 // Max number of gamepads supported -#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) -#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) - -#define STORAGE_FILENAME "storage.data" - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -static GLFWwindow *window; // Native window (graphic device) -static bool windowMinimized = false; -#endif - -#if defined(PLATFORM_ANDROID) -static struct android_app *app; // Android activity -static struct android_poll_source *source; // Android events polling source -static int ident, events; // Android ALooper_pollAll() variables -static const char *internalDataPath; // Android internal data path to write data (/data/data//files) - -static bool windowReady = false; // Used to detect display initialization -static bool appEnabled = true; // Used to detec if app is active -static bool contextRebindRequired = false; // Used to know context rebind required -#endif - -#if defined(PLATFORM_RPI) -static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) - -// Keyboard input variables -// NOTE: For keyboard we will use the standard input (but reconfigured...) -static struct termios defaultKeyboardSettings; // Used to store default keyboard settings -static int defaultKeyboardMode; // Used to store default keyboard mode - -// Mouse input variables -static int mouseStream = -1; // Mouse device file descriptor -static bool mouseReady = false; // Flag to know if mouse is ready -static pthread_t mouseThreadId; // Mouse reading thread id - -// Touch input variables -static int touchStream = -1; // Touch device file descriptor -static bool touchReady = false; // Flag to know if touch interface is ready -static pthread_t touchThreadId; // Touch reading thread id - -// Gamepad input variables -static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor -static pthread_t gamepadThreadId; // Gamepad reading thread id -static char gamepadName[64]; // Gamepad name holder -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) -static EGLDisplay display; // Native display device (physical screen connection) -static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) -static EGLContext context; // Graphic context, mode in which drawing can be done -static EGLConfig config; // Graphic config -static uint64_t baseTime; // Base time measure for hi-res timer -static bool windowShouldClose = false; // Flag to set window for closing -#endif - -// Display size-related data -static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...) -static int screenWidth, screenHeight; // Screen width and height (used render area) -static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required) -static int renderOffsetX = 0; // Offset X from render area (must be divided by 2) -static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2) -static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) -static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -static const char *windowTitle; // Window text title... -static bool cursorOnScreen = false; // Tracks if cursor is inside client area -static bool cursorHidden = false; // Track if cursor is hidden -static int screenshotCounter = 0; // Screenshots counter - -// Register mouse states -static char previousMouseState[3] = { 0 }; // Registers previous mouse button state -static char currentMouseState[3] = { 0 }; // Registers current mouse button state -static int previousMouseWheelY = 0; // Registers previous mouse wheel variation -static int currentMouseWheelY = 0; // Registers current mouse wheel variation - -// Register gamepads states -static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready -static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state -static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state -static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state - -// Keyboard configuration -static int exitKey = KEY_ESCAPE; // Default exit key (ESC) -#endif - -// Register keyboard states -static char previousKeyState[512] = { 0 }; // Registers previous frame key state -static char currentKeyState[512] = { 0 }; // Registers current frame key state - -static int lastKeyPressed = -1; // Register last key pressed -static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed -static int gamepadAxisCount = 0; // Register number of available gamepad axis - -static Vector2 mousePosition; // Mouse position on screen - -#if defined(PLATFORM_WEB) -static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click -#endif - -//#if defined(SUPPORT_GESTURES_SYSTEM) -static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen -//#endif - -#if defined(PLATFORM_DESKTOP) -static char **dropFilesPath; // Store dropped files paths as strings -static int dropFilesCount = 0; // Count stored strings -#endif - -static double currentTime, previousTime; // Used to track timmings -static double updateTime, drawTime; // Time measures for update and draw -static double frameTime = 0.0; // Time measure for one frame -static double targetTime = 0.0; // Desired time for one frame, if 0 not applied - -static char configFlags = 0; // Configuration flags (bit based) -static bool showLogo = false; // Track if showing logo at init is enabled - -#if defined(SUPPORT_GIF_RECORDING) -static int gifFramesCounter = 0; -static bool gifRecording = false; -#endif - -//---------------------------------------------------------------------------------- -// Other Modules Functions Declaration (required by core) -//---------------------------------------------------------------------------------- -#if defined(SUPPORT_DEFAULT_FONT) -extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() -extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static void InitGraphicsDevice(int width, int height); // Initialize graphics device -static void SetupFramebufferSize(int displayWidth, int displayHeight); -static void InitTimer(void); // Initialize timer -static double GetTime(void); // Returns time since InitTimer() was run -static void Wait(float ms); // Wait for some milliseconds (stop program execution) -static bool GetKeyStatus(int key); // Returns if a key has been pressed -static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed -static void PollInputEvents(void); // Register user events -static void SwapBuffers(void); // Copy back buffer to front buffers -static void LogoAnimation(void); // Plays raylib logo appearing animation -static void SetupViewport(void); // Set viewport parameters - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel -static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area -static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized -static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored -#endif - -#if defined(PLATFORM_DESKTOP) -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window -#endif - -#if defined(PLATFORM_ANDROID) -static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands -static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs -#endif - -#if defined(PLATFORM_WEB) -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData); -static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData); -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); -static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); -static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); -#endif - -#if defined(PLATFORM_RPI) -static void InitKeyboard(void); // Init raw keyboard system (standard input reading) -static void ProcessKeyboard(void); // Process keyboard events -static void RestoreKeyboard(void); // Restore keyboard system -static void InitMouse(void); // Mouse initialization (including mouse thread) -static void *MouseThread(void *arg); // Mouse reading thread -static void InitTouch(void); // Touch device initialization (including touch thread) -static void *TouchThread(void *arg); // Touch device reading thread -static void InitGamepad(void); // Init raw gamepad input -static void *GamepadThread(void *arg); // Mouse reading thread -#endif - -#if defined(_WIN32) - // NOTE: We include Sleep() function signature here to avoid windows.h inclusion - void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Window and OpenGL Context Functions -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -// Initialize window and OpenGL context -void InitWindow(int width, int height, const char *title) -{ - TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)"); - - // Store window title (could be useful...) - windowTitle = title; - - // Init graphics device (display device and OpenGL context) - InitGraphicsDevice(width, height); - -#if defined(SUPPORT_DEFAULT_FONT) - // Load default font - // NOTE: External function (defined in module: text) - LoadDefaultFont(); -#endif - - // Init hi-res timer - InitTimer(); - -#if defined(PLATFORM_RPI) - // Init raw input system - InitMouse(); // Mouse init - InitTouch(); // Touch init - InitKeyboard(); // Keyboard init - InitGamepad(); // Gamepad init -#endif - -#if defined(PLATFORM_WEB) - emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback); - - // Support keyboard events - emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); - - // Support mouse events - emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); - - // Support touch events - emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch); - //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch); - - // Support gamepad events (not provided by GLFW3 on emscripten) - emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); - emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); -#endif - - mousePosition.x = (float)screenWidth/2.0f; - mousePosition.y = (float)screenHeight/2.0f; - - // raylib logo appearing animation (if enabled) - if (showLogo) - { - SetTargetFPS(60); - LogoAnimation(); - } -} -#endif - -#if defined(PLATFORM_ANDROID) -// Initialize Android activity -void InitWindow(int width, int height, void *state) -{ - TraceLog(LOG_INFO, "Initializing raylib (v1.8.0)"); - - screenWidth = width; - screenHeight = height; - - app = (struct android_app *)state; - internalDataPath = app->activity->internalDataPath; - - // Set desired windows flags before initializing anything - ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER - //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); - - int orientation = AConfiguration_getOrientation(app->config); - - if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation"); - else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation"); - - // TODO: Automatic orientation doesn't seem to work - if (width <= height) - { - AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); - TraceLog(LOG_WARNING, "Window set to portraid mode"); - } - else - { - AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND); - TraceLog(LOG_WARNING, "Window set to landscape mode"); - } - - //AConfiguration_getDensity(app->config); - //AConfiguration_getKeyboard(app->config); - //AConfiguration_getScreenSize(app->config); - //AConfiguration_getScreenLong(app->config); - - //state->userData = &engine; - app->onAppCmd = AndroidCommandCallback; - app->onInputEvent = AndroidInputCallback; - - InitAssetManager(app->activity->assetManager); - - TraceLog(LOG_INFO, "Android app initialized successfully"); - - // Wait for window to be initialized (display and context) - while (!windowReady) - { - // Process events loop - while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) - { - // Process this event - if (source != NULL) source->process(app, source); - - // NOTE: Never close window, native activity is controlled by the system! - //if (app->destroyRequested != 0) windowShouldClose = true; - } - } -} -#endif - -// Close window and unload OpenGL context -void CloseWindow(void) -{ -#if defined(SUPPORT_GIF_RECORDING) - if (gifRecording) - { - GifEnd(); - gifRecording = false; - } -#endif - -#if defined(SUPPORT_DEFAULT_FONT) - UnloadDefaultFont(); -#endif - - rlglClose(); // De-init rlgl - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwDestroyWindow(window); - glfwTerminate(); -#endif - -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) - timeEndPeriod(1); // Restore time period -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - // Close surface, context and display - if (display != EGL_NO_DISPLAY) - { - eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - - if (surface != EGL_NO_SURFACE) - { - eglDestroySurface(display, surface); - surface = EGL_NO_SURFACE; - } - - if (context != EGL_NO_CONTEXT) - { - eglDestroyContext(display, context); - context = EGL_NO_CONTEXT; - } - - eglTerminate(display); - display = EGL_NO_DISPLAY; - } -#endif - -#if defined(PLATFORM_RPI) - // Wait for mouse and gamepad threads to finish before closing - // NOTE: Those threads should already have finished at this point - // because they are controlled by windowShouldClose variable - - windowShouldClose = true; // Added to force threads to exit when the close window is called - - pthread_join(mouseThreadId, NULL); - pthread_join(touchThreadId, NULL); - pthread_join(gamepadThreadId, NULL); -#endif - - TraceLog(LOG_INFO, "Window closed successfully"); -} - -// Check if KEY_ESCAPE pressed or Close icon pressed -bool WindowShouldClose(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // While window minimized, stop loop execution - while (windowMinimized) glfwWaitEvents(); - - return (glfwWindowShouldClose(window)); -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - return windowShouldClose; -#endif -} - -// Check if window has been minimized (or lost focus) -bool IsWindowMinimized(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return windowMinimized; -#else - return false; -#endif -} - -// Toggle fullscreen mode (only PLATFORM_DESKTOP) -void ToggleFullscreen(void) -{ -#if defined(PLATFORM_DESKTOP) - fullscreen = !fullscreen; // Toggle fullscreen flag - - // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs) - if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); - else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - TraceLog(LOG_WARNING, "Could not toggle to windowed mode"); -#endif -} - -// Set icon for window (only PLATFORM_DESKTOP) -void SetWindowIcon(Image image) -{ -#if defined(PLATFORM_DESKTOP) - ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); - - GLFWimage icon[1]; - - icon[0].width = image.width; - icon[0].height = image.height; - icon[0].pixels = (unsigned char *)image.data; - - // NOTE: We only support one image icon - glfwSetWindowIcon(window, 1, icon); - - // TODO: Support multi-image icons --> image.mipmaps -#endif -} - -// Set title for window (only PLATFORM_DESKTOP) -void SetWindowTitle(const char *title) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetWindowTitle(window, title); -#endif -} - -// Set window position on screen (windowed mode) -void SetWindowPosition(int x, int y) -{ -#if defined(PLATFORM_DESKTOP) - glfwSetWindowPos(window, x, y); -#endif -} - -// Set monitor for the current window (fullscreen mode) -void SetWindowMonitor(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); - - if ((monitor >= 0) && (monitor < monitorCount)) - { - glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); - TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); - } - else TraceLog(LOG_WARNING, "Selected monitor not found"); -#endif -} - -// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) -void SetWindowMinSize(int width, int height) -{ -#if defined(PLATFORM_DESKTOP) - const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); - glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height); -#endif -} - -// Get current screen width -int GetScreenWidth(void) -{ - return screenWidth; -} - -// Get current screen height -int GetScreenHeight(void) -{ - return screenHeight; -} - -#if !defined(PLATFORM_ANDROID) -// Show mouse cursor -void ShowCursor() -{ -#if defined(PLATFORM_DESKTOP) - #if defined(__linux__) - XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window)); - #else - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - #endif -#endif - cursorHidden = false; -} - -// Hides mouse cursor -void HideCursor() -{ -#if defined(PLATFORM_DESKTOP) - #if defined(__linux__) - XColor col; - const char nil[] = {0}; - - Pixmap pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), nil, 1, 1); - Cursor cur = XCreatePixmapCursor(glfwGetX11Display(), pix, pix, &col, &col, 0, 0); - - XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), cur); - XFreeCursor(glfwGetX11Display(), cur); - #else - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - #endif -#endif - cursorHidden = true; -} - -// Check if cursor is not visible -bool IsCursorHidden() -{ - return cursorHidden; -} - -// Enables cursor (unlock cursor) -void EnableCursor() -{ -#if defined(PLATFORM_DESKTOP) - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); -#endif -#if defined(PLATFORM_WEB) - toggleCursorLock = true; -#endif - cursorHidden = false; -} - -// Disables cursor (lock cursor) -void DisableCursor() -{ -#if defined(PLATFORM_DESKTOP) - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); -#endif -#if defined(PLATFORM_WEB) - toggleCursorLock = true; -#endif - cursorHidden = true; -} -#endif // !defined(PLATFORM_ANDROID) - -// Set background color (framebuffer clear color) -void ClearBackground(Color color) -{ - // Clear full framebuffer (not only render area) to color - rlClearColor(color.r, color.g, color.b, color.a); -} - -// Setup canvas (framebuffer) to start drawing -void BeginDrawing(void) -{ - currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called - updateTime = currentTime - previousTime; - previousTime = currentTime; - - rlClearScreenBuffers(); // Clear current framebuffers - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here - - //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 - // NOTE: Not required with OpenGL 3.3+ -} - -// End canvas drawing and swap buffers (double buffering) -void EndDrawing(void) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - -#if defined(SUPPORT_GIF_RECORDING) - - #define GIF_RECORD_FRAMERATE 10 - - if (gifRecording) - { - gifFramesCounter++; - - // NOTE: We record one gif frame every 10 game frames - if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) - { - // Get image data for the current frame (from backbuffer) - // NOTE: This process is very slow... :( - unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight); - GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false); - - free(screenData); // Free image data - } - - if (((gifFramesCounter/15)%2) == 1) - { - DrawCircle(30, screenHeight - 20, 10, RED); - DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON); - } - - rlglDraw(); // Draw RECORDING message - } -#endif - - SwapBuffers(); // Copy back buffer to front buffer - PollInputEvents(); // Poll user events - - // Frame time control system - currentTime = GetTime(); - drawTime = currentTime - previousTime; - previousTime = currentTime; - - frameTime = updateTime + drawTime; - - // Wait for some milliseconds... - if (frameTime < targetTime) - { - Wait((targetTime - frameTime)*1000.0f); - - currentTime = GetTime(); - double extraTime = currentTime - previousTime; - previousTime = currentTime; - - frameTime += extraTime; - } -} - -// Initialize 2D mode with custom camera (2D) -void Begin2dMode(Camera2D camera) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - // Camera rotation and scaling is always relative to target - Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); - Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); - Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); - Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); - - Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); - - rlMultMatrixf(MatrixToFloat(matTransform)); -} - -// Ends 2D mode with custom camera -void End2dMode(void) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlLoadIdentity(); // Reset current matrix (MODELVIEW) -} - -// Initializes 3D mode with custom camera (3D) -void Begin3dMode(Camera camera) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection - rlLoadIdentity(); // Reset current matrix (PROJECTION) - - // Setup perspective projection - float aspect = (float)screenWidth/(float)screenHeight; - double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); - double right = top*aspect; - - // NOTE: zNear and zFar values are important when computing depth buffer values - rlFrustum(-right, right, -top, top, 0.01, 1000.0); - - rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - // Setup Camera view - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) - - rlEnableDepthTest(); // Enable DEPTH_TEST for 3D -} - -// Ends 3D mode and returns to default 2D orthographic mode -void End3dMode(void) -{ - rlglDraw(); // Process internal buffers (update + draw) - - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack - - rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - rlDisableDepthTest(); // Disable DEPTH_TEST for 2D -} - -// Initializes render texture for drawing -void BeginTextureMode(RenderTexture2D target) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlEnableRenderTexture(target.id); // Enable render target - - rlClearScreenBuffers(); // Clear render texture buffers - - // Set viewport to framebuffer size - rlViewport(0, 0, target.texture.width, target.texture.height); - - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - - // Set orthographic projection to current framebuffer size - // NOTE: Configured top-left corner as (0, 0) - rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); - - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) -} - -// Ends drawing to render texture -void EndTextureMode(void) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlDisableRenderTexture(); // Disable render target - - // Set viewport to default framebuffer size (screen size) - SetupViewport(); - - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - - // Set orthographic projection to current framebuffer size - // NOTE: Configured top-left corner as (0, 0) - rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); - - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) -} - -// Returns a ray trace from mouse position -Ray GetMouseRay(Vector2 mousePosition, Camera camera) -{ - Ray ray; - - // Calculate normalized device coordinates - // NOTE: y value is negative - float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f; - float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight(); - float z = 1.0f; - - // Store values in a vector - Vector3 deviceCoords = { x, y, z }; - - TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); - - // Calculate projection matrix from perspective - Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); - - // Calculate view matrix from camera look at - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - - // Unproject far/near points - Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); - Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); - - // Calculate normalized direction vector - Vector3 direction = Vector3Subtract(farPoint, nearPoint); - Vector3Normalize(&direction); - - // Apply calculated vectors to ray - ray.position = camera.position; - ray.direction = direction; - - return ray; -} - -// Returns the screen space position from a 3d world space position -Vector2 GetWorldToScreen(Vector3 position, Camera camera) -{ - // Calculate projection matrix (from perspective instead of frustum - Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); - - // Calculate view matrix from camera look at (and transpose it) - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - - // Convert world position vector to quaternion - Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; - - // Transform world position to view - QuaternionTransform(&worldPos, matView); - - // Transform result to projection (clip space position) - QuaternionTransform(&worldPos, matProj); - - // Calculate normalized device coordinates (inverted y) - Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w }; - - // Calculate 2d screen position vector - Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() }; - - return screenPosition; -} - -// Get transform matrix for camera -Matrix GetCameraMatrix(Camera camera) -{ - return MatrixLookAt(camera.position, camera.target, camera.up); -} - -// Set target FPS (maximum) -void SetTargetFPS(int fps) -{ - if (fps < 1) targetTime = 0.0; - else targetTime = 1.0/(double)fps; - - TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); -} - -// Returns current FPS -int GetFPS(void) -{ - return (int)(1.0f/GetFrameTime()); -} - -// Returns time in seconds for last frame drawn -float GetFrameTime(void) -{ - // NOTE: We round value to milliseconds - return (float)frameTime; -} - -// Converts Color to float array and normalizes -float *ColorToFloat(Color color) -{ - static float buffer[4]; - - buffer[0] = (float)color.r/255; - buffer[1] = (float)color.g/255; - buffer[2] = (float)color.b/255; - buffer[3] = (float)color.a/255; - - return buffer; -} - -// Returns a Color struct from hexadecimal value -Color GetColor(int hexValue) -{ - Color color; - - color.r = (unsigned char)(hexValue >> 24) & 0xFF; - color.g = (unsigned char)(hexValue >> 16) & 0xFF; - color.b = (unsigned char)(hexValue >> 8) & 0xFF; - color.a = (unsigned char)hexValue & 0xFF; - - return color; -} - -// Returns hexadecimal value for a Color -int GetHexValue(Color color) -{ - return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); -} - -// Returns a random value between min and max (both included) -int GetRandomValue(int min, int max) -{ - if (min > max) - { - int tmp = max; - max = min; - min = tmp; - } - - return (rand()%(abs(max-min)+1) + min); -} - -// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -Color Fade(Color color, float alpha) -{ - if (alpha < 0.0f) alpha = 0.0f; - else if (alpha > 1.0f) alpha = 1.0f; - - float colorAlpha = (float)color.a*alpha; - - return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha}; -} - -// Activate raylib logo at startup (can be done with flags) -void ShowLogo(void) -{ - showLogo = true; -} - -// Setup window configuration flags (view FLAGS) -void SetConfigFlags(char flags) -{ - configFlags = flags; - - if (configFlags & FLAG_SHOW_LOGO) showLogo = true; - if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true; -} - -// NOTE TraceLog() function is located in [utils.h] - -// Takes a screenshot of current screen (saved a .png) -void TakeScreenshot(const char *fileName) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) - unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight); - SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG - free(imgData); - - TraceLog(LOG_INFO, "Screenshot taken: %s", fileName); -#endif -} - -// Check file extension -bool IsFileExtension(const char *fileName, const char *ext) -{ - bool result = false; - const char *fileExt; - - if ((fileExt = strrchr(fileName, '.')) != NULL) - { - if (strcmp(fileExt, ext) == 0) result = true; - } - - return result; -} - -// Get the extension for a filename -const char *GetExtension(const char *fileName) -{ - const char *dot = strrchr(fileName, '.'); - - if (!dot || dot == fileName) return ""; - - return (dot + 1); -} - -// Get directory for a given fileName (with path) -const char *GetDirectoryPath(const char *fileName) -{ - char *lastSlash = NULL; - static char filePath[256]; // MAX_DIRECTORY_PATH_SIZE = 256 - memset(filePath, 0, 256); - - lastSlash = strrchr(fileName, '\\'); - strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1)); - filePath[strlen(fileName) - strlen(lastSlash)] = '\0'; - - return filePath; -} - -// Get current working directory -const char *GetWorkingDirectory(void) -{ - static char currentDir[256]; // MAX_DIRECTORY_PATH_SIZE = 256 - memset(currentDir, 0, 256); - - GETCWD(currentDir, 256 - 1); - - return currentDir; -} - -// Change working directory, returns true if success -bool ChangeDirectory(const char *dir) -{ - return (CHDIR(dir) == 0); -} - -#if defined(PLATFORM_DESKTOP) -// Check if a file has been dropped into window -bool IsFileDropped(void) -{ - if (dropFilesCount > 0) return true; - else return false; -} - -// Get dropped files names -char **GetDroppedFiles(int *count) -{ - *count = dropFilesCount; - return dropFilesPath; -} - -// Clear dropped files paths buffer -void ClearDroppedFiles(void) -{ - if (dropFilesCount > 0) - { - for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]); - - free(dropFilesPath); - - dropFilesCount = 0; - } -} -#endif - -// Save integer value to storage file (to defined position) -// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) -void StorageSaveValue(int position, int value) -{ - FILE *storageFile = NULL; - - char path[128]; -#if defined(PLATFORM_ANDROID) - strcpy(path, internalDataPath); - strcat(path, "/"); - strcat(path, STORAGE_FILENAME); -#else - strcpy(path, STORAGE_FILENAME); -#endif - - // Try open existing file to append data - storageFile = fopen(path, "rb+"); - - // If file doesn't exist, create a new storage data file - if (!storageFile) storageFile = fopen(path, "wb"); - - if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created"); - else - { - // Get file size - fseek(storageFile, 0, SEEK_END); - int fileSize = ftell(storageFile); // Size in bytes - fseek(storageFile, 0, SEEK_SET); - - if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); - else - { - fseek(storageFile, (position*4), SEEK_SET); - fwrite(&value, 1, 4, storageFile); - } - - fclose(storageFile); - } -} - -// Load integer value from storage file (from defined position) -// NOTE: If requested position could not be found, value 0 is returned -int StorageLoadValue(int position) -{ - int value = 0; - - char path[128]; -#if defined(PLATFORM_ANDROID) - strcpy(path, internalDataPath); - strcat(path, "/"); - strcat(path, STORAGE_FILENAME); -#else - strcpy(path, STORAGE_FILENAME); -#endif - - // Try open existing file to append data - FILE *storageFile = fopen(path, "rb"); - - if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found"); - else - { - // Get file size - fseek(storageFile, 0, SEEK_END); - int fileSize = ftell(storageFile); // Size in bytes - rewind(storageFile); - - if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); - else - { - fseek(storageFile, (position*4), SEEK_SET); - fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size - } - - fclose(storageFile); - } - - return value; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions -//---------------------------------------------------------------------------------- -// Detect if a key has been pressed once -bool IsKeyPressed(int key) -{ - bool pressed = false; - - if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true; - else pressed = false; - - return pressed; -} - -// Detect if a key is being pressed (key held down) -bool IsKeyDown(int key) -{ - if (GetKeyStatus(key) == 1) return true; - else return false; -} - -// Detect if a key has been released once -bool IsKeyReleased(int key) -{ - bool released = false; - - if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true; - else released = false; - - return released; -} - -// Detect if a key is NOT being pressed (key not held down) -bool IsKeyUp(int key) -{ - if (GetKeyStatus(key) == 0) return true; - else return false; -} - -// Get the last key pressed -int GetKeyPressed(void) -{ - return lastKeyPressed; -} - -// Set a custom key to exit program -// NOTE: default exitKey is ESCAPE -void SetExitKey(int key) -{ -#if !defined(PLATFORM_ANDROID) - exitKey = key; -#endif -} - -// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) - -// Detect if a gamepad is available -bool IsGamepadAvailable(int gamepad) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; -#endif - - return result; -} - -// Check gamepad name (if available) -bool IsGamepadName(int gamepad, const char *name) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - const char *gamepadName = NULL; - - if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); - if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); -#endif - - return result; -} - -// Return gamepad internal name id -const char *GetGamepadName(int gamepad) -{ -#if defined(PLATFORM_DESKTOP) - if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad); - else return NULL; -#elif defined(PLATFORM_RPI) - if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); - - return gamepadName; -#else - return NULL; -#endif -} - -// Return gamepad axis count -int GetGamepadAxisCount(int gamepad) -{ -#if defined(PLATFORM_RPI) - int axisCount = 0; - if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount); - gamepadAxisCount = axisCount; -#endif - return gamepadAxisCount; -} - -// Return axis movement vector for a gamepad -float GetGamepadAxisMovement(int gamepad, int axis) -{ - float value = 0; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis]; -#endif - - return value; -} - -// Detect if a gamepad button has been pressed once -bool IsGamepadButtonPressed(int gamepad, int button) -{ - bool pressed = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && - (currentGamepadState[gamepad][button] == 1)) pressed = true; -#endif - - return pressed; -} - -// Detect if a gamepad button is being pressed -bool IsGamepadButtonDown(int gamepad, int button) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (currentGamepadState[gamepad][button] == 1)) result = true; -#endif - - return result; -} - -// Detect if a gamepad button has NOT been pressed once -bool IsGamepadButtonReleased(int gamepad, int button) -{ - bool released = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && - (currentGamepadState[gamepad][button] == 0)) released = true; -#endif - - return released; -} - -// Detect if a mouse button is NOT being pressed -bool IsGamepadButtonUp(int gamepad, int button) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (currentGamepadState[gamepad][button] == 0)) result = true; -#endif - - return result; -} - -// Get the last gamepad button pressed -int GetGamepadButtonPressed(void) -{ - return lastGamepadButtonPressed; -} - -// Detect if a mouse button has been pressed once -bool IsMouseButtonPressed(int button) -{ - bool pressed = false; - -#if defined(PLATFORM_ANDROID) - //if (IsGestureDetected(GESTURE_TAP)) pressed = true; // TODO: review -#else - if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; -#endif - - return pressed; -} - -// Detect if a mouse button is being pressed -bool IsMouseButtonDown(int button) -{ - bool down = false; - -#if defined(PLATFORM_ANDROID) - //if (IsGestureDetected(GESTURE_HOLD)) down = true; // TODO: review -#else - if (GetMouseButtonStatus(button) == 1) down = true; -#endif - - return down; -} - -// Detect if a mouse button has been released once -bool IsMouseButtonReleased(int button) -{ - bool released = false; - -#if !defined(PLATFORM_ANDROID) - if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; -#endif - - return released; -} - -// Detect if a mouse button is NOT being pressed -bool IsMouseButtonUp(int button) -{ - bool up = false; - -#if !defined(PLATFORM_ANDROID) - if (GetMouseButtonStatus(button) == 0) up = true; -#endif - - return up; -} - -// Returns mouse position X -int GetMouseX(void) -{ -#if defined(PLATFORM_ANDROID) - return (int)touchPosition[0].x; -#else - return (int)mousePosition.x; -#endif -} - -// Returns mouse position Y -int GetMouseY(void) -{ -#if defined(PLATFORM_ANDROID) - return (int)touchPosition[0].x; -#else - return (int)mousePosition.y; -#endif -} - -// Returns mouse position XY -Vector2 GetMousePosition(void) -{ -#if defined(PLATFORM_ANDROID) - return GetTouchPosition(0); -#else - return mousePosition; -#endif -} - -// Set mouse position XY -void SetMousePosition(Vector2 position) -{ - mousePosition = position; -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // NOTE: emscripten not implemented - glfwSetCursorPos(window, position.x, position.y); -#endif -} - -// Returns mouse wheel movement Y -int GetMouseWheelMove(void) -{ -#if defined(PLATFORM_ANDROID) - return 0; -#elif defined(PLATFORM_WEB) - return previousMouseWheelY/100; -#else - return previousMouseWheelY; -#endif -} - -// Returns touch position X for touch point 0 (relative to screen size) -int GetTouchX(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - return (int)touchPosition[0].x; -#else // PLATFORM_DESKTOP, PLATFORM_RPI - return GetMouseX(); -#endif -} - -// Returns touch position Y for touch point 0 (relative to screen size) -int GetTouchY(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - return (int)touchPosition[0].y; -#else // PLATFORM_DESKTOP, PLATFORM_RPI - return GetMouseY(); -#endif -} - -// Returns touch position XY for a touch point index (relative to screen size) -// TODO: Touch position should be scaled depending on display size and render size -Vector2 GetTouchPosition(int index) -{ - Vector2 position = { -1.0f, -1.0f }; - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - if (index < MAX_TOUCH_POINTS) position = touchPosition[index]; - else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); - - if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) - { - // TODO: Review touch position scaling for screenSize vs displaySize - position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2; - position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2; - } - else - { - position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2; - position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2; - } -#else // PLATFORM_DESKTOP, PLATFORM_RPI - if (index == 0) position = GetMousePosition(); -#endif - - return position; -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -// Initialize display device and framebuffer -// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size -// If width or height are 0, default display size will be used for framebuffer size -static void InitGraphicsDevice(int width, int height) -{ - screenWidth = width; // User desired width - screenHeight = height; // User desired height - - // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars... - // ...in top-down or left-right to match display aspect ratio (no weird scalings) - - // Downscale matrix is required in case desired screen area is bigger than display area - downscaleView = MatrixIdentity(); - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwSetErrorCallback(ErrorCallback); - - if (!glfwInit()) TraceLog(LOG_ERROR, "Failed to initialize GLFW"); - - // NOTE: Getting video modes is not implemented in emscripten GLFW3 version -#if defined(PLATFORM_DESKTOP) - // Find monitor resolution - const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); - - displayWidth = mode->width; - displayHeight = mode->height; - - // Screen size security check - if (screenWidth <= 0) screenWidth = displayWidth; - if (screenHeight <= 0) screenHeight = displayHeight; -#endif // defined(PLATFORM_DESKTOP) - -#if defined(PLATFORM_WEB) - displayWidth = screenWidth; - displayHeight = screenHeight; -#endif // defined(PLATFORM_WEB) - - glfwDefaultWindowHints(); // Set default windows hints - - // Check some Window creation flags - if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window - else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable - - if (configFlags & FLAG_WINDOW_DECORATED) glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window - - if (configFlags & FLAG_WINDOW_TRANSPARENT) - { - // TODO: Enable transparent window (not ready yet on GLFW 3.2) - } - - if (configFlags & FLAG_MSAA_4X_HINT) - { - glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 - TraceLog(LOG_INFO, "Trying to enable MSAA x4"); - } - - //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits - //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) - //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window - //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API - //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers - - // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version - // with forward compatibility to older OpenGL versions. - // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible. - - // Check selection OpenGL version - if (rlGetVersion() == OPENGL_21) - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) - } - else if (rlGetVersion() == OPENGL_33) - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! - // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE -#if defined(__APPLE__) - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires -#else - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! -#endif - //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); - } - - if (fullscreen) - { - // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor - int count; - const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); - - // Get closest videomode to desired screenWidth/screenHeight - for (int i = 0; i < count; i++) - { - if (modes[i].width >= screenWidth) - { - if (modes[i].height >= screenHeight) - { - displayWidth = modes[i].width; - displayHeight = modes[i].height; - break; - } - } - } - - TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight); - - // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, - // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3), - // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched - // by the sides to fit all monitor space... - - // At this point we need to manage render size vs screen size - // NOTE: This function uses and modifies global module variables: - // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView - SetupFramebufferSize(displayWidth, displayHeight); - - window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); - - // NOTE: Full-screen change, not working properly... - //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); - } - else - { - // No-fullscreen window creation - window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL); - -#if defined(PLATFORM_DESKTOP) - // Center window on screen - int windowPosX = displayWidth/2 - screenWidth/2; - int windowPosY = displayHeight/2 - screenHeight/2; - - if (windowPosX < 0) windowPosX = 0; - if (windowPosY < 0) windowPosY = 0; - - glfwSetWindowPos(window, windowPosX, windowPosY); -#endif - renderWidth = screenWidth; - renderHeight = screenHeight; - } - - if (!window) - { - glfwTerminate(); - TraceLog(LOG_ERROR, "GLFW Failed to initialize Window"); - } - else - { - TraceLog(LOG_INFO, "Display device initialized successfully"); -#if defined(PLATFORM_DESKTOP) - TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); -#endif - TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); - TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); - TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); - } - - glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default! - glfwSetCursorEnterCallback(window, CursorEnterCallback); - glfwSetKeyCallback(window, KeyCallback); - glfwSetMouseButtonCallback(window, MouseButtonCallback); - glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes - glfwSetCharCallback(window, CharCallback); - glfwSetScrollCallback(window, ScrollCallback); - glfwSetWindowIconifyCallback(window, WindowIconifyCallback); -#if defined(PLATFORM_DESKTOP) - glfwSetDropCallback(window, WindowDropCallback); -#endif - - glfwMakeContextCurrent(window); - - // Try to disable GPU V-Sync by default, set framerate using SetTargetFPS() - // NOTE: V-Sync can be enabled by graphic driver configuration - glfwSwapInterval(0); - -#if defined(PLATFORM_DESKTOP) - // Load OpenGL 3.3 extensions - // NOTE: GLFW loader function is passed as parameter - rlLoadExtensions(glfwGetProcAddress); -#endif - - // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) - // NOTE: V-Sync can be enabled by graphic driver configuration - if (configFlags & FLAG_VSYNC_HINT) - { - glfwSwapInterval(1); - TraceLog(LOG_INFO, "Trying to enable VSYNC"); - } -#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - fullscreen = true; - - // Screen size security check - if (screenWidth <= 0) screenWidth = displayWidth; - if (screenHeight <= 0) screenHeight = displayHeight; - -#if defined(PLATFORM_RPI) - bcm_host_init(); - - DISPMANX_ELEMENT_HANDLE_T dispmanElement; - DISPMANX_DISPLAY_HANDLE_T dispmanDisplay; - DISPMANX_UPDATE_HANDLE_T dispmanUpdate; - - VC_RECT_T dstRect; - VC_RECT_T srcRect; -#endif - - EGLint samples = 0; - EGLint sampleBuffer = 0; - if (configFlags & FLAG_MSAA_4X_HINT) - { - samples = 4; - sampleBuffer = 1; - TraceLog(LOG_INFO, "Trying to enable MSAA x4"); - } - - const EGLint framebufferAttribs[] = - { - EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? - //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! - EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) - EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) - EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) - //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) - //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) - EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) - //EGL_STENCIL_SIZE, 8, // Stencil buffer size - EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA - EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) - EGL_NONE - }; - - EGLint contextAttribs[] = - { - EGL_CONTEXT_CLIENT_VERSION, 2, - EGL_NONE - }; - - EGLint numConfigs; - - // Get an EGL display connection - display = eglGetDisplay(EGL_DEFAULT_DISPLAY); - - // Initialize the EGL display connection - eglInitialize(display, NULL, NULL); - - // Get an appropriate EGL framebuffer configuration - eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs); - - // Set rendering API - eglBindAPI(EGL_OPENGL_ES_API); - - // Create an EGL rendering context - context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); - - // Create an EGL window surface - //--------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) - EGLint displayFormat; - - displayWidth = ANativeWindow_getWidth(app->window); - displayHeight = ANativeWindow_getHeight(app->window); - - // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() - // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID - eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView - SetupFramebufferSize(displayWidth, displayHeight); - - ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); - //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size - - surface = eglCreateWindowSurface(display, config, app->window, NULL); -#endif // defined(PLATFORM_ANDROID) - -#if defined(PLATFORM_RPI) - graphics_get_display_size(0, &displayWidth, &displayHeight); - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView - SetupFramebufferSize(displayWidth, displayHeight); - - dstRect.x = 0; - dstRect.y = 0; - dstRect.width = displayWidth; - dstRect.height = displayHeight; - - srcRect.x = 0; - srcRect.y = 0; - srcRect.width = renderWidth << 16; - srcRect.height = renderHeight << 16; - - // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost) - // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio - - VC_DISPMANX_ALPHA_T alpha; - alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; - alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE - alpha.mask = 0; - - dispmanDisplay = vc_dispmanx_display_open(0); // LCD - dispmanUpdate = vc_dispmanx_update_start(0); - - dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/, - &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE); - - nativeWindow.element = dispmanElement; - nativeWindow.width = renderWidth; - nativeWindow.height = renderHeight; - vc_dispmanx_update_submit_sync(dispmanUpdate); - - surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL); - //--------------------------------------------------------------------------------- -#endif // defined(PLATFORM_RPI) - // There must be at least one frame displayed before the buffers are swapped - //eglSwapInterval(display, 1); - - if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) - { - TraceLog(LOG_ERROR, "Unable to attach EGL rendering context to EGL surface"); - } - else - { - // Grab the width and height of the surface - //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); - //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); - - TraceLog(LOG_INFO, "Display device initialized successfully"); - TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); - TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); - TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); - TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); - } -#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - - // Initialize OpenGL context (states and resources) - // NOTE: screenWidth and screenHeight not used, just stored as globals - rlglInit(screenWidth, screenHeight); - - // Setup default viewport - SetupViewport(); - - // Initialize internal projection and modelview matrices - // NOTE: Default to orthographic projection mode with top-left corner at (0,0) - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f); - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - ClearBackground(RAYWHITE); // Default background color for raylib games :P - -#if defined(PLATFORM_ANDROID) - windowReady = true; // IMPORTANT! -#endif -} - -// Set viewport parameters -static void SetupViewport(void) -{ -#if defined(__APPLE__) - // Get framebuffer size of current window - // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer - // is automatically reasized to adapt to new DPI. - // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() - int fbWidth, fbHeight; - glfwGetFramebufferSize(window, &fbWidth, &fbHeight); - rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); -#else - // Initialize screen viewport (area of the screen that you will actually draw to) - // NOTE: Viewport must be recalculated if screen is resized - rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); -#endif -} - -// Compute framebuffer size relative to screen size and display size -// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified -static void SetupFramebufferSize(int displayWidth, int displayHeight) -{ - // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) - if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) - { - TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight); - - // Downscaling to fit display with border-bars - float widthRatio = (float)displayWidth/(float)screenWidth; - float heightRatio = (float)displayHeight/(float)screenHeight; - - if (widthRatio <= heightRatio) - { - renderWidth = displayWidth; - renderHeight = (int)round((float)screenHeight*widthRatio); - renderOffsetX = 0; - renderOffsetY = (displayHeight - renderHeight); - } - else - { - renderWidth = (int)round((float)screenWidth*heightRatio); - renderHeight = displayHeight; - renderOffsetX = (displayWidth - renderWidth); - renderOffsetY = 0; - } - - // NOTE: downscale matrix required! - float scaleRatio = (float)renderWidth/(float)screenWidth; - - downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio); - - // NOTE: We render to full display resolution! - // We just need to calculate above parameters for downscale matrix and offsets - renderWidth = displayWidth; - renderHeight = displayHeight; - - TraceLog(LOG_WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight); - } - else if ((screenWidth < displayWidth) || (screenHeight < displayHeight)) - { - // Required screen size is smaller than display size - TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight); - - // Upscaling to fit display with border-bars - float displayRatio = (float)displayWidth/(float)displayHeight; - float screenRatio = (float)screenWidth/(float)screenHeight; - - if (displayRatio <= screenRatio) - { - renderWidth = screenWidth; - renderHeight = (int)round((float)screenWidth/displayRatio); - renderOffsetX = 0; - renderOffsetY = (renderHeight - screenHeight); - } - else - { - renderWidth = (int)round((float)screenHeight*displayRatio); - renderHeight = screenHeight; - renderOffsetX = (renderWidth - screenWidth); - renderOffsetY = 0; - } - } - else // screen == display - { - renderWidth = screenWidth; - renderHeight = screenHeight; - renderOffsetX = 0; - renderOffsetY = 0; - } -} - -// Initialize hi-resolution timer -static void InitTimer(void) -{ - srand(time(NULL)); // Initialize random seed - -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) - timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec now; - - if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success - { - baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; - } - else TraceLog(LOG_WARNING, "No hi-resolution timer available"); -#endif - - previousTime = GetTime(); // Get time as double -} - -// Get current time measure (in seconds) since InitTimer() -static double GetTime(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetTime(); -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec ts; - clock_gettime(CLOCK_MONOTONIC, &ts); - uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; - - return (double)(time - baseTime)*1e-9; -#endif -} - -// Wait for some milliseconds (stop program execution) -// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could -// take longer than expected... for that reason we use the busy wait loop -// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected -static void Wait(float ms) -{ -#if defined(SUPPORT_BUSY_WAIT_LOOP) - double prevTime = GetTime(); - double nextTime = 0.0; - - // Busy wait loop - while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime(); -#else - #if defined(_WIN32) - Sleep((unsigned int)ms); - #elif defined(__linux__) || defined(PLATFORM_WEB) - struct timespec req = { 0 }; - time_t sec = (int)(ms/1000.0f); - ms -= (sec*1000); - req.tv_sec = sec; - req.tv_nsec = ms*1000000L; - - // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. - while (nanosleep(&req, &req) == -1) continue; - #elif defined(__APPLE__) - usleep(ms*1000.0f); - #endif -#endif -} - -// Get one key state -static bool GetKeyStatus(int key) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetKey(window, key); -#elif defined(PLATFORM_ANDROID) - // NOTE: Android supports up to 260 keys - if (key < 0 || key > 260) return false; - else return currentKeyState[key]; -#elif defined(PLATFORM_RPI) - // NOTE: Keys states are filled in PollInputEvents() - if (key < 0 || key > 511) return false; - else return currentKeyState[key]; -#endif -} - -// Get one mouse button state -static bool GetMouseButtonStatus(int button) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetMouseButton(window, button); -#elif defined(PLATFORM_ANDROID) - // TODO: Check for virtual mouse? - return false; -#elif defined(PLATFORM_RPI) - // NOTE: Mouse buttons states are filled in PollInputEvents() - return currentMouseState[button]; -#endif -} - -// Poll (store) all input events -static void PollInputEvents(void) -{ -#if defined(SUPPORT_GESTURES_SYSTEM) - // NOTE: Gestures update must be called every frame to reset gestures correctly - // because ProcessGestureEvent() is just called on an event, not every frame - UpdateGestures(); -#endif - - // Reset last key pressed registered - lastKeyPressed = -1; - -#if !defined(PLATFORM_RPI) - // Reset last gamepad button/axis registered state - lastGamepadButtonPressed = -1; - gamepadAxisCount = 0; -#endif - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // Mouse input polling - double mouseX; - double mouseY; - - glfwGetCursorPos(window, &mouseX, &mouseY); - - mousePosition.x = (float)mouseX; - mousePosition.y = (float)mouseY; - - // Keyboard input polling (automatically managed by GLFW3 through callback) - - // Register previous keys states - for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; - - // Register previous mouse states - for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; - - previousMouseWheelY = currentMouseWheelY; - currentMouseWheelY = 0; -#endif - -#if defined(PLATFORM_DESKTOP) - // Check if gamepads are ready - // NOTE: We do it here in case of disconection - for (int i = 0; i < MAX_GAMEPADS; i++) - { - if (glfwJoystickPresent(i)) gamepadReady[i] = true; - else gamepadReady[i] = false; - } - - // Register gamepads buttons events - for (int i = 0; i < MAX_GAMEPADS; i++) - { - if (gamepadReady[i]) // Check if gamepad is available - { - // Register previous gamepad states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; - - // Get current gamepad state - // NOTE: There is no callback available, so we get it manually - const unsigned char *buttons; - int buttonsCount; - - buttons = glfwGetJoystickButtons(i, &buttonsCount); - - for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) - { - if (buttons[k] == GLFW_PRESS) - { - currentGamepadState[i][k] = 1; - lastGamepadButtonPressed = k; - } - else currentGamepadState[i][k] = 0; - } - - // Get current axis state - const float *axes; - int axisCount = 0; - - axes = glfwGetJoystickAxes(i, &axisCount); - - for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) - { - gamepadAxisState[i][k] = axes[k]; - } - - gamepadAxisCount = axisCount; - } - } - - glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! -#endif - -// Gamepad support using emscripten API -// NOTE: GLFW3 joystick functionality not available in web -#if defined(PLATFORM_WEB) - // Get number of gamepads connected - int numGamepads = emscripten_get_num_gamepads(); - - for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) - { - // Register previous gamepad button states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; - - EmscriptenGamepadEvent gamepadState; - - int result = emscripten_get_gamepad_status(i, &gamepadState); - - if (result == EMSCRIPTEN_RESULT_SUCCESS) - { - // Register buttons data for every connected gamepad - for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) - { - if (gamepadState.digitalButton[j] == 1) - { - currentGamepadState[i][j] = 1; - lastGamepadButtonPressed = j; - } - else currentGamepadState[i][j] = 0; - - //printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); - } - - // Register axis data for every connected gamepad - for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) - { - gamepadAxisState[i][j] = gamepadState.axis[j]; - } - - gamepadAxisCount = gamepadState.numAxes; - } - } -#endif - -#if defined(PLATFORM_ANDROID) - // Register previous keys states - // NOTE: Android supports up to 260 keys - for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i]; - - // Poll Events (registered events) - // NOTE: Activity is paused if not enabled (appEnabled) - while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) - { - // Process this event - if (source != NULL) source->process(app, source); - - // NOTE: Never close window, native activity is controlled by the system! - if (app->destroyRequested != 0) - { - //TraceLog(LOG_INFO, "Closing Window..."); - //windowShouldClose = true; - //ANativeActivity_finish(app->activity); - } - } -#endif - -#if defined(PLATFORM_RPI) - // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() - - // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, - // we use method 2 (stdin) but maybe in a future we should change to method 1... - ProcessKeyboard(); - - // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() -#endif -} - -// Copy back buffer to front buffers -static void SwapBuffers(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwSwapBuffers(window); -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - eglSwapBuffers(display, surface); -#endif -} - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -// GLFW3 Error Callback, runs on GLFW3 error -static void ErrorCallback(int error, const char *description) -{ - TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description); -} - -// GLFW3 Srolling Callback, runs on mouse wheel -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) -{ - currentMouseWheelY = (int)yoffset; -} - -// GLFW3 Keyboard Callback, runs on key pressed -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) -{ - if (key == exitKey && action == GLFW_PRESS) - { - glfwSetWindowShouldClose(window, GL_TRUE); - - // NOTE: Before closing window, while loop must be left! - } -#if defined(PLATFORM_DESKTOP) - else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) - { - #if defined(SUPPORT_GIF_RECORDING) - if (mods == GLFW_MOD_CONTROL) - { - if (gifRecording) - { - GifEnd(); - gifRecording = false; - - TraceLog(LOG_INFO, "End animated GIF recording"); - } - else - { - gifRecording = true; - gifFramesCounter = 0; - - // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every - // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10. - GifBegin(FormatText("screenrec%03i.gif", screenshotCounter), screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false); - screenshotCounter++; - - TraceLog(LOG_INFO, "Begin animated GIF recording: %s", FormatText("screenrec%03i.gif", screenshotCounter)); - } - } - else - #endif // SUPPORT_GIF_RECORDING - { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } - } -#endif // PLATFORM_DESKTOP - else - { - currentKeyState[key] = action; - if (action == GLFW_PRESS) lastKeyPressed = key; - } -} - -// GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) -{ - currentMouseState[button] = action; - -#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) - // Process mouse events as touches to be able to use mouse-gestures - GestureEvent gestureEvent; - - // Register touch actions - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; - - // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() - - // Assign a pointer ID - gestureEvent.pointerId[0] = 0; - - // Register touch points count - gestureEvent.pointCount = 1; - - // Register touch points position, only one point registered - gestureEvent.position[0] = GetMousePosition(); - - // Normalize gestureEvent.position[0] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); -#endif -} - -// GLFW3 Cursor Position Callback, runs on mouse move -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) -{ -#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) - // Process mouse events as touches to be able to use mouse-gestures - GestureEvent gestureEvent; - - gestureEvent.touchAction = TOUCH_MOVE; - - // Assign a pointer ID - gestureEvent.pointerId[0] = 0; - - // Register touch points count - gestureEvent.pointCount = 1; - - // Register touch points position, only one point registered - gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; - - touchPosition[0] = gestureEvent.position[0]; - - // Normalize gestureEvent.position[0] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); -#endif -} - -// GLFW3 Char Key Callback, runs on key pressed (get char value) -static void CharCallback(GLFWwindow *window, unsigned int key) -{ - lastKeyPressed = key; - - //TraceLog(LOG_INFO, "Char Callback Key pressed: %i\n", key); -} - -// GLFW3 CursorEnter Callback, when cursor enters the window -static void CursorEnterCallback(GLFWwindow *window, int enter) -{ - if (enter == true) cursorOnScreen = true; - else cursorOnScreen = false; -} - -// GLFW3 WindowSize Callback, runs when window is resized -// NOTE: Window resizing not allowed by default -static void WindowSizeCallback(GLFWwindow *window, int width, int height) -{ - // If window is resized, viewport and projection matrix needs to be re-calculated - rlViewport(0, 0, width, height); // Set viewport width and height - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlClearScreenBuffers(); // Clear screen buffers (color and depth) - - // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) - screenWidth = width; - screenHeight = height; - renderWidth = width; - renderHeight = height; - - // NOTE: Postprocessing texture is not scaled to new size -} - -// GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowIconifyCallback(GLFWwindow* window, int iconified) -{ - if (iconified) windowMinimized = true; // The window was iconified - else windowMinimized = false; // The window was restored -} -#endif - -#if defined(PLATFORM_DESKTOP) -// GLFW3 Window Drop Callback, runs when drop files into window -// NOTE: Paths are stored in dinamic memory for further retrieval -// Everytime new files are dropped, old ones are discarded -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) -{ - ClearDroppedFiles(); - - dropFilesPath = (char **)malloc(sizeof(char *)*count); - - for (int i = 0; i < count; i++) - { - dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char - strcpy(dropFilesPath[i], paths[i]); - } - - dropFilesCount = count; -} -#endif - -#if defined(PLATFORM_ANDROID) -// Android: Process activity lifecycle commands -static void AndroidCommandCallback(struct android_app *app, int32_t cmd) -{ - switch (cmd) - { - case APP_CMD_START: - { - //rendering = true; - TraceLog(LOG_INFO, "APP_CMD_START"); - } break; - case APP_CMD_RESUME: - { - TraceLog(LOG_INFO, "APP_CMD_RESUME"); - } break; - case APP_CMD_INIT_WINDOW: - { - TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW"); - - if (app->window != NULL) - { - if (contextRebindRequired) - { - // Reset screen scaling to full display size - EGLint displayFormat; - eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); - ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); - - // Recreate display surface and re-attach OpenGL context - surface = eglCreateWindowSurface(display, config, app->window, NULL); - eglMakeCurrent(display, surface, surface, context); - - contextRebindRequired = false; - } - else - { - // Init graphics device (display device and OpenGL context) - InitGraphicsDevice(screenWidth, screenHeight); - - #if defined(SUPPORT_DEFAULT_FONT) - // Load default font - // NOTE: External function (defined in module: text) - LoadDefaultFont(); - #endif - - // TODO: GPU assets reload in case of lost focus (lost context) - // NOTE: This problem has been solved just unbinding and rebinding context from display - /* - if (assetsReloadRequired) - { - for (int i = 0; i < assetsCount; i++) - { - // TODO: Unload old asset if required - - // Load texture again to pointed texture - (*textureAsset + i) = LoadTexture(assetPath[i]); - } - } - */ - - // Init hi-res timer - InitTimer(); - - // raylib logo appearing animation (if enabled) - if (showLogo) - { - SetTargetFPS(60); // Not required on Android - LogoAnimation(); - } - } - } - } break; - case APP_CMD_GAINED_FOCUS: - { - TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS"); - appEnabled = true; - //ResumeMusicStream(); - } break; - case APP_CMD_PAUSE: - { - TraceLog(LOG_INFO, "APP_CMD_PAUSE"); - } break; - case APP_CMD_LOST_FOCUS: - { - //DrawFrame(); - TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS"); - appEnabled = false; - //PauseMusicStream(); - } break; - case APP_CMD_TERM_WINDOW: - { - // Dettach OpenGL context and destroy display surface - // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) - // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( - eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - eglDestroySurface(display, surface); - - contextRebindRequired = true; - - TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW"); - } break; - case APP_CMD_SAVE_STATE: - { - TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE"); - } break; - case APP_CMD_STOP: - { - TraceLog(LOG_INFO, "APP_CMD_STOP"); - } break; - case APP_CMD_DESTROY: - { - // TODO: Finish activity? - //ANativeActivity_finish(app->activity); - - TraceLog(LOG_INFO, "APP_CMD_DESTROY"); - } break; - case APP_CMD_CONFIG_CHANGED: - { - //AConfiguration_fromAssetManager(app->config, app->activity->assetManager); - //print_cur_config(app); - - // Check screen orientation here! - - TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED"); - } break; - default: break; - } -} - -// Android: Get input events -static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) -{ - //http://developer.android.com/ndk/reference/index.html - - int type = AInputEvent_getType(event); - - if (type == AINPUT_EVENT_TYPE_MOTION) - { - // Get first touch position - touchPosition[0].x = AMotionEvent_getX(event, 0); - touchPosition[0].y = AMotionEvent_getY(event, 0); - - // Get second touch position - touchPosition[1].x = AMotionEvent_getX(event, 1); - touchPosition[1].y = AMotionEvent_getY(event, 1); - } - else if (type == AINPUT_EVENT_TYPE_KEY) - { - int32_t keycode = AKeyEvent_getKeyCode(event); - //int32_t AKeyEvent_getMetaState(event); - - // Save current button and its state - // NOTE: Android key action is 0 for down and 1 for up - if (AKeyEvent_getAction(event) == 0) - { - currentKeyState[keycode] = 1; // Key down - lastKeyPressed = keycode; - } - else currentKeyState[keycode] = 0; // Key up - - if (keycode == AKEYCODE_POWER) - { - // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS - // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS - // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected. - // NOTE: AndroidManifest.xml must have - // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour - return 0; - } - else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU)) - { - // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS! - return 1; - } - else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN)) - { - // Set default OS behaviour - return 0; - } - } - - int32_t action = AMotionEvent_getAction(event); - unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; - -#if defined(SUPPORT_GESTURES_SYSTEM) - GestureEvent gestureEvent; - - // Register touch actions - if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; - else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; - else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; - - // Register touch points count - gestureEvent.pointCount = AMotionEvent_getPointerCount(event); - - // Register touch points id - gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); - gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); - - // Register touch points position - // NOTE: Only two points registered - gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; - gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; - - // Normalize gestureEvent.position[x] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); -#else - - // TODO: Support only simple touch position - -#endif - - return 0; // return 1; -} -#endif - -#if defined(PLATFORM_WEB) - -// Register fullscreen change events -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) -{ - //isFullscreen: int e->isFullscreen - //fullscreenEnabled: int e->fullscreenEnabled - //fs element nodeName: (char *) e->nodeName - //fs element id: (char *) e->id - //Current element size: (int) e->elementWidth, (int) e->elementHeight - //Screen size:(int) e->screenWidth, (int) e->screenHeight - - if (e->isFullscreen) - { - TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); - } - else - { - TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); - } - - // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input - - return 0; -} - -// Register keyboard input events -static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) -{ - if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0)) - { - emscripten_exit_pointerlock(); - } - - return 0; -} - -// Register mouse input events -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) -{ - // Lock mouse pointer when click on screen - if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock) - { - EmscriptenPointerlockChangeEvent plce; - emscripten_get_pointerlock_status(&plce); - - if (!plce.isActive) emscripten_request_pointerlock(0, 1); - else - { - emscripten_exit_pointerlock(); - emscripten_get_pointerlock_status(&plce); - //if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!"); - } - - toggleCursorLock = false; - } - - return 0; -} - -// Register touch input events -static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) -{ - /* - for (int i = 0; i < touchEvent->numTouches; i++) - { - long x, y, id; - - if (!touchEvent->touches[i].isChanged) continue; - - id = touchEvent->touches[i].identifier; - x = touchEvent->touches[i].canvasX; - y = touchEvent->touches[i].canvasY; - } - - printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, - event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); - - for (int i = 0; i < event->numTouches; ++i) - { - const EmscriptenTouchPoint *t = &event->touches[i]; - - printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", - t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); - } - */ - - GestureEvent gestureEvent; - - // Register touch actions - if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; - - // Register touch points count - gestureEvent.pointCount = touchEvent->numTouches; - - // Register touch points id - gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; - gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; - - // Register touch points position - // NOTE: Only two points registered - // TODO: Touch data should be scaled accordingly! - //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; - //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; - gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; - gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; - - touchPosition[0] = gestureEvent.position[0]; - touchPosition[1] = gestureEvent.position[1]; - - // Normalize gestureEvent.position[x] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); - - return 1; -} - -// Register connected/disconnected gamepads events -static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) -{ - /* - printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n", - eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state", - gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping); - - for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]); - for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); - */ - - if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true; - else gamepadReady[gamepadEvent->index] = false; - - // TODO: Test gamepadEvent->index - - return 0; -} -#endif - -#if defined(PLATFORM_RPI) -// Initialize Keyboard system (using standard input) -static void InitKeyboard(void) -{ - // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor - - // Make stdin non-blocking (not enough, need to configure to non-canonical mode) - int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags - fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified - - // Save terminal keyboard settings and reconfigure terminal with new settings - struct termios keyboardNewSettings; - tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings - keyboardNewSettings = defaultKeyboardSettings; - - // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing - // NOTE: ISIG controls if ^C and ^Z generate break signals or not - keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); - //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); - keyboardNewSettings.c_cc[VMIN] = 1; - keyboardNewSettings.c_cc[VTIME] = 0; - - // Set new keyboard settings (change occurs immediately) - tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); - - // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY??? - - // Save old keyboard mode to restore it at the end - if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0) - { - // NOTE: It could mean we are using a remote keyboard through ssh! - TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)"); - } - else - { - // We reconfigure keyboard mode to get: - // - scancodes (K_RAW) - // - keycodes (K_MEDIUMRAW) - // - ASCII chars (K_XLATE) - // - UNICODE chars (K_UNICODE) - ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); - } - - // Register keyboard restore when program finishes - atexit(RestoreKeyboard); -} - -// Process keyboard inputs -// TODO: Most probably input reading and processing should be in a separate thread -static void ProcessKeyboard(void) -{ - #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read - - // Keyboard input polling (fill keys[256] array with status) - int bufferByteCount = 0; // Bytes available on the buffer - char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time - - // Reset pressed keys array - for (int i = 0; i < 512; i++) currentKeyState[i] = 0; - - // Read availables keycodes from stdin - bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call - - // Fill all read bytes (looking for keys) - for (int i = 0; i < bufferByteCount; i++) - { - TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); - - //printf("Key(s) bytes: "); - //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]); - //printf("\n"); - - // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! - // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 - if (keysBuffer[i] == 0x1b) - { - // Detect ESC to stop program - if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE - else - { - if (keysBuffer[i + 1] == 0x5b) // Special function key - { - if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) - { - // Process special function keys (F1 - F12) - switch (keysBuffer[i + 3]) - { - case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1 - case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2 - case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3 - case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4 - case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5 - case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6 - case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7 - case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8 - case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9 - case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10 - case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11 - case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12 - default: break; - } - - if (keysBuffer[i + 2] == 0x5b) i += 4; - else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; - } - else - { - switch (keysBuffer[i + 2]) - { - case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP - case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN - case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT - case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT - default: break; - } - - i += 3; // Jump to next key - } - - // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) - } - } - } - else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with KEY_*) - else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE - else - { - TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]); - - // Translate lowercase a-z letters to A-Z - if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) - { - currentKeyState[(int)keysBuffer[i] - 32] = 1; - } - else currentKeyState[(int)keysBuffer[i]] = 1; - } - } - - // Check exit key (same functionality as GLFW3 KeyCallback()) - if (currentKeyState[exitKey] == 1) windowShouldClose = true; - - // Check screen capture key (raylib key: KEY_F12) - if (currentKeyState[301] == 1) - { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } -} - -// Restore default keyboard input -static void RestoreKeyboard(void) -{ - // Reset to default keyboard settings - tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); - - // Reconfigure keyboard to default mode - ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); -} - -// Mouse initialization (including mouse thread) -static void InitMouse(void) -{ - // NOTE: We can use /dev/input/mice to read from all available mice - if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0) - { - TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available"); - } - else - { - mouseReady = true; - - int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL); - - if (error != 0) TraceLog(LOG_WARNING, "Error creating mouse input event thread"); - else TraceLog(LOG_INFO, "Mouse device initialized successfully"); - } -} - -// Mouse reading thread -// NOTE: We need a separate thread to avoid loosing mouse events, -// if too much time passes between reads, queue gets full and new events override older ones... -static void *MouseThread(void *arg) -{ - const unsigned char XSIGN = (1 << 4); - const unsigned char YSIGN = (1 << 5); - - typedef struct { - char buttons; - char dx, dy; - } MouseEvent; - - MouseEvent mouse; - - int mouseRelX = 0; - int mouseRelY = 0; - - while (!windowShouldClose) - { - if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) - { - if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set - - // Check Left button pressed - if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1; - else currentMouseState[0] = 0; - - // Check Right button pressed - if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1; - else currentMouseState[1] = 0; - - // Check Middle button pressed - if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1; - else currentMouseState[2] = 0; - - mouseRelX = (int)mouse.dx; - mouseRelY = (int)mouse.dy; - - if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX); - if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY); - - // NOTE: Mouse movement is normalized to not be screen resolution dependant - // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width) - // Result after normalization is multiplied by MOUSE_SENSITIVITY factor - - mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY; - mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY; - - if (mousePosition.x < 0) mousePosition.x = 0; - if (mousePosition.y < 0) mousePosition.y = 0; - - if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; - if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; - } - //else read(mouseStream, &mouse, 1); // Try to sync up again - } - - return NULL; -} - -// Touch initialization (including touch thread) -static void InitTouch(void) -{ - if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0) - { - TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available"); - } - else - { - touchReady = true; - - int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL); - - if (error != 0) TraceLog(LOG_WARNING, "Error creating touch input event thread"); - else TraceLog(LOG_INFO, "Touch device initialized successfully"); - } -} - -// Touch reading thread. -// This reads from a Virtual Input Event /dev/input/event4 which is -// created by the ts_uinput daemon. This takes, filters and scales -// raw input from the Touchscreen (which appears in /dev/input/event3) -// based on the Calibration data referenced by tslib. -static void *TouchThread(void *arg) -{ - struct input_event ev; - GestureEvent gestureEvent; - - while (!windowShouldClose) - { - if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev)) - { - // if pressure > 0 then simulate left mouse button click - if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1) - { - currentMouseState[0] = 0; - gestureEvent.touchAction = TOUCH_UP; - gestureEvent.pointCount = 1; - gestureEvent.pointerId[0] = 0; - gestureEvent.pointerId[1] = 1; - gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - ProcessGestureEvent(gestureEvent); - } - if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0) - { - currentMouseState[0] = 1; - gestureEvent.touchAction = TOUCH_DOWN; - gestureEvent.pointCount = 1; - gestureEvent.pointerId[0] = 0; - gestureEvent.pointerId[1] = 1; - gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - ProcessGestureEvent(gestureEvent); - } - // x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data - if (ev.type == EV_ABS && ev.code == 0) - { - mousePosition.x = ev.value; - if (mousePosition.x < 0) mousePosition.x = 0; - if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; - gestureEvent.touchAction = TOUCH_MOVE; - gestureEvent.pointCount = 1; - gestureEvent.pointerId[0] = 0; - gestureEvent.pointerId[1] = 1; - gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - ProcessGestureEvent(gestureEvent); - } - if (ev.type == EV_ABS && ev.code == 1) - { - mousePosition.y = ev.value; - if (mousePosition.y < 0) mousePosition.y = 0; - if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; - gestureEvent.touchAction = TOUCH_MOVE; - gestureEvent.pointCount = 1; - gestureEvent.pointerId[0] = 0; - gestureEvent.pointerId[1] = 1; - gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y }; - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - ProcessGestureEvent(gestureEvent); - } - - } - } - return NULL; -} - -// Init gamepad system -static void InitGamepad(void) -{ - char gamepadDev[128] = ""; - - for (int i = 0; i < MAX_GAMEPADS; i++) - { - sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); - - if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0) - { - // NOTE: Only show message for first gamepad - if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available"); - } - else - { - gamepadReady[i] = true; - - // NOTE: Only create one thread - if (i == 0) - { - int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL); - - if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread"); - else TraceLog(LOG_INFO, "Gamepad device initialized successfully"); - } - } - } -} - -// Process Gamepad (/dev/input/js0) -static void *GamepadThread(void *arg) -{ - #define JS_EVENT_BUTTON 0x01 // Button pressed/released - #define JS_EVENT_AXIS 0x02 // Joystick axis moved - #define JS_EVENT_INIT 0x80 // Initial state of device - - struct js_event { - unsigned int time; // event timestamp in milliseconds - short value; // event value - unsigned char type; // event type - unsigned char number; // event axis/button number - }; - - // Read gamepad event - struct js_event gamepadEvent; - - while (!windowShouldClose) - { - for (int i = 0; i < MAX_GAMEPADS; i++) - { - if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) - { - gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events - - // Process gamepad events by type - if (gamepadEvent.type == JS_EVENT_BUTTON) - { - TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); - - if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) - { - // 1 - button pressed, 0 - button released - currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; - - if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number; - else lastGamepadButtonPressed = -1; - } - } - else if (gamepadEvent.type == JS_EVENT_AXIS) - { - TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); - - if (gamepadEvent.number < MAX_GAMEPAD_AXIS) - { - // NOTE: Scaling of gamepadEvent.value to get values between -1..1 - gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; - } - } - } - } - } - - return NULL; -} -#endif // PLATFORM_RPI - -// Plays raylib logo appearing animation -static void LogoAnimation(void) -{ -/* // TODO: review -#if !defined(PLATFORM_WEB) - int logoPositionX = screenWidth/2 - 128; - int logoPositionY = screenHeight/2 - 128; - - int framesCounter = 0; - int lettersCount = 0; - - int topSideRecWidth = 16; - int leftSideRecHeight = 16; - - int bottomSideRecWidth = 16; - int rightSideRecHeight = 16; - - int state = 0; // Tracking animation states (State Machine) - float alpha = 1.0f; // Useful for fading - - while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - if (state == 0) // State 0: Small box blinking - { - framesCounter++; - - if (framesCounter == 84) - { - state = 1; - framesCounter = 0; // Reset counter... will be used later... - } - } - else if (state == 1) // State 1: Top and left bars growing - { - topSideRecWidth += 4; - leftSideRecHeight += 4; - - if (topSideRecWidth == 256) state = 2; - } - else if (state == 2) // State 2: Bottom and right bars growing - { - bottomSideRecWidth += 4; - rightSideRecHeight += 4; - - if (bottomSideRecWidth == 256) state = 3; - } - else if (state == 3) // State 3: Letters appearing (one by one) - { - framesCounter++; - - if (framesCounter/12) // Every 12 frames, one more letter! - { - lettersCount++; - framesCounter = 0; - } - - if (lettersCount >= 10) // When all letters have appeared, just fade out everything - { - alpha -= 0.02f; - - if (alpha <= 0.0f) - { - alpha = 0.0f; - state = 4; - } - } - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - if (state == 0) - { - if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); - } - else if (state == 1) - { - DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); - DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); - } - else if (state == 2) - { - DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); - DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); - - DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); - DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); - } - else if (state == 3) - { - DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); - DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); - - DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); - DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); - - DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); - - DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); - } - - EndDrawing(); - //---------------------------------------------------------------------------------- - } -#endif -*/ - showLogo = false; // Prevent for repeating when reloading window (Android) -} diff --git a/templates/android_project/src/raylib_stripped/raylib.h b/templates/android_project/src/raylib_stripped/raylib.h deleted file mode 100644 index e323a83f7..000000000 --- a/templates/android_project/src/raylib_stripped/raylib.h +++ /dev/null @@ -1,735 +0,0 @@ -/********************************************************************************************** -* -* raylib v1.8.0 stripped -* -* A simple and easy-to-use library to learn videogames programming (www.raylib.com) -* -* FEATURES: -* - Library written in plain C code (C99) -* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5. -* - 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, Billboards, Heightmaps and Cubicmaps -* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath] -* - Audio loading and playing with streaming support and mixing channels: [audio] -* - VR stereo rendering support with configurable HMD device parameters -* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* - Complete bindings for Lua, Go and Pascal -* -* NOTES: -* 32bit Colors - Any defined Color is always RGBA (4 byte) -* One custom font is loaded by default when InitWindow() [core] -* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* -* DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* OpenAL Soft for audio device/context management [audio] -* -* OPTIONAL DEPENDENCIES: -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* tinfl for data decompression (DEFLATE algorithm) [rres] -* -* -* LICENSE: zlib/libpng -* -* 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) 2013-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYLIB_H -#define RAYLIB_H - -// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP -//#define PLATFORM_DESKTOP // Windows, Linux or OSX -//#define PLATFORM_ANDROID // Android device -//#define PLATFORM_RPI // Raspberry Pi -//#define PLATFORM_WEB // HTML5 (emscripten, asm.js) - -// Security check in case no PLATFORM_* defined -#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) - #define PLATFORM_DESKTOP -#endif - -#if defined(_WIN32) && defined(BUILDING_DLL) - #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL -#elif defined(_WIN32) && defined(RAYLIB_DLL) - #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL -#else - #define RLAPI // We are building or using raylib as a static library (or Linux shared library) -#endif - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846f -#endif - -#define DEG2RAD (PI/180.0f) -#define RAD2DEG (180.0f/PI) - -// raylib Config Flags -#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup -#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen -#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window -#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons) -#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window -#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X -#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU - -// Keyboard Function Keys -#define KEY_SPACE 32 -#define KEY_ESCAPE 256 -#define KEY_ENTER 257 -#define KEY_BACKSPACE 259 -#define KEY_RIGHT 262 -#define KEY_LEFT 263 -#define KEY_DOWN 264 -#define KEY_UP 265 -#define KEY_F1 290 -#define KEY_F2 291 -#define KEY_F3 292 -#define KEY_F4 293 -#define KEY_F5 294 -#define KEY_F6 295 -#define KEY_F7 296 -#define KEY_F8 297 -#define KEY_F9 298 -#define KEY_F10 299 -#define KEY_F11 300 -#define KEY_F12 301 -#define KEY_LEFT_SHIFT 340 -#define KEY_LEFT_CONTROL 341 -#define KEY_LEFT_ALT 342 -#define KEY_RIGHT_SHIFT 344 -#define KEY_RIGHT_CONTROL 345 -#define KEY_RIGHT_ALT 346 - -// Keyboard Alpha Numeric Keys -#define KEY_ZERO 48 -#define KEY_ONE 49 -#define KEY_TWO 50 -#define KEY_THREE 51 -#define KEY_FOUR 52 -#define KEY_FIVE 53 -#define KEY_SIX 54 -#define KEY_SEVEN 55 -#define KEY_EIGHT 56 -#define KEY_NINE 57 -#define KEY_A 65 -#define KEY_B 66 -#define KEY_C 67 -#define KEY_D 68 -#define KEY_E 69 -#define KEY_F 70 -#define KEY_G 71 -#define KEY_H 72 -#define KEY_I 73 -#define KEY_J 74 -#define KEY_K 75 -#define KEY_L 76 -#define KEY_M 77 -#define KEY_N 78 -#define KEY_O 79 -#define KEY_P 80 -#define KEY_Q 81 -#define KEY_R 82 -#define KEY_S 83 -#define KEY_T 84 -#define KEY_U 85 -#define KEY_V 86 -#define KEY_W 87 -#define KEY_X 88 -#define KEY_Y 89 -#define KEY_Z 90 - -#if defined(PLATFORM_ANDROID) - // Android Physical Buttons - #define KEY_BACK 4 - #define KEY_MENU 82 - #define KEY_VOLUME_UP 24 - #define KEY_VOLUME_DOWN 25 -#endif - -// Mouse Buttons -#define MOUSE_LEFT_BUTTON 0 -#define MOUSE_RIGHT_BUTTON 1 -#define MOUSE_MIDDLE_BUTTON 2 - -// Touch points registered -#define MAX_TOUCH_POINTS 2 - -// Gamepad Number -#define GAMEPAD_PLAYER1 0 -#define GAMEPAD_PLAYER2 1 -#define GAMEPAD_PLAYER3 2 -#define GAMEPAD_PLAYER4 3 - -// Gamepad Buttons/Axis - -// PS3 USB Controller Buttons -#define GAMEPAD_PS3_BUTTON_TRIANGLE 0 -#define GAMEPAD_PS3_BUTTON_CIRCLE 1 -#define GAMEPAD_PS3_BUTTON_CROSS 2 -#define GAMEPAD_PS3_BUTTON_SQUARE 3 -#define GAMEPAD_PS3_BUTTON_L1 6 -#define GAMEPAD_PS3_BUTTON_R1 7 -#define GAMEPAD_PS3_BUTTON_L2 4 -#define GAMEPAD_PS3_BUTTON_R2 5 -#define GAMEPAD_PS3_BUTTON_START 8 -#define GAMEPAD_PS3_BUTTON_SELECT 9 -#define GAMEPAD_PS3_BUTTON_UP 24 -#define GAMEPAD_PS3_BUTTON_RIGHT 25 -#define GAMEPAD_PS3_BUTTON_DOWN 26 -#define GAMEPAD_PS3_BUTTON_LEFT 27 -#define GAMEPAD_PS3_BUTTON_PS 12 - -// PS3 USB Controller Axis -#define GAMEPAD_PS3_AXIS_LEFT_X 0 -#define GAMEPAD_PS3_AXIS_LEFT_Y 1 -#define GAMEPAD_PS3_AXIS_RIGHT_X 2 -#define GAMEPAD_PS3_AXIS_RIGHT_Y 5 -#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level) -#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level) - -// Xbox360 USB Controller Buttons -#define GAMEPAD_XBOX_BUTTON_A 0 -#define GAMEPAD_XBOX_BUTTON_B 1 -#define GAMEPAD_XBOX_BUTTON_X 2 -#define GAMEPAD_XBOX_BUTTON_Y 3 -#define GAMEPAD_XBOX_BUTTON_LB 4 -#define GAMEPAD_XBOX_BUTTON_RB 5 -#define GAMEPAD_XBOX_BUTTON_SELECT 6 -#define GAMEPAD_XBOX_BUTTON_START 7 -#define GAMEPAD_XBOX_BUTTON_UP 10 -#define GAMEPAD_XBOX_BUTTON_RIGHT 11 -#define GAMEPAD_XBOX_BUTTON_DOWN 12 -#define GAMEPAD_XBOX_BUTTON_LEFT 13 -#define GAMEPAD_XBOX_BUTTON_HOME 8 - -// Xbox360 USB Controller Axis -// NOTE: For Raspberry Pi, axis must be reconfigured -#if defined(PLATFORM_RPI) - #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) - #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down) - #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right) - #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down) - #define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level) - #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) -#else - #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) - #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down) - #define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right) - #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down) - #define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level) - #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) -#endif - -// NOTE: MSC C++ compiler does not support compound literals (C99 feature) -// Plain structures in C++ (without constructors) can be initialized from { } initializers. -#ifdef __cplusplus - #define CLITERAL -#else - #define CLITERAL (Color) -#endif - -// Some Basic Colors -// NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray -#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray -#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray -#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow -#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold -#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange -#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink -#define RED CLITERAL{ 230, 41, 55, 255 } // Red -#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon -#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green -#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime -#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green -#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue -#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue -#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue -#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple -#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet -#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple -#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige -#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown -#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown - -#define WHITE CLITERAL{ 255, 255, 255, 255 } // White -#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black -#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta -#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) - -// Shader and material limits -#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct -#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct - -//---------------------------------------------------------------------------------- -// Structures Definition -//---------------------------------------------------------------------------------- -#ifndef __cplusplus -// Boolean type - #if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form - typedef enum { false, true } bool; - #endif -#endif - -// Vector2 type -typedef struct Vector2 { - float x; - float y; -} Vector2; - -// Vector3 type -typedef struct Vector3 { - float x; - float y; - float z; -} Vector3; - -// Matrix type (OpenGL style 4x4 - right handed, column major) -typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; -} Matrix; - -// Color type, RGBA (32bit) -typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} Color; - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -// Image type, bpp always RGBA (32bit) -// NOTE: Data stored in CPU memory (RAM) -typedef struct Image { - void *data; // Image raw data - int width; // Image base width - int height; // Image base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Image; - -// Texture2D type -// NOTE: Data stored in GPU memory -typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat type) -} Texture2D; - -// RenderTexture2D type, for texture rendering -typedef struct RenderTexture2D { - unsigned int id; // OpenGL Framebuffer Object (FBO) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture -} RenderTexture2D; - -// SpriteFont character info -typedef struct CharInfo { - int value; // Character value (Unicode) - Rectangle rec; // Character rectangle in sprite font - int offsetX; // Character offset X when drawing - int offsetY; // Character offset Y when drawing - int advanceX; // Character advance position X -} CharInfo; - -// SpriteFont type, includes texture and charSet array data -typedef struct SpriteFont { - Texture2D texture; // Font texture - int baseSize; // Base size (default chars height) - int charsCount; // Number of characters - CharInfo *chars; // Characters info data -} SpriteFont; - -// Camera type, defines a camera position/orientation in 3d space -typedef struct Camera { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) -} Camera; - -// Camera2D type, defines a 2d camera -typedef struct Camera2D { - Vector2 offset; // Camera offset (displacement from target) - Vector2 target; // Camera target (rotation and zoom origin) - float rotation; // Camera rotation in degrees - float zoom; // Camera zoom (scaling), should be 1.0f by default -} Camera2D; - -// Bounding box type -typedef struct BoundingBox { - Vector3 min; // Minimum vertex box-corner - Vector3 max; // Maximum vertex box-corner -} BoundingBox; - -// Vertex data definning a mesh -// NOTE: Data stored in CPU memory (and GPU) -typedef struct Mesh { - int vertexCount; // Number of vertices stored in arrays - int triangleCount; // Number of triangles stored (indexed or not) - - float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) - unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices;// Vertex indices (in case vertex data comes indexed) - - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) -} Mesh; - -// Shader type (generic) -typedef struct Shader { - unsigned int id; // Shader program id - int locs[MAX_SHADER_LOCATIONS]; // Shader locations array -} Shader; - -// Material texture map -typedef struct MaterialMap { - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value -} MaterialMap; - -// Material type (generic) -typedef struct Material { - Shader shader; // Material shader - MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps - float *params; // Material generic parameters (if required) -} Material; - -// Model type -typedef struct Model { - Mesh mesh; // Vertex data buffers (RAM and VRAM) - Matrix transform; // Local transform matrix - Material material; // Shader and textures data -} Model; - -// Ray type (useful for raycast) -typedef struct Ray { - Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction -} Ray; - -//---------------------------------------------------------------------------------- -// Enumerators Definition -//---------------------------------------------------------------------------------- -// Trace log type -typedef enum { - LOG_INFO = 0, - LOG_WARNING, - LOG_ERROR, - LOG_DEBUG, - LOG_OTHER -} LogType; - -// Shader location point type -typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF -} ShaderLocationIndex; - -#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO -#define LOC_MAP_SPECULAR LOC_MAP_METALNESS - -// Material map type -typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF -} TexmapIndex; - -#define MAP_DIFFUSE MAP_ALBEDO -#define MAP_SPECULAR MAP_METALNESS - -// Texture formats -// NOTE: Support depends on OpenGL version and platform -typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels) - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp -} TextureFormat; - -// Texture parameters: filter mode -// NOTE 1: Filtering considers mipmaps if available in the texture -// NOTE 2: Filter is accordingly set for minification and magnification -typedef enum { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x -} TextureFilterMode; - -// Texture parameters: wrap mode -typedef enum { - WRAP_REPEAT = 0, - WRAP_CLAMP, - WRAP_MIRROR -} TextureWrapMode; - -// Color blending modes (pre-defined) -typedef enum { - BLEND_ALPHA = 0, - BLEND_ADDITIVE, - BLEND_MULTIPLIED -} BlendMode; - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Global Variables Definition -//------------------------------------------------------------------------------------ -// It's lonely here... - -//------------------------------------------------------------------------------------ -// Window and Graphics Device Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Window-related functions -RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity - -RLAPI void CloseWindow(void); // Close window and unload OpenGL context -RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) -RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) -RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) -RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) -RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) -RLAPI int GetScreenWidth(void); // Get current screen width -RLAPI int GetScreenHeight(void); // Get current screen height - -// Drawing-related functions -RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) -RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing -RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode -RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing -RLAPI void EndTextureMode(void); // Ends drawing to render texture - -// Screen-space-related functions -RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - -// Timming-related functions -RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn - -// Color-related functions -RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes - -// Math useful functions (available from raymath.h) -RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array -RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array -RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f -RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f -RLAPI Matrix MatrixIdentity(void); // Returns identity matrix - -// Misc. functions -RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) -RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - -// Files management functions -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension -RLAPI const char *GetExtension(const char *fileName); // Get file extension -RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) -RLAPI const char *GetWorkingDirectory(void); // Get current working directory -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window -RLAPI char **GetDroppedFiles(int *count); // Get dropped files names -RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer - -// Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - -//------------------------------------------------------------------------------------ -// Input Handling Functions (Module: core) -//------------------------------------------------------------------------------------ - -// Input-related functions: keyboard -RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once -RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed -RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once -RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed -RLAPI int GetKeyPressed(void); // Get latest key pressed -RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) - -// Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) -RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed -RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis - -// Input-related functions: mouse -RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed -RLAPI int GetMouseX(void); // Returns mouse position X -RLAPI int GetMouseY(void); // Returns mouse position Y -RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY -RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY -RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y - -// Input-related functions: touch -RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) -RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) -RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) - -//------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetShaderDefault(void); // Get default shader -RLAPI Texture2D GetTextureDefault(void); // Get default texture - -// Shader configuration functions -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture -RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data -RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data - -// Shading begin/end functions -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -#ifdef __cplusplus -} -#endif - -#endif // RAYLIB_H diff --git a/templates/android_project/src/raylib_stripped/raymath.h b/templates/android_project/src/raylib_stripped/raymath.h deleted file mode 100644 index fe0b89471..000000000 --- a/templates/android_project/src/raylib_stripped/raymath.h +++ /dev/null @@ -1,1367 +0,0 @@ -/********************************************************************************************** -* -* raymath v1.1 - Math functions to work with Vector3, Matrix and Quaternions -* -* CONFIGURATION: -* -* #define RAYMATH_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* -* #define RAYMATH_EXTERN_INLINE -* Inlines all functions code, so it runs faster. This requires lots of memory on system. -* -* #define RAYMATH_STANDALONE -* Avoid raylib.h header inclusion in this file. -* Vector3 and Matrix data types are defined internally in raymath module. -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RAYMATH_H -#define RAYMATH_H - -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line - -#ifndef RAYMATH_STANDALONE - #include "raylib.h" // Required for structs: Vector3, Matrix -#endif - -#ifdef __cplusplus - #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) -#else - #define RMEXTERN extern // Functions visible from other files -#endif - -#if defined(RAYMATH_EXTERN_INLINE) - #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) -#else - #define RMDEF RMEXTERN -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#ifndef PI - #define PI 3.14159265358979323846 -#endif - -#ifndef DEG2RAD - #define DEG2RAD (PI/180.0f) -#endif - -#ifndef RAD2DEG - #define RAD2DEG (180.0f/PI) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -#if defined(RAYMATH_STANDALONE) - // Vector2 type - typedef struct Vector2 { - float x; - float y; - } Vector2; - - // Vector3 type - typedef struct Vector3 { - float x; - float y; - float z; - } Vector3; - - // Matrix type (OpenGL style 4x4 - right handed, column major) - typedef struct Matrix { - float m0, m4, m8, m12; - float m1, m5, m9, m13; - float m2, m6, m10, m14; - float m3, m7, m11, m15; - } Matrix; -#endif - -// Quaternion type -typedef struct Quaternion { - float x; - float y; - float z; - float w; -} Quaternion; - -#ifndef RAYMATH_EXTERN_INLINE - -//------------------------------------------------------------------------------------ -// Functions Declaration - math utils -//------------------------------------------------------------------------------------ -RMDEF float Clamp(float value, float min, float max); // Clamp float value - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector2 -//------------------------------------------------------------------------------------ -RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f -RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) -RMDEF float Vector2Length(Vector2 v); // Calculate vector length -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis -RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value) -RMDEF void Vector2Negate(Vector2 *v); // Negate vector -RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value -RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector3 -//------------------------------------------------------------------------------------ -RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f -RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors -RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product -RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector -RMDEF float Vector3Length(const Vector3 v); // Calculate vector length -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points -RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector -RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) -RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector -RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal -RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc -RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Matrix -//------------------------------------------------------------------------------------ -RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant -RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix -RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix -RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix -RMDEF Matrix MatrixIdentity(void); // Returns identity matrix -RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) -RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix -RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) -RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix -RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) -RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Quaternions -//------------------------------------------------------------------------------------ -RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion -RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion -RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix -RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles -RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix - -#endif // notdef RAYMATH_EXTERN_INLINE - -#endif // RAYMATH_H -//////////////////////////////////////////////////////////////////// end of header file - -#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) - -#include // Required for: sinf(), cosf(), tan(), fabs() - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Utils math -//---------------------------------------------------------------------------------- - -// Clamp float value -RMDEF float Clamp(float value, float min, float max) -{ - const float res = value < min ? min : value; - return res > max ? max : res; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector2 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMDEF Vector2 Vector2Zero(void) { return (Vector2){ 0.0f, 0.0f }; } - -// Vector with components value 1.0f -RMDEF Vector2 Vector2One(void) { return (Vector2){ 1.0f, 1.0f }; } - -// Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) -{ - return (Vector2){ v1.x + v2.x, v1.y + v2.y }; -} - -// Subtract two vectors (v1 - v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) -{ - return (Vector2){ v1.x - v2.x, v1.y - v2.y }; -} - -// Calculate vector length -RMDEF float Vector2Length(Vector2 v) -{ - return sqrtf((v.x*v.x) + (v.y*v.y)); -} - -// Calculate two vectors dot product -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) -{ - return (v1.x*v2.x + v1.y*v2.y); -} - -// Calculate distance between two vectors -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) -{ - return sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); -} - -// Calculate angle from two vectors in X-axis -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) -{ - float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); - - if (angle < 0) angle += 360.0f; - - return angle; -} - -// Scale vector (multiply by value) -RMDEF void Vector2Scale(Vector2 *v, float scale) -{ - v->x *= scale; - v->y *= scale; -} - -// Negate vector -RMDEF void Vector2Negate(Vector2 *v) -{ - v->x = -v->x; - v->y = -v->y; -} - -// Divide vector by a float value -RMDEF void Vector2Divide(Vector2 *v, float div) -{ - *v = (Vector2){v->x/div, v->y/div}; -} - -// Normalize provided vector -RMDEF void Vector2Normalize(Vector2 *v) -{ - Vector2Divide(v, Vector2Length(*v)); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vector3 math -//---------------------------------------------------------------------------------- - -// Vector with components value 0.0f -RMDEF Vector3 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; } - -// Vector with components value 1.0f -RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; } - -// Add two vectors -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) -{ - return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; -} - -// Substract two vectors -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) -{ - return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; -} - -// Multiply vector by scalar -RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar) -{ - v.x *= scalar; - v.y *= scalar; - v.z *= scalar; - - return v; -} - -// Multiply vector by vector -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2) -{ - Vector3 result; - - result.x = v1.x * v2.x; - result.y = v1.y * v2.y; - result.z = v1.z * v2.z; - - return result; -} - -// Calculate two vectors cross product -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) -{ - Vector3 result; - - result.x = v1.y*v2.z - v1.z*v2.y; - result.y = v1.z*v2.x - v1.x*v2.z; - result.z = v1.x*v2.y - v1.y*v2.x; - - return result; -} - -// Calculate one vector perpendicular vector -RMDEF Vector3 Vector3Perpendicular(Vector3 v) -{ - Vector3 result; - - float min = fabsf(v.x); - Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - - if (fabsf(v.y) < min) - { - min = fabsf(v.y); - cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f}; - } - - if (fabsf(v.z) < min) - { - cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f}; - } - - result = Vector3CrossProduct(v, cardinalAxis); - - return result; -} - -// Calculate vector length -RMDEF float Vector3Length(const Vector3 v) -{ - return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); -} - -// Calculate two vectors dot product -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) -{ - return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); -} - -// Calculate distance between two vectors -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) -{ - float dx = v2.x - v1.x; - float dy = v2.y - v1.y; - float dz = v2.z - v1.z; - - return sqrtf(dx*dx + dy*dy + dz*dz); -} - -// Scale provided vector -RMDEF void Vector3Scale(Vector3 *v, float scale) -{ - v->x *= scale; - v->y *= scale; - v->z *= scale; -} - -// Negate provided vector (invert direction) -RMDEF void Vector3Negate(Vector3 *v) -{ - v->x = -v->x; - v->y = -v->y; - v->z = -v->z; -} - -// Normalize provided vector -RMDEF void Vector3Normalize(Vector3 *v) -{ - float length, ilength; - - length = Vector3Length(*v); - - if (length == 0.0f) length = 1.0f; - - ilength = 1.0f/length; - - v->x *= ilength; - v->y *= ilength; - v->z *= ilength; -} - -// Transforms a Vector3 by a given Matrix -RMDEF void Vector3Transform(Vector3 *v, Matrix mat) -{ - float x = v->x; - float y = v->y; - float z = v->z; - - v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; - v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; - v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; -}; - -// Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) -{ - Vector3 result; - - result.x = v1.x + amount*(v2.x - v1.x); - result.y = v1.y + amount*(v2.y - v1.y); - result.z = v1.z + amount*(v2.z - v1.z); - - return result; -} - -// Calculate reflected vector to normal -RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal) -{ - // I is the original vector - // N is the normal of the incident plane - // R = I - (2*N*( DotProduct[ I,N] )) - - Vector3 result; - - float dotProduct = Vector3DotProduct(vector, normal); - - result.x = vector.x - (2.0f*normal.x)*dotProduct; - result.y = vector.y - (2.0f*normal.y)*dotProduct; - result.z = vector.z - (2.0f*normal.z)*dotProduct; - - return result; -} - -// Return min value for each pair of components -RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2) -{ - Vector3 result; - - result.x = fminf(vec1.x, vec2.x); - result.y = fminf(vec1.y, vec2.y); - result.z = fminf(vec1.z, vec2.z); - - return result; -} - -// Return max value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2) -{ - Vector3 result; - - result.x = fmaxf(vec1.x, vec2.x); - result.y = fmaxf(vec1.y, vec2.y); - result.z = fmaxf(vec1.z, vec2.z); - - return result; -} - -// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) -// NOTE: Assumes P is on the plane of the triangle -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) -{ - //Vector v0 = b - a, v1 = c - a, v2 = p - a; - - Vector3 v0 = Vector3Subtract(b, a); - Vector3 v1 = Vector3Subtract(c, a); - Vector3 v2 = Vector3Subtract(p, a); - float d00 = Vector3DotProduct(v0, v0); - float d01 = Vector3DotProduct(v0, v1); - float d11 = Vector3DotProduct(v1, v1); - float d20 = Vector3DotProduct(v2, v0); - float d21 = Vector3DotProduct(v2, v1); - - float denom = d00*d11 - d01*d01; - - Vector3 result; - - result.y = (d11*d20 - d01*d21)/denom; - result.z = (d00*d21 - d01*d20)/denom; - result.x = 1.0f - (result.z + result.y); - - return result; -} - -// Returns Vector3 as float array -RMDEF float *Vector3ToFloat(Vector3 vec) -{ - static float buffer[3]; - - buffer[0] = vec.x; - buffer[1] = vec.y; - buffer[2] = vec.z; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix math -//---------------------------------------------------------------------------------- - -// Compute matrix determinant -RMDEF float MatrixDeterminant(Matrix mat) -{ - float result; - - // Cache the matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; - - result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + - a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + - a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + - a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + - a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + - a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; - - return result; -} - -// Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF float MatrixTrace(Matrix mat) -{ - return (mat.m0 + mat.m5 + mat.m10 + mat.m15); -} - -// Transposes provided matrix -RMDEF void MatrixTranspose(Matrix *mat) -{ - Matrix temp; - - temp.m0 = mat->m0; - temp.m1 = mat->m4; - temp.m2 = mat->m8; - temp.m3 = mat->m12; - temp.m4 = mat->m1; - temp.m5 = mat->m5; - temp.m6 = mat->m9; - temp.m7 = mat->m13; - temp.m8 = mat->m2; - temp.m9 = mat->m6; - temp.m10 = mat->m10; - temp.m11 = mat->m14; - temp.m12 = mat->m3; - temp.m13 = mat->m7; - temp.m14 = mat->m11; - temp.m15 = mat->m15; - - *mat = temp; -} - -// Invert provided matrix -RMDEF void MatrixInvert(Matrix *mat) -{ - Matrix temp; - - // Cache the matrix values (speed optimization) - float a00 = mat->m0, a01 = mat->m1, a02 = mat->m2, a03 = mat->m3; - float a10 = mat->m4, a11 = mat->m5, a12 = mat->m6, a13 = mat->m7; - float a20 = mat->m8, a21 = mat->m9, a22 = mat->m10, a23 = mat->m11; - float a30 = mat->m12, a31 = mat->m13, a32 = mat->m14, a33 = mat->m15; - - float b00 = a00*a11 - a01*a10; - float b01 = a00*a12 - a02*a10; - float b02 = a00*a13 - a03*a10; - float b03 = a01*a12 - a02*a11; - float b04 = a01*a13 - a03*a11; - float b05 = a02*a13 - a03*a12; - float b06 = a20*a31 - a21*a30; - float b07 = a20*a32 - a22*a30; - float b08 = a20*a33 - a23*a30; - float b09 = a21*a32 - a22*a31; - float b10 = a21*a33 - a23*a31; - float b11 = a22*a33 - a23*a32; - - // Calculate the invert determinant (inlined to avoid double-caching) - float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); - - temp.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; - temp.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; - temp.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; - temp.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; - temp.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; - temp.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; - temp.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; - temp.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; - temp.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; - temp.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; - temp.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; - temp.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; - temp.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; - temp.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; - temp.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; - temp.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; - - *mat = temp; -} - -// Normalize provided matrix -RMDEF void MatrixNormalize(Matrix *mat) -{ - float det = MatrixDeterminant(*mat); - - mat->m0 /= det; - mat->m1 /= det; - mat->m2 /= det; - mat->m3 /= det; - mat->m4 /= det; - mat->m5 /= det; - mat->m6 /= det; - mat->m7 /= det; - mat->m8 /= det; - mat->m9 /= det; - mat->m10 /= det; - mat->m11 /= det; - mat->m12 /= det; - mat->m13 /= det; - mat->m14 /= det; - mat->m15 /= det; -} - -// Returns identity matrix -RMDEF Matrix MatrixIdentity(void) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Add two matrices -RMDEF Matrix MatrixAdd(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 + right.m0; - result.m1 = left.m1 + right.m1; - result.m2 = left.m2 + right.m2; - result.m3 = left.m3 + right.m3; - result.m4 = left.m4 + right.m4; - result.m5 = left.m5 + right.m5; - result.m6 = left.m6 + right.m6; - result.m7 = left.m7 + right.m7; - result.m8 = left.m8 + right.m8; - result.m9 = left.m9 + right.m9; - result.m10 = left.m10 + right.m10; - result.m11 = left.m11 + right.m11; - result.m12 = left.m12 + right.m12; - result.m13 = left.m13 + right.m13; - result.m14 = left.m14 + right.m14; - result.m15 = left.m15 + right.m15; - - return result; -} - -// Substract two matrices (left - right) -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right) -{ - Matrix result = MatrixIdentity(); - - result.m0 = left.m0 - right.m0; - result.m1 = left.m1 - right.m1; - result.m2 = left.m2 - right.m2; - result.m3 = left.m3 - right.m3; - result.m4 = left.m4 - right.m4; - result.m5 = left.m5 - right.m5; - result.m6 = left.m6 - right.m6; - result.m7 = left.m7 - right.m7; - result.m8 = left.m8 - right.m8; - result.m9 = left.m9 - right.m9; - result.m10 = left.m10 - right.m10; - result.m11 = left.m11 - right.m11; - result.m12 = left.m12 - right.m12; - result.m13 = left.m13 - right.m13; - result.m14 = left.m14 - right.m14; - result.m15 = left.m15 - right.m15; - - return result; -} - -// Returns translation matrix -RMDEF Matrix MatrixTranslate(float x, float y, float z) -{ - Matrix result = { 1.0f, 0.0f, 0.0f, x, - 0.0f, 1.0f, 0.0f, y, - 0.0f, 0.0f, 1.0f, z, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Create rotation matrix from axis and angle -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixRotate(Vector3 axis, float angle) -{ - Matrix result; - - Matrix mat = MatrixIdentity(); - - float x = axis.x, y = axis.y, z = axis.z; - - float length = sqrtf(x*x + y*y + z*z); - - if ((length != 1.0f) && (length != 0.0f)) - { - length = 1.0f/length; - x *= length; - y *= length; - z *= length; - } - - float sinres = sinf(angle); - float cosres = cosf(angle); - float t = 1.0f - cosres; - - // Cache some matrix values (speed optimization) - float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; - float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; - float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; - - // Construct the elements of the rotation matrix - float b00 = x*x*t + cosres, b01 = y*x*t + z*sinres, b02 = z*x*t - y*sinres; - float b10 = x*y*t - z*sinres, b11 = y*y*t + cosres, b12 = z*y*t + x*sinres; - float b20 = x*z*t + y*sinres, b21 = y*z*t - x*sinres, b22 = z*z*t + cosres; - - // Perform rotation-specific matrix multiplication - result.m0 = a00*b00 + a10*b01 + a20*b02; - result.m1 = a01*b00 + a11*b01 + a21*b02; - result.m2 = a02*b00 + a12*b01 + a22*b02; - result.m3 = a03*b00 + a13*b01 + a23*b02; - result.m4 = a00*b10 + a10*b11 + a20*b12; - result.m5 = a01*b10 + a11*b11 + a21*b12; - result.m6 = a02*b10 + a12*b11 + a22*b12; - result.m7 = a03*b10 + a13*b11 + a23*b12; - result.m8 = a00*b20 + a10*b21 + a20*b22; - result.m9 = a01*b20 + a11*b21 + a21*b22; - result.m10 = a02*b20 + a12*b21 + a22*b22; - result.m11 = a03*b20 + a13*b21 + a23*b22; - result.m12 = mat.m12; - result.m13 = mat.m13; - result.m14 = mat.m14; - result.m15 = mat.m15; - - return result; -} - -// Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateX(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m5 = cosres; - result.m6 = -sinres; - result.m9 = sinres; - result.m10 = cosres; - - return result; -} - -// Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m2 = sinres; - result.m8 = -sinres; - result.m10 = cosres; - - return result; -} - -// Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle) -{ - Matrix result = MatrixIdentity(); - - float cosres = cosf(angle); - float sinres = sinf(angle); - - result.m0 = cosres; - result.m1 = -sinres; - result.m4 = sinres; - result.m5 = cosres; - - return result; -} - -// Returns scaling matrix -RMDEF Matrix MatrixScale(float x, float y, float z) -{ - Matrix result = { x, 0.0f, 0.0f, 0.0f, - 0.0f, y, 0.0f, 0.0f, - 0.0f, 0.0f, z, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - - return result; -} - -// Returns two matrix multiplication -// NOTE: When multiplying matrices... the order matters! -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) -{ - Matrix result; - - result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; - result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; - result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; - result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; - result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; - result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; - result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; - result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; - result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; - result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; - result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; - result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; - result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; - result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; - result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; - result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; - - return result; -} - -// Returns perspective projection matrix -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result; - - float rl = (right - left); - float tb = (top - bottom); - float fn = (far - near); - - result.m0 = (near*2.0f)/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - - result.m4 = 0.0f; - result.m5 = (near*2.0f)/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - - result.m8 = (right + left)/rl; - result.m9 = (top + bottom)/tb; - result.m10 = -(far + near)/fn; - result.m11 = -1.0f; - - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = -(far*near*2.0f)/fn; - result.m15 = 0.0f; - - return result; -} - -// Returns perspective projection matrix -// NOTE: Angle should be provided in radians -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) -{ - double top = near*tan(fovy*0.5); - double right = top*aspect; - - return MatrixFrustum(-right, right, -top, top, near, far); -} - -// Returns orthographic projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix result; - - float rl = (right - left); - float tb = (top - bottom); - float fn = (far - near); - - result.m0 = 2.0f/rl; - result.m1 = 0.0f; - result.m2 = 0.0f; - result.m3 = 0.0f; - result.m4 = 0.0f; - result.m5 = 2.0f/tb; - result.m6 = 0.0f; - result.m7 = 0.0f; - result.m8 = 0.0f; - result.m9 = 0.0f; - result.m10 = -2.0f/fn; - result.m11 = 0.0f; - result.m12 = -(left + right)/rl; - result.m13 = -(top + bottom)/tb; - result.m14 = -(far + near)/fn; - result.m15 = 1.0f; - - return result; -} - -// Returns camera look-at matrix (view matrix) -RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) -{ - Matrix result; - - Vector3 z = Vector3Subtract(eye, target); - Vector3Normalize(&z); - Vector3 x = Vector3CrossProduct(up, z); - Vector3Normalize(&x); - Vector3 y = Vector3CrossProduct(z, x); - Vector3Normalize(&y); - - result.m0 = x.x; - result.m1 = x.y; - result.m2 = x.z; - result.m3 = 0.0f; - result.m4 = y.x; - result.m5 = y.y; - result.m6 = y.z; - result.m7 = 0.0f; - result.m8 = z.x; - result.m9 = z.y; - result.m10 = z.z; - result.m11 = 0.0f; - result.m12 = eye.x; - result.m13 = eye.y; - result.m14 = eye.z; - result.m15 = 1.0f; - - MatrixInvert(&result); - - return result; -} - -// Returns float array of matrix data -RMDEF float *MatrixToFloat(Matrix mat) -{ - static float buffer[16]; - - buffer[0] = mat.m0; - buffer[1] = mat.m1; - buffer[2] = mat.m2; - buffer[3] = mat.m3; - buffer[4] = mat.m4; - buffer[5] = mat.m5; - buffer[6] = mat.m6; - buffer[7] = mat.m7; - buffer[8] = mat.m8; - buffer[9] = mat.m9; - buffer[10] = mat.m10; - buffer[11] = mat.m11; - buffer[12] = mat.m12; - buffer[13] = mat.m13; - buffer[14] = mat.m14; - buffer[15] = mat.m15; - - return buffer; -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Quaternion math -//---------------------------------------------------------------------------------- - -// Returns identity quaternion -RMDEF Quaternion QuaternionIdentity(void) -{ - return (Quaternion){ 0.0f, 0.0f, 0.0f, 1.0f }; -} - -// Computes the length of a quaternion -RMDEF float QuaternionLength(Quaternion quat) -{ - return sqrt(quat.x*quat.x + quat.y*quat.y + quat.z*quat.z + quat.w*quat.w); -} - -// Normalize provided quaternion -RMDEF void QuaternionNormalize(Quaternion *q) -{ - float length, ilength; - - length = QuaternionLength(*q); - - if (length == 0.0f) length = 1.0f; - - ilength = 1.0f/length; - - q->x *= ilength; - q->y *= ilength; - q->z *= ilength; - q->w *= ilength; -} - -// Invert provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat) -{ - float length = QuaternionLength(*quat); - float lengthSq = length*length; - - if (lengthSq != 0.0) - { - float i = 1.0f/lengthSq; - - quat->x *= -i; - quat->y *= -i; - quat->z *= -i; - quat->w *= i; - } -} - -// Calculate two quaternion multiplication -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) -{ - Quaternion result; - - float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; - float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; - - result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; - result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; - result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; - result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; - - return result; -} - -// Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result; - - result.x = q1.x + amount*(q2.x - q1.x); - result.y = q1.y + amount*(q2.y - q1.y); - result.z = q1.z + amount*(q2.z - q1.z); - result.w = q1.w + amount*(q2.w - q1.w); - - return result; -} - -// Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result; - - float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - - if (fabs(cosHalfTheta) >= 1.0f) result = q1; - else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); - else - { - float halfTheta = acos(cosHalfTheta); - float sinHalfTheta = sqrt(1.0f - cosHalfTheta*cosHalfTheta); - - if (fabs(sinHalfTheta) < 0.001f) - { - result.x = (q1.x*0.5f + q2.x*0.5f); - result.y = (q1.y*0.5f + q2.y*0.5f); - result.z = (q1.z*0.5f + q2.z*0.5f); - result.w = (q1.w*0.5f + q2.w*0.5f); - } - else - { - float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; - float ratioB = sinf(amount*halfTheta)/sinHalfTheta; - - result.x = (q1.x*ratioA + q2.x*ratioB); - result.y = (q1.y*ratioA + q2.y*ratioB); - result.z = (q1.z*ratioA + q2.z*ratioB); - result.w = (q1.w*ratioA + q2.w*ratioB); - } - } - - return result; -} - -// Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) -{ - Quaternion result = QuaternionLerp(q1, q2, amount); - QuaternionNormalize(&result); - - return result; -} - -// Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) -{ - Quaternion q = { 0 }; - - float cos2Theta = Vector3DotProduct(from, to); - Vector3 cross = Vector3CrossProduct(from, to); - - q.x = cross.x; - q.y = cross.y; - q.z = cross.y; - q.w = 1.0f + cos2Theta; // NOTE: Added QuaternioIdentity() - - // Normalize to essentially nlerp the original and identity to 0.5 - QuaternionNormalize(&q); - - // Above lines are equivalent to: - //Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); - - return q; -} - -// Returns a quaternion for a given rotation matrix -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix) -{ - Quaternion result; - - float trace = MatrixTrace(matrix); - - if (trace > 0.0f) - { - float s = (float)sqrt(trace + 1)*2.0f; - float invS = 1.0f/s; - - result.w = s*0.25f; - result.x = (matrix.m6 - matrix.m9)*invS; - result.y = (matrix.m8 - matrix.m2)*invS; - result.z = (matrix.m1 - matrix.m4)*invS; - } - else - { - float m00 = matrix.m0, m11 = matrix.m5, m22 = matrix.m10; - - if (m00 > m11 && m00 > m22) - { - float s = (float)sqrt(1.0f + m00 - m11 - m22)*2.0f; - float invS = 1.0f/s; - - result.w = (matrix.m6 - matrix.m9)*invS; - result.x = s*0.25f; - result.y = (matrix.m4 + matrix.m1)*invS; - result.z = (matrix.m8 + matrix.m2)*invS; - } - else if (m11 > m22) - { - float s = (float)sqrt(1.0f + m11 - m00 - m22)*2.0f; - float invS = 1.0f/s; - - result.w = (matrix.m8 - matrix.m2)*invS; - result.x = (matrix.m4 + matrix.m1)*invS; - result.y = s*0.25f; - result.z = (matrix.m9 + matrix.m6)*invS; - } - else - { - float s = (float)sqrt(1.0f + m22 - m00 - m11)*2.0f; - float invS = 1.0f/s; - - result.w = (matrix.m1 - matrix.m4)*invS; - result.x = (matrix.m8 + matrix.m2)*invS; - result.y = (matrix.m9 + matrix.m6)*invS; - result.z = s*0.25f; - } - } - - return result; -} - -// Returns a matrix for a given quaternion -RMDEF Matrix QuaternionToMatrix(Quaternion q) -{ - Matrix result; - - float x = q.x, y = q.y, z = q.z, w = q.w; - - float x2 = x + x; - float y2 = y + y; - float z2 = z + z; - - float length = QuaternionLength(q); - float lengthSquared = length*length; - - float xx = x*x2/lengthSquared; - float xy = x*y2/lengthSquared; - float xz = x*z2/lengthSquared; - - float yy = y*y2/lengthSquared; - float yz = y*z2/lengthSquared; - float zz = z*z2/lengthSquared; - - float wx = w*x2/lengthSquared; - float wy = w*y2/lengthSquared; - float wz = w*z2/lengthSquared; - - result.m0 = 1.0f - (yy + zz); - result.m1 = xy - wz; - result.m2 = xz + wy; - result.m3 = 0.0f; - result.m4 = xy + wz; - result.m5 = 1.0f - (xx + zz); - result.m6 = yz - wx; - result.m7 = 0.0f; - result.m8 = xz - wy; - result.m9 = yz + wx; - result.m10 = 1.0f - (xx + yy); - result.m11 = 0.0f; - result.m12 = 0.0f; - result.m13 = 0.0f; - result.m14 = 0.0f; - result.m15 = 1.0f; - - return result; -} - -// Returns rotation quaternion for an angle and axis -// NOTE: angle must be provided in radians -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) -{ - Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - - if (Vector3Length(axis) != 0.0f) - - angle *= 0.5f; - - Vector3Normalize(&axis); - - float sinres = sinf(angle); - float cosres = cosf(angle); - - result.x = axis.x*sinres; - result.y = axis.y*sinres; - result.z = axis.z*sinres; - result.w = cosres; - - QuaternionNormalize(&result); - - return result; -} - -// Returns the rotation angle and axis for a given quaternion -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) -{ - if (fabs(q.w) > 1.0f) QuaternionNormalize(&q); - - Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; - float resAngle = 0.0f; - - resAngle = 2.0f*(float)acos(q.w); - float den = (float)sqrt(1.0f - q.w*q.w); - - if (den > 0.0001f) - { - resAxis.x = q.x/den; - resAxis.y = q.y/den; - resAxis.z = q.z/den; - } - else - { - // This occurs when the angle is zero. - // Not a problem: just set an arbitrary normalized axis. - resAxis.x = 1.0f; - } - - *outAxis = resAxis; - *outAngle = resAngle; -} - -// Returns he quaternion equivalent to Euler angles -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) -{ - Quaternion q = { 0 }; - - float x0 = cosf(roll*0.5f); - float x1 = sinf(roll*0.5f); - float y0 = cosf(pitch*0.5f); - float y1 = sinf(pitch*0.5f); - float z0 = cosf(yaw*0.5f); - float z1 = sinf(yaw*0.5f); - - q.x = x1*y0*z0 - x0*y1*z1; - q.y = x0*y1*z0 + x1*y0*z1; - q.z = x0*y0*z1 - x1*y1*z0; - q.w = x0*y0*z0 + x1*y1*z1; - - return q; -} - -// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -// NOTE: Angles are returned in a Vector3 struct in degrees -RMDEF Vector3 QuaternionToEuler(Quaternion q) -{ - Vector3 v = { 0 }; - - // roll (x-axis rotation) - float x0 = 2.0f*(q.w*q.x + q.y*q.z); - float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); - v.x = atan2f(x0, x1)*RAD2DEG; - - // pitch (y-axis rotation) - float y0 = 2.0f*(q.w*q.y - q.z*q.x); - y0 = y0 > 1.0f ? 1.0f : y0; - y0 = y0 < -1.0f ? -1.0f : y0; - v.y = asinf(y0)*RAD2DEG; - - // yaw (z-axis rotation) - float z0 = 2.0f*(q.w*q.z + q.x*q.y); - float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); - v.z = atan2f(z0, z1)*RAD2DEG; - - return v; -} - -// Transform a quaternion given a transformation matrix -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) -{ - float x = q->x; - float y = q->y; - float z = q->z; - float w = q->w; - - q->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12*w; - q->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13*w; - q->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14*w; - q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; -} - -#endif // RAYMATH_IMPLEMENTATION diff --git a/templates/android_project/src/raylib_stripped/rlgl.c b/templates/android_project/src/raylib_stripped/rlgl.c deleted file mode 100644 index 2782b493e..000000000 --- a/templates/android_project/src/raylib_stripped/rlgl.c +++ /dev/null @@ -1,4184 +0,0 @@ -/********************************************************************************************** -* -* rlgl - raylib OpenGL abstraction layer -* -* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to -* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). -* -* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal -* VBO buffers (and VAOs if available). It requires calling 3 functions: -* rlglInit() - Initialize internal buffers and auxiliar resources -* rlglDraw() - Process internal buffers and send required draw calls -* rlglClose() - De-initialize internal buffers data and other auxiliar resources -* -* CONFIGURATION: -* -* #define GRAPHICS_API_OPENGL_11 -* #define GRAPHICS_API_OPENGL_21 -* #define GRAPHICS_API_OPENGL_33 -* #define GRAPHICS_API_OPENGL_ES2 -* Use selected OpenGL backend -* -* #define RLGL_STANDALONE -* Use rlgl as standalone library (no raylib dependency) -* -* #define SUPPORT_VR_SIMULATOR -* Support VR simulation functionality (stereo rendering) -* -* #define SUPPORT_DISTORTION_SHADER -* Include stereo rendering distortion shader (shader_distortion.h) -* -* DEPENDENCIES: -* raymath - 3D math functionality (Vector3, Matrix, Quaternion) -* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -// Default configuration flags (supported features) -//------------------------------------------------- -//#define SUPPORT_VR_SIMULATOR -//#define SUPPORT_DISTORTION_SHADER -//------------------------------------------------- - -#include "rlgl.h" - -#include // Required for: fopen(), fclose(), fread()... [Used only on LoadText()] -#include // Required for: malloc(), free(), rand() -#include // Required for: strcmp(), strlen(), strtok() [Used only in extensions loading] -#include // Required for: atan2() - -#if !defined(RLGL_STANDALONE) - #include "raymath.h" // Required for: Vector3 and Matrix functions -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(__APPLE__) - #include // OpenGL 1.1 library for OSX - #else - #include // OpenGL 1.1 library - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 -#endif - -#if defined(GRAPHICS_API_OPENGL_33) - #if defined(__APPLE__) - #include // OpenGL 3 library for OSX - #else - #define GLAD_IMPLEMENTATION - #if defined(RLGL_STANDALONE) - #include "glad.h" // GLAD extensions loading library, includes OpenGL headers - #else - #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers - #endif - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #include // EGL library - #include // OpenGL ES 2.0 library - #include // OpenGL ES 2.0 extensions library -#endif - -#if defined(RLGL_STANDALONE) - #include // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()] -#endif - -#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER) - #include "shader_distortion.h" // Distortion shader to be embedded -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#define MATRIX_STACK_SIZE 16 // Matrix stack max size -#define MAX_DRAWS_BY_TEXTURE 256 // Draws are organized by texture changes -#define TEMP_VERTEX_BUFFER_SIZE 4096 // Temporal Vertex Buffer (required for vertex-transformations) - // NOTE: Every vertex are 3 floats (12 bytes) - -#ifndef GL_SHADING_LANGUAGE_VERSION - #define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#endif - -#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 -#endif -#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT - #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#endif -#ifndef GL_ETC1_RGB8_OES - #define GL_ETC1_RGB8_OES 0x8D64 -#endif -#ifndef GL_COMPRESSED_RGB8_ETC2 - #define GL_COMPRESSED_RGB8_ETC2 0x9274 -#endif -#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC - #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 -#endif -#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 -#endif -#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG - #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR - #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 -#endif -#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR - #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 -#endif - -#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF -#endif - -#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT - #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - #define GL_UNSIGNED_SHORT_5_6_5 0x8363 - #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 - #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER -#endif - -// Default vertex attribute names on shader to set location points -#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 -#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 -#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 -#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 -#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 -#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// Dynamic vertex buffers (position + texcoords + colors + indices arrays) -typedef struct DynamicBuffer { - int vCounter; // vertex position counter to process (and draw) from full buffer - int tcCounter; // vertex texcoord counter to process (and draw) from full buffer - int cCounter; // vertex color counter to process (and draw) from full buffer - float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - unsigned int *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) -#elif defined(GRAPHICS_API_OPENGL_ES2) - unsigned short *indices; // vertex indices (in case vertex data comes indexed) (6 indices per quad) - // NOTE: 6*2 byte = 12 byte, not alignment problem! -#endif - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) -} DynamicBuffer; - -// Draw call type -// NOTE: Used to track required draw-calls, organized by texture -typedef struct DrawCall { - int vertexCount; - GLuint vaoId; - GLuint textureId; - GLuint shaderId; - - Matrix projection; - Matrix modelview; - - // TODO: Store additional draw state data - //int blendMode; - //Guint fboId; -} DrawCall; - -#if defined(SUPPORT_VR_SIMULATOR) -// Head-Mounted-Display device parameters -typedef struct VrDeviceInfo { - int hResolution; // HMD horizontal resolution in pixels - int vResolution; // HMD vertical resolution in pixels - float hScreenSize; // HMD horizontal size in meters - float vScreenSize; // HMD vertical size in meters - float vScreenCenter; // HMD screen center in meters - float eyeToScreenDistance; // HMD distance between eye and display in meters - float lensSeparationDistance; // HMD lens separation distance in meters - float interpupillaryDistance; // HMD IPD (distance between pupils) in meters - float distortionK[4]; // HMD lens distortion constant parameters - float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters -} VrDeviceInfo; - -// VR Stereo rendering configuration for simulator -typedef struct VrStereoConfig { - RenderTexture2D stereoFbo; // VR stereo rendering framebuffer - Shader distortionShader; // VR stereo rendering distortion shader - //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices -} VrStereoConfig; -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static Matrix stack[MATRIX_STACK_SIZE]; -static int stackCounter = 0; - -static Matrix modelview; -static Matrix projection; -static Matrix *currentMatrix; -static int currentMatrixMode; - -static int currentDrawMode; - -static float currentDepth = -1.0f; - -static DynamicBuffer lines; // Default dynamic buffer for lines data -static DynamicBuffer triangles; // Default dynamic buffer for triangles data -static DynamicBuffer quads; // Default dynamic buffer for quads data (used to draw textures) - -// Default buffers draw calls -static DrawCall *draws; -static int drawsCounter; - -// Temp vertex buffer to be used with rlTranslate, rlRotate, rlScale -static Vector3 *tempBuffer; -static int tempBufferCount = 0; -static bool useTempBuffer = false; - -// Shader Programs -static Shader defaultShader; // Basic shader, support vertex color and diffuse texture -static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) - -// Extension supported flag: VAO -static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) - -// Extension supported flag: Compressed textures -static bool texCompETC1Supported = false; // ETC1 texture compression support -static bool texCompETC2Supported = false; // ETC2/EAC texture compression support -static bool texCompPVRTSupported = false; // PVR texture compression support -static bool texCompASTCSupported = false; // ASTC texture compression support - -#if defined(SUPPORT_VR_SIMULATOR) -// VR global variables -static VrDeviceInfo hmd; // Current VR device info -static VrStereoConfig vrConfig; // VR stereo configuration for simulator -static bool vrSimulatorReady = false; // VR simulator ready flag -static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag - // NOTE: This flag is useful to render data over stereo image (i.e. FPS) -#endif // defined(SUPPORT_VR_SIMULATOR) - -#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -// Extension supported flag: Anisotropic filtering -static bool texAnisotropicFilterSupported = false; // Anisotropic texture filtering support -static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supported (minimum is 2.0f) - -// Extension supported flag: Clamp mirror wrap mode -static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported - -#if defined(GRAPHICS_API_OPENGL_ES2) -// NOTE: VAO functionality is exposed through extensions (OES) -static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; -static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray; -static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; -//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted -#endif - -// Compressed textures support flags -static bool texCompDXTSupported = false; // DDS texture compression support -static bool texNPOTSupported = false; // NPOT textures full support -static bool texFloatSupported = false; // float textures support (32 bit per channel) - -static int blendMode = 0; // Track current blending mode - -// White texture useful for plain color polys (required by shader) -static unsigned int whiteTexture; - -// Default framebuffer size -static int screenWidth; // Default framebuffer width -static int screenHeight; // Default framebuffer height - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount); -static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id - -static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) -static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) -static void UnloadShaderDefault(void); // Unload default shader - -static void LoadBuffersDefault(void); // Load default internal buffers (lines, triangles, quads) -static void UpdateBuffersDefault(void); // Update default internal buffers (VAOs/VBOs) with vertex data -static void DrawBuffersDefault(void); // Draw default internal buffers vertex data -static void UnloadBuffersDefault(void); // Unload default internal buffers vertex data from CPU and GPU - -static void GenDrawCube(void); // Generate and draw cube -static void GenDrawQuad(void); // Generate and draw quad - -#if defined(SUPPORT_VR_SIMULATOR) -static void SetStereoConfig(VrDeviceInfo info); // Configure stereo rendering (including distortion shader) with HMD device parameters -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye -#endif - -#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -#if defined(GRAPHICS_API_OPENGL_11) -static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); -static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Matrix operations -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_11) - -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void rlMatrixMode(int mode) -{ - switch (mode) - { - case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; - case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; - case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; - default: break; - } -} - -void rlFrustum(double left, double right, double bottom, double top, double zNear, double zFar) -{ - glFrustum(left, right, bottom, top, zNear, zFar); -} - -void rlOrtho(double left, double right, double bottom, double top, double zNear, double zFar) -{ - glOrtho(left, right, bottom, top, zNear, zFar); -} - -void rlPushMatrix(void) { glPushMatrix(); } -void rlPopMatrix(void) { glPopMatrix(); } -void rlLoadIdentity(void) { glLoadIdentity(); } -void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } -void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } -void rlScalef(float x, float y, float z) { glScalef(x, y, z); } -void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -// Choose the current matrix to be transformed -void rlMatrixMode(int mode) -{ - if (mode == RL_PROJECTION) currentMatrix = &projection; - else if (mode == RL_MODELVIEW) currentMatrix = &modelview; - //else if (mode == RL_TEXTURE) // Not supported - - currentMatrixMode = mode; -} - -// Push the current matrix to stack -void rlPushMatrix(void) -{ - if (stackCounter == MATRIX_STACK_SIZE - 1) - { - TraceLog(LOG_ERROR, "Stack Buffer Overflow (MAX %i Matrix)", MATRIX_STACK_SIZE); - } - - stack[stackCounter] = *currentMatrix; - stackCounter++; - - if (currentMatrixMode == RL_MODELVIEW) useTempBuffer = true; -} - -// Pop lattest inserted matrix from stack -void rlPopMatrix(void) -{ - if (stackCounter > 0) - { - Matrix mat = stack[stackCounter - 1]; - *currentMatrix = mat; - stackCounter--; - } -} - -// Reset current matrix to identity matrix -void rlLoadIdentity(void) -{ - *currentMatrix = MatrixIdentity(); -} - -// Multiply the current matrix by a translation matrix -void rlTranslatef(float x, float y, float z) -{ - Matrix matTranslation = MatrixTranslate(x, y, z); - - // NOTE: We transpose matrix with multiplication order - *currentMatrix = MatrixMultiply(matTranslation, *currentMatrix); -} - -// Multiply the current matrix by a rotation matrix -void rlRotatef(float angleDeg, float x, float y, float z) -{ - Matrix matRotation = MatrixIdentity(); - - Vector3 axis = (Vector3){ x, y, z }; - Vector3Normalize(&axis); - matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); - - // NOTE: We transpose matrix with multiplication order - *currentMatrix = MatrixMultiply(matRotation, *currentMatrix); -} - -// Multiply the current matrix by a scaling matrix -void rlScalef(float x, float y, float z) -{ - Matrix matScale = MatrixScale(x, y, z); - - // NOTE: We transpose matrix with multiplication order - *currentMatrix = MatrixMultiply(matScale, *currentMatrix); -} - -// Multiply the current matrix by another matrix -void rlMultMatrixf(float *matf) -{ - // Matrix creation from array - Matrix mat = { matf[0], matf[4], matf[8], matf[12], - matf[1], matf[5], matf[9], matf[13], - matf[2], matf[6], matf[10], matf[14], - matf[3], matf[7], matf[11], matf[15] }; - - *currentMatrix = MatrixMultiply(*currentMatrix, mat); -} - -// Multiply the current matrix by a perspective matrix generated by parameters -void rlFrustum(double left, double right, double bottom, double top, double near, double far) -{ - Matrix matPerps = MatrixFrustum(left, right, bottom, top, near, far); - - *currentMatrix = MatrixMultiply(*currentMatrix, matPerps); -} - -// Multiply the current matrix by an orthographic matrix generated by parameters -void rlOrtho(double left, double right, double bottom, double top, double near, double far) -{ - Matrix matOrtho = MatrixOrtho(left, right, bottom, top, near, far); - - *currentMatrix = MatrixMultiply(*currentMatrix, matOrtho); -} - -#endif - -// Set the viewport area (transformation from normalized device coordinates to window coordinates) -// NOTE: Updates global variables: screenWidth, screenHeight -void rlViewport(int x, int y, int width, int height) -{ - glViewport(x, y, width, height); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Vertex level operations -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_11) - -// Fallback to OpenGL 1.1 function calls -//--------------------------------------- -void rlBegin(int mode) -{ - switch (mode) - { - case RL_LINES: glBegin(GL_LINES); break; - case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; - case RL_QUADS: glBegin(GL_QUADS); break; - default: break; - } -} - -void rlEnd() { glEnd(); } -void rlVertex2i(int x, int y) { glVertex2i(x, y); } -void rlVertex2f(float x, float y) { glVertex2f(x, y); } -void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } -void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } -void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } -void rlColor4ub(byte r, byte g, byte b, byte a) { glColor4ub(r, g, b, a); } -void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } -void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } - -#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -// Initialize drawing mode (how to organize vertex) -void rlBegin(int mode) -{ - // Draw mode can only be RL_LINES, RL_TRIANGLES and RL_QUADS - currentDrawMode = mode; -} - -// Finish vertex providing -void rlEnd(void) -{ - if (useTempBuffer) - { - // NOTE: In this case, *currentMatrix is already transposed because transposing has been applied - // independently to translation-scale-rotation matrices -> t(M1 x M2) = t(M2) x t(M1) - // This way, rlTranslatef(), rlRotatef()... behaviour is the same than OpenGL 1.1 - - // Apply transformation matrix to all temp vertices - for (int i = 0; i < tempBufferCount; i++) Vector3Transform(&tempBuffer[i], *currentMatrix); - - // Deactivate tempBuffer usage to allow rlVertex3f do its job - useTempBuffer = false; - - // Copy all transformed vertices to right VAO - for (int i = 0; i < tempBufferCount; i++) rlVertex3f(tempBuffer[i].x, tempBuffer[i].y, tempBuffer[i].z); - - // Reset temp buffer - tempBufferCount = 0; - } - - // Make sure vertexCount is the same for vertices-texcoords-normals-colors - // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls. - switch (currentDrawMode) - { - case RL_LINES: - { - if (lines.vCounter != lines.cCounter) - { - int addColors = lines.vCounter - lines.cCounter; - - for (int i = 0; i < addColors; i++) - { - lines.colors[4*lines.cCounter] = lines.colors[4*lines.cCounter - 4]; - lines.colors[4*lines.cCounter + 1] = lines.colors[4*lines.cCounter - 3]; - lines.colors[4*lines.cCounter + 2] = lines.colors[4*lines.cCounter - 2]; - lines.colors[4*lines.cCounter + 3] = lines.colors[4*lines.cCounter - 1]; - - lines.cCounter++; - } - } - } break; - case RL_TRIANGLES: - { - if (triangles.vCounter != triangles.cCounter) - { - int addColors = triangles.vCounter - triangles.cCounter; - - for (int i = 0; i < addColors; i++) - { - triangles.colors[4*triangles.cCounter] = triangles.colors[4*triangles.cCounter - 4]; - triangles.colors[4*triangles.cCounter + 1] = triangles.colors[4*triangles.cCounter - 3]; - triangles.colors[4*triangles.cCounter + 2] = triangles.colors[4*triangles.cCounter - 2]; - triangles.colors[4*triangles.cCounter + 3] = triangles.colors[4*triangles.cCounter - 1]; - - triangles.cCounter++; - } - } - } break; - case RL_QUADS: - { - // Make sure colors count match vertex count - if (quads.vCounter != quads.cCounter) - { - int addColors = quads.vCounter - quads.cCounter; - - for (int i = 0; i < addColors; i++) - { - quads.colors[4*quads.cCounter] = quads.colors[4*quads.cCounter - 4]; - quads.colors[4*quads.cCounter + 1] = quads.colors[4*quads.cCounter - 3]; - quads.colors[4*quads.cCounter + 2] = quads.colors[4*quads.cCounter - 2]; - quads.colors[4*quads.cCounter + 3] = quads.colors[4*quads.cCounter - 1]; - - quads.cCounter++; - } - } - - // Make sure texcoords count match vertex count - if (quads.vCounter != quads.tcCounter) - { - int addTexCoords = quads.vCounter - quads.tcCounter; - - for (int i = 0; i < addTexCoords; i++) - { - quads.texcoords[2*quads.tcCounter] = 0.0f; - quads.texcoords[2*quads.tcCounter + 1] = 0.0f; - - quads.tcCounter++; - } - } - - // TODO: Make sure normals count match vertex count... if normals support is added in a future... :P - - } break; - default: break; - } - - // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, - // as well as depth buffer bit-depth (16bit or 24bit or 32bit) - // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) - currentDepth += (1.0f/20000.0f); -} - -// Define one vertex (position) -void rlVertex3f(float x, float y, float z) -{ - if (useTempBuffer) - { - tempBuffer[tempBufferCount].x = x; - tempBuffer[tempBufferCount].y = y; - tempBuffer[tempBufferCount].z = z; - tempBufferCount++; - } - else - { - switch (currentDrawMode) - { - case RL_LINES: - { - // Verify that MAX_LINES_BATCH limit not reached - if (lines.vCounter/2 < MAX_LINES_BATCH) - { - lines.vertices[3*lines.vCounter] = x; - lines.vertices[3*lines.vCounter + 1] = y; - lines.vertices[3*lines.vCounter + 2] = z; - - lines.vCounter++; - } - else TraceLog(LOG_ERROR, "MAX_LINES_BATCH overflow"); - - } break; - case RL_TRIANGLES: - { - // Verify that MAX_TRIANGLES_BATCH limit not reached - if (triangles.vCounter/3 < MAX_TRIANGLES_BATCH) - { - triangles.vertices[3*triangles.vCounter] = x; - triangles.vertices[3*triangles.vCounter + 1] = y; - triangles.vertices[3*triangles.vCounter + 2] = z; - - triangles.vCounter++; - } - else TraceLog(LOG_ERROR, "MAX_TRIANGLES_BATCH overflow"); - - } break; - case RL_QUADS: - { - // Verify that MAX_QUADS_BATCH limit not reached - if (quads.vCounter/4 < MAX_QUADS_BATCH) - { - quads.vertices[3*quads.vCounter] = x; - quads.vertices[3*quads.vCounter + 1] = y; - quads.vertices[3*quads.vCounter + 2] = z; - - quads.vCounter++; - - draws[drawsCounter - 1].vertexCount++; - } - else TraceLog(LOG_ERROR, "MAX_QUADS_BATCH overflow"); - - } break; - default: break; - } - } -} - -// Define one vertex (position) -void rlVertex2f(float x, float y) -{ - rlVertex3f(x, y, currentDepth); -} - -// Define one vertex (position) -void rlVertex2i(int x, int y) -{ - rlVertex3f((float)x, (float)y, currentDepth); -} - -// Define one vertex (texture coordinate) -// NOTE: Texture coordinates are limited to QUADS only -void rlTexCoord2f(float x, float y) -{ - if (currentDrawMode == RL_QUADS) - { - quads.texcoords[2*quads.tcCounter] = x; - quads.texcoords[2*quads.tcCounter + 1] = y; - - quads.tcCounter++; - } -} - -// Define one vertex (normal) -// NOTE: Normals limited to TRIANGLES only ? -void rlNormal3f(float x, float y, float z) -{ - // TODO: Normals usage... -} - -// Define one vertex (color) -void rlColor4ub(byte x, byte y, byte z, byte w) -{ - switch (currentDrawMode) - { - case RL_LINES: - { - lines.colors[4*lines.cCounter] = x; - lines.colors[4*lines.cCounter + 1] = y; - lines.colors[4*lines.cCounter + 2] = z; - lines.colors[4*lines.cCounter + 3] = w; - - lines.cCounter++; - - } break; - case RL_TRIANGLES: - { - triangles.colors[4*triangles.cCounter] = x; - triangles.colors[4*triangles.cCounter + 1] = y; - triangles.colors[4*triangles.cCounter + 2] = z; - triangles.colors[4*triangles.cCounter + 3] = w; - - triangles.cCounter++; - - } break; - case RL_QUADS: - { - quads.colors[4*quads.cCounter] = x; - quads.colors[4*quads.cCounter + 1] = y; - quads.colors[4*quads.cCounter + 2] = z; - quads.colors[4*quads.cCounter + 3] = w; - - quads.cCounter++; - - } break; - default: break; - } -} - -// Define one vertex (color) -void rlColor4f(float r, float g, float b, float a) -{ - rlColor4ub((byte)(r*255), (byte)(g*255), (byte)(b*255), (byte)(a*255)); -} - -// Define one vertex (color) -void rlColor3f(float x, float y, float z) -{ - rlColor4ub((byte)(x*255), (byte)(y*255), (byte)(z*255), 255); -} - -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) -//---------------------------------------------------------------------------------- - -// Enable texture usage -void rlEnableTexture(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, id); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (draws[drawsCounter - 1].textureId != id) - { - if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; - - if (drawsCounter >= MAX_DRAWS_BY_TEXTURE) - { - rlglDraw(); - drawsCounter = 1; - } - - draws[drawsCounter - 1].textureId = id; - draws[drawsCounter - 1].vertexCount = 0; - } -#endif -} - -// Disable texture usage -void rlDisableTexture(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#else - // NOTE: If quads batch limit is reached, - // we force a draw call and next batch starts - if (quads.vCounter/4 >= MAX_QUADS_BATCH) rlglDraw(); -#endif -} - -// Set texture parameters (wrap mode/filter mode) -void rlTextureParameters(unsigned int id, int param, int value) -{ - glBindTexture(GL_TEXTURE_2D, id); - - switch (param) - { - case RL_TEXTURE_WRAP_S: - case RL_TEXTURE_WRAP_T: - { - if ((value == RL_WRAP_CLAMP_MIRROR) && !texClampMirrorSupported) TraceLog(LOG_WARNING, "Clamp mirror wrap mode not supported"); - else glTexParameteri(GL_TEXTURE_2D, param, value); - } break; - case RL_TEXTURE_MAG_FILTER: - case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; - case RL_TEXTURE_ANISOTROPIC_FILTER: - { - if (value <= maxAnisotropicLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - else if (maxAnisotropicLevel > 0.0f) - { - TraceLog(LOG_WARNING, "[TEX ID %i] Maximum anisotropic filter level supported is %iX", id, maxAnisotropicLevel); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); - } - else TraceLog(LOG_WARNING, "Anisotropic filtering not supported"); - } break; - default: break; - } - - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Enable rendering to texture (fbo) -void rlEnableRenderTexture(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, id); - - //glDisable(GL_CULL_FACE); // Allow double side drawing for texture flipping - //glCullFace(GL_FRONT); -#endif -} - -// Disable rendering to texture -void rlDisableRenderTexture(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - //glEnable(GL_CULL_FACE); - //glCullFace(GL_BACK); -#endif -} - -// Enable depth test -void rlEnableDepthTest(void) -{ - glEnable(GL_DEPTH_TEST); -} - -// Disable depth test -void rlDisableDepthTest(void) -{ - glDisable(GL_DEPTH_TEST); -} - -// Enable wire mode -void rlEnableWireMode(void) -{ -#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); -#endif -} - -// Disable wire mode -void rlDisableWireMode(void) -{ -#if defined (GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glPolygonMode() not available on OpenGL ES - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); -#endif -} - -// Unload texture from GPU memory -void rlDeleteTextures(unsigned int id) -{ - if (id > 0) glDeleteTextures(1, &id); -} - -// Unload render texture from GPU memory -void rlDeleteRenderTextures(RenderTexture2D target) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (target.id > 0) glDeleteFramebuffers(1, &target.id); - if (target.texture.id > 0) glDeleteTextures(1, &target.texture.id); - if (target.depth.id > 0) glDeleteTextures(1, &target.depth.id); - - TraceLog(LOG_INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); -#endif -} - -// Unload shader from GPU memory -void rlDeleteShader(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (id != 0) glDeleteProgram(id); -#endif -} - -// Unload vertex data (VAO) from GPU memory -void rlDeleteVertexArrays(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vaoSupported) - { - if (id != 0) glDeleteVertexArrays(1, &id); - TraceLog(LOG_INFO, "[VAO ID %i] Unloaded model data from VRAM (GPU)", id); - } -#endif -} - -// Unload vertex data (VBO) from GPU memory -void rlDeleteBuffers(unsigned int id) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (id != 0) - { - glDeleteBuffers(1, &id); - if (!vaoSupported) TraceLog(LOG_INFO, "[VBO ID %i] Unloaded model vertex data from VRAM (GPU)", id); - } -#endif -} - -// Clear color buffer with color -void rlClearColor(byte r, byte g, byte b, byte a) -{ - // Color values clamp to 0.0f(0) and 1.0f(255) - float cr = (float)r/255; - float cg = (float)g/255; - float cb = (float)b/255; - float ca = (float)a/255; - - glClearColor(cr, cg, cb, ca); -} - -// Clear used screen buffers (color and depth) -void rlClearScreenBuffers(void) -{ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - rlgl Functions -//---------------------------------------------------------------------------------- - -// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states -void rlglInit(int width, int height) -{ - // Check OpenGL information and capabilities - //------------------------------------------------------------------------------ - - // Print current OpenGL and GLSL version - TraceLog(LOG_INFO, "GPU: Vendor: %s", glGetString(GL_VENDOR)); - TraceLog(LOG_INFO, "GPU: Renderer: %s", glGetString(GL_RENDERER)); - TraceLog(LOG_INFO, "GPU: Version: %s", glGetString(GL_VERSION)); - TraceLog(LOG_INFO, "GPU: GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); - - // NOTE: We can get a bunch of extra information about GPU capabilities (glGet*) - //int maxTexSize; - //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); - //TraceLog(LOG_INFO, "GL_MAX_TEXTURE_SIZE: %i", maxTexSize); - - //GL_MAX_TEXTURE_IMAGE_UNITS - //GL_MAX_VIEWPORT_DIMS - - //int numAuxBuffers; - //glGetIntegerv(GL_AUX_BUFFERS, &numAuxBuffers); - //TraceLog(LOG_INFO, "GL_AUX_BUFFERS: %i", numAuxBuffers); - - //GLint numComp = 0; - //GLint format[32] = { 0 }; - //glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numComp); - //glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, format); - //for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]); - - // NOTE: We don't need that much data on screen... right now... - -#if defined(GRAPHICS_API_OPENGL_11) - //TraceLog(LOG_INFO, "OpenGL 1.1 (or driver default) profile initialized"); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Get supported extensions list - GLint numExt = 0; - -#if defined(GRAPHICS_API_OPENGL_33) - - // NOTE: On OpenGL 3.3 VAO and NPOT are supported by default - vaoSupported = true; - texNPOTSupported = true; - texFloatSupported = true; - - // We get a list of available extensions and we check for some of them (compressed textures) - // NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that) - glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); - -#ifdef _MSC_VER - const char **extList = malloc(sizeof(const char *)*numExt); -#else - const char *extList[numExt]; -#endif - - for (int i = 0; i < numExt; i++) extList[i] = (char *)glGetStringi(GL_EXTENSIONS, i); - -#elif defined(GRAPHICS_API_OPENGL_ES2) - char *extensions = (char *)glGetString(GL_EXTENSIONS); // One big const string - - // NOTE: We have to duplicate string because glGetString() returns a const value - // If not duplicated, it fails in some systems (Raspberry Pi) - // Equivalent to function: char *strdup(const char *str) - char *extensionsDup; - size_t len = strlen(extensions) + 1; - void *newstr = malloc(len); - if (newstr == NULL) extensionsDup = NULL; - extensionsDup = (char *)memcpy(newstr, extensions, len); - - // NOTE: String could be splitted using strtok() function (string.h) - // NOTE: strtok() modifies the received string, it can not be const - - char *extList[512]; // Allocate 512 strings pointers (2 KB) - - extList[numExt] = strtok(extensionsDup, " "); - - while (extList[numExt] != NULL) - { - numExt++; - extList[numExt] = strtok(NULL, " "); - } - - free(extensionsDup); // Duplicated string must be deallocated - - numExt -= 1; -#endif - - TraceLog(LOG_INFO, "Number of supported extensions: %i", numExt); - - // Show supported extensions - //for (int i = 0; i < numExt; i++) TraceLog(LOG_INFO, "Supported extension: %s", extList[i]); - - // Check required extensions - for (int i = 0; i < numExt; i++) - { -#if defined(GRAPHICS_API_OPENGL_ES2) - // Check VAO support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) - { - vaoSupported = true; - - // The extension is supported by our hardware and driver, try to get related functions pointers - // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... - glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES"); - glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES"); - glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES"); - //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted - } - - // Check NPOT textures support - // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature - if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) texNPOTSupported = true; - - // Check texture float support - if (strcmp(extList[i], (const char *)"OES_texture_float") == 0) texFloatSupported = true; -#endif - - // DDS texture compression support - if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; - - // ETC1 texture compression support - if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true; - - // ETC2/EAC texture compression support - if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true; - - // PVR texture compression support - if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) texCompPVRTSupported = true; - - // ASTC texture compression support - if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) texCompASTCSupported = true; - - // Anisotropic texture filter support - if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) - { - texAnisotropicFilterSupported = true; - glGetFloatv(0x84FF, &maxAnisotropicLevel); // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - } - - // Clamp mirror wrap mode supported - if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) texClampMirrorSupported = true; - } - -#ifdef _MSC_VER - free(extList); -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - if (vaoSupported) TraceLog(LOG_INFO, "[EXTENSION] VAO extension detected, VAO functions initialized successfully"); - else TraceLog(LOG_WARNING, "[EXTENSION] VAO extension not found, VAO usage not supported"); - - if (texNPOTSupported) TraceLog(LOG_INFO, "[EXTENSION] NPOT textures extension detected, full NPOT textures supported"); - else TraceLog(LOG_WARNING, "[EXTENSION] NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); -#endif - - if (texCompDXTSupported) TraceLog(LOG_INFO, "[EXTENSION] DXT compressed textures supported"); - if (texCompETC1Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC1 compressed textures supported"); - if (texCompETC2Supported) TraceLog(LOG_INFO, "[EXTENSION] ETC2/EAC compressed textures supported"); - if (texCompPVRTSupported) TraceLog(LOG_INFO, "[EXTENSION] PVRT compressed textures supported"); - if (texCompASTCSupported) TraceLog(LOG_INFO, "[EXTENSION] ASTC compressed textures supported"); - - if (texAnisotropicFilterSupported) TraceLog(LOG_INFO, "[EXTENSION] Anisotropic textures filtering supported (max: %.0fX)", maxAnisotropicLevel); - if (texClampMirrorSupported) TraceLog(LOG_INFO, "[EXTENSION] Clamp mirror wrap texture mode supported"); - - // Initialize buffers, default shaders and default textures - //---------------------------------------------------------- - - // Init default white texture - unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) - - whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); - - if (whiteTexture != 0) TraceLog(LOG_INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture); - else TraceLog(LOG_WARNING, "Base white texture could not be loaded"); - - // Init default Shader (customized for GL 3.3 and ES2) - defaultShader = LoadShaderDefault(); - currentShader = defaultShader; - - // Init default vertex arrays buffers (lines, triangles, quads) - LoadBuffersDefault(); - - // Init temp vertex buffer, used when transformation required (translate, rotate, scale) - tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); - - for (int i = 0; i < TEMP_VERTEX_BUFFER_SIZE; i++) tempBuffer[i] = Vector3Zero(); - - // Init draw calls tracking system - draws = (DrawCall *)malloc(sizeof(DrawCall)*MAX_DRAWS_BY_TEXTURE); - - for (int i = 0; i < MAX_DRAWS_BY_TEXTURE; i++) - { - draws[i].textureId = 0; - draws[i].vertexCount = 0; - } - - drawsCounter = 1; - draws[drawsCounter - 1].textureId = whiteTexture; - currentDrawMode = RL_TRIANGLES; // Set default draw mode - - // Init internal matrix stack (emulating OpenGL 1.1) - for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); - - // Init internal projection and modelview matrices - projection = MatrixIdentity(); - modelview = MatrixIdentity(); - currentMatrix = &modelview; -#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - - // Initialize OpenGL default states - //---------------------------------------------------------- - - // Init state: Depth test - glDepthFunc(GL_LEQUAL); // Type of depth testing to apply - glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) - - // Init state: Blending mode - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) - glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) - - // Init state: Culling - // NOTE: All shapes/models triangles are drawn CCW - glCullFace(GL_BACK); // Cull the back face (default) - glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) - glEnable(GL_CULL_FACE); // Enable backface culling - -#if defined(GRAPHICS_API_OPENGL_11) - // Init state: Color hints (deprecated in OpenGL 3.0+) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation - glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) -#endif - - // Init state: Color/Depth buffers clear - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) - glClearDepth(1.0f); // Set clear depth value (default) - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) - - // Store screen size into global variables - screenWidth = width; - screenHeight = height; - - TraceLog(LOG_INFO, "OpenGL default states initialized successfully"); -} - -// Vertex Buffer Object deinitialization (memory free) -void rlglClose(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - UnloadShaderDefault(); // Unload default shader - UnloadBuffersDefault(); // Unload default buffers (lines, triangles, quads) - glDeleteTextures(1, &whiteTexture); // Unload default texture - - TraceLog(LOG_INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); - - free(draws); -#endif -} - -// Drawing batches: triangles, quads, lines -void rlglDraw(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: In a future version, models could be stored in a stack... - //for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); - - // NOTE: Default buffers upload and draw - UpdateBuffersDefault(); - DrawBuffersDefault(); // NOTE: Stereo rendering is checked inside -#endif -} - -// Returns current OpenGL version -int rlGetVersion(void) -{ -#if defined(GRAPHICS_API_OPENGL_11) - return OPENGL_11; -#elif defined(GRAPHICS_API_OPENGL_21) - #if defined(__APPLE__) - return OPENGL_33; // NOTE: Force OpenGL 3.3 on OSX - #else - return OPENGL_21; - #endif -#elif defined(GRAPHICS_API_OPENGL_33) - return OPENGL_33; -#elif defined(GRAPHICS_API_OPENGL_ES2) - return OPENGL_ES_20; -#endif -} - -// Load OpenGL extensions -// NOTE: External loader function could be passed as a pointer -void rlLoadExtensions(void *loader) -{ -#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) - #if !defined(__APPLE__) - if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); - - #if defined(GRAPHICS_API_OPENGL_21) - if (GLAD_GL_VERSION_2_1) TraceLog(LOG_INFO, "OpenGL 2.1 profile supported"); - #elif defined(GRAPHICS_API_OPENGL_33) - if(GLAD_GL_VERSION_3_3) TraceLog(LOG_INFO, "OpenGL 3.3 Core profile supported"); - else TraceLog(LOG_ERROR, "OpenGL 3.3 Core profile not supported"); - #endif - #endif - - // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans - //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object -#endif -} - -// Get world coordinates from screen coordinates -Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) -{ - Vector3 result = { 0.0f, 0.0f, 0.0f }; - - // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it - Matrix matViewProj = MatrixMultiply(view, proj); - MatrixInvert(&matViewProj); - - // Create quaternion from source point - Quaternion quat = { source.x, source.y, source.z, 1.0f }; - - // Multiply quat point by unproject matrix - QuaternionTransform(&quat, matViewProj); - - // Normalized world points in vectors - result.x = quat.x/quat.w; - result.y = quat.y/quat.w; - result.z = quat.z/quat.w; - - return result; -} - -// Convert image data to OpenGL texture (returns OpenGL valid Id) -unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount) -{ - glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding - - GLuint id = 0; - - // Check texture format support by OpenGL 1.1 (compressed textures not supported) -#if defined(GRAPHICS_API_OPENGL_11) - if (format >= COMPRESSED_DXT1_RGB) - { - TraceLog(LOG_WARNING, "OpenGL 1.1 does not support GPU compressed texture formats"); - return id; - } -#endif - - if ((!texCompDXTSupported) && ((format == COMPRESSED_DXT1_RGB) || (format == COMPRESSED_DXT1_RGBA) || - (format == COMPRESSED_DXT3_RGBA) || (format == COMPRESSED_DXT5_RGBA))) - { - TraceLog(LOG_WARNING, "DXT compressed texture format not supported"); - return id; - } -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((!texCompETC1Supported) && (format == COMPRESSED_ETC1_RGB)) - { - TraceLog(LOG_WARNING, "ETC1 compressed texture format not supported"); - return id; - } - - if ((!texCompETC2Supported) && ((format == COMPRESSED_ETC2_RGB) || (format == COMPRESSED_ETC2_EAC_RGBA))) - { - TraceLog(LOG_WARNING, "ETC2 compressed texture format not supported"); - return id; - } - - if ((!texCompPVRTSupported) && ((format == COMPRESSED_PVRT_RGB) || (format == COMPRESSED_PVRT_RGBA))) - { - TraceLog(LOG_WARNING, "PVRT compressed texture format not supported"); - return id; - } - - if ((!texCompASTCSupported) && ((format == COMPRESSED_ASTC_4x4_RGBA) || (format == COMPRESSED_ASTC_8x8_RGBA))) - { - TraceLog(LOG_WARNING, "ASTC compressed texture format not supported"); - return id; - } -#endif - - glGenTextures(1, &id); // Generate Pointer to the texture - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - //glActiveTexture(GL_TEXTURE0); // If not defined, using GL_TEXTURE0 by default (shader texture) -#endif - - glBindTexture(GL_TEXTURE_2D, id); - -#if defined(GRAPHICS_API_OPENGL_33) - // NOTE: We define internal (GPU) format as GL_RGBA8 (probably BGRA8 in practice, driver takes care) - // NOTE: On embedded systems, we let the driver choose the best internal format - - // Support for multiple color modes (16bit color modes and grayscale) - // (sized)internalFormat format type - // GL_R GL_RED GL_UNSIGNED_BYTE - // GL_RGB565 GL_RGB GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5 - // GL_RGB5_A1 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_5_5_1 - // GL_RGBA4 GL_RGBA GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4 - // GL_RGBA8 GL_RGBA GL_UNSIGNED_BYTE - // GL_RGB8 GL_RGB GL_UNSIGNED_BYTE - - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: - { - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); - - // With swizzleMask we define how a one channel texture will be mapped to RGBA - // Required GL >= 3.3 or EXT_texture_swizzle/ARB_texture_swizzle - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - - TraceLog(LOG_INFO, "[TEX ID %i] Grayscale texture loaded and swizzled", id); - } break; - case UNCOMPRESSED_GRAY_ALPHA: - { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); - - GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); - } break; - - case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB565, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; - case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; - case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; - case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; - case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; - case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - default: TraceLog(LOG_WARNING, "Texture format not recognized"); break; - } -#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_GRAY_ALPHA: glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G6B5: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - case UNCOMPRESSED_R4G4B4A4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8A8: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; -#if defined(GRAPHICS_API_OPENGL_ES2) - case UNCOMPRESSED_R32G32B32: if (texFloatSupported) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, (float *)data); break; // NOTE: Requires extension OES_texture_float - case COMPRESSED_DXT1_RGB: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, mipmapCount); break; - case COMPRESSED_DXT1_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, mipmapCount); break; - case COMPRESSED_DXT3_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, mipmapCount); break; // NOTE: Not supported by WebGL - case COMPRESSED_DXT5_RGBA: if (texCompDXTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, mipmapCount); break; // NOTE: Not supported by WebGL - case COMPRESSED_ETC1_RGB: if (texCompETC1Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_ETC1_RGB8_OES, mipmapCount); break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 - case COMPRESSED_ETC2_RGB: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB8_ETC2, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_ETC2_EAC_RGBA: if (texCompETC2Supported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA8_ETC2_EAC, mipmapCount); break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 - case COMPRESSED_PVRT_RGB: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_PVRT_RGBA: if (texCompPVRTSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, mipmapCount); break; // NOTE: Requires PowerVR GPU - case COMPRESSED_ASTC_4x4_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 - case COMPRESSED_ASTC_8x8_RGBA: if (texCompASTCSupported) LoadTextureCompressed((unsigned char *)data, width, height, GL_COMPRESSED_RGBA_ASTC_8x8_KHR, mipmapCount); break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 -#endif - default: TraceLog(LOG_WARNING, "Texture format not supported"); break; - } -#endif - - // Texture parameters configuration - // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used -#if defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used - if (texNPOTSupported) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis - } - else - { - // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis - } -#else - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis -#endif - - // Magnification and minification filters - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR - -#if defined(GRAPHICS_API_OPENGL_33) - if (mipmapCount > 1) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps (must be available) - } -#endif - - // At this point we have the texture loaded in GPU and texture parameters configured - - // NOTE: If mipmaps were not in data, they are not generated automatically - - // Unbind current texture - glBindTexture(GL_TEXTURE_2D, 0); - - if (id > 0) TraceLog(LOG_INFO, "[TEX ID %i] Texture created successfully (%ix%i)", id, width, height); - else TraceLog(LOG_WARNING, "Texture could not be created"); - - return id; -} - -// Update already loaded texture in GPU with new data -void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) -{ - glBindTexture(GL_TEXTURE_2D, id); - -#if defined(GRAPHICS_API_OPENGL_33) - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RG, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; - } -#elif defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA - switch (format) - { - case UNCOMPRESSED_GRAYSCALE: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_GRAY_ALPHA: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G6B5: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - case UNCOMPRESSED_R5G5B5A1: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, (unsigned short *)data); break; - case UNCOMPRESSED_R4G4B4A4: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, (unsigned short *)data); break; - case UNCOMPRESSED_R8G8B8A8: glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char *)data); break; - default: TraceLog(LOG_WARNING, "Texture format updating not supported"); break; - } -#endif -} - -// Unload texture from GPU memory -void rlUnloadTexture(unsigned int id) -{ - if (id > 0) glDeleteTextures(1, &id); -} - - -// Load a texture to be used for rendering (fbo with color and depth attachments) -RenderTexture2D rlLoadRenderTexture(int width, int height) -{ - RenderTexture2D target; - - target.id = 0; - - target.texture.id = 0; - target.texture.width = width; - target.texture.height = height; - target.texture.format = UNCOMPRESSED_R8G8B8A8; - target.texture.mipmaps = 1; - - target.depth.id = 0; - target.depth.width = width; - target.depth.height = height; - target.depth.format = 19; //DEPTH_COMPONENT_24BIT - target.depth.mipmaps = 1; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Create the texture that will serve as the color attachment for the framebuffer - glGenTextures(1, &target.texture.id); - glBindTexture(GL_TEXTURE_2D, target.texture.id); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - -#if defined(GRAPHICS_API_OPENGL_33) - #define USE_DEPTH_TEXTURE -#else - #define USE_DEPTH_RENDERBUFFER -#endif - -#if defined(USE_DEPTH_RENDERBUFFER) - // Create the renderbuffer that will serve as the depth attachment for the framebuffer. - glGenRenderbuffers(1, &target.depth.id); - glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // GL_DEPTH_COMPONENT24 not supported on Android -#elif defined(USE_DEPTH_TEXTURE) - // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required) - // A renderbuffer is simpler than a texture and could offer better performance on embedded devices - glGenTextures(1, &target.depth.id); - glBindTexture(GL_TEXTURE_2D, target.depth.id); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - glBindTexture(GL_TEXTURE_2D, 0); -#endif - - // Create the framebuffer object - glGenFramebuffers(1, &target.id); - glBindFramebuffer(GL_FRAMEBUFFER, target.id); - - // Attach color texture and depth renderbuffer to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0); -#if defined(USE_DEPTH_RENDERBUFFER) - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id); -#elif defined(USE_DEPTH_TEXTURE) - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0); -#endif - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - TraceLog(LOG_WARNING, "Framebuffer object could not be created..."); - - switch (status) - { - case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(LOG_WARNING, "Framebuffer is unsupported"); break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete attachment"); break; -#if defined(GRAPHICS_API_OPENGL_ES2) - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(LOG_WARNING, "Framebuffer incomplete dimensions"); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(LOG_WARNING, "Framebuffer incomplete missing attachment"); break; - default: break; - } - - glDeleteTextures(1, &target.texture.id); - glDeleteTextures(1, &target.depth.id); - glDeleteFramebuffers(1, &target.id); - } - else TraceLog(LOG_INFO, "[FBO ID %i] Framebuffer object created successfully", target.id); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif - - return target; -} - -// Generate mipmap data for selected texture -void rlGenerateMipmaps(Texture2D *texture) -{ - glBindTexture(GL_TEXTURE_2D, texture->id); - - // Check if texture is power-of-two (POT) - bool texIsPOT = false; - - if (((texture->width > 0) && ((texture->width & (texture->width - 1)) == 0)) && - ((texture->height > 0) && ((texture->height & (texture->height - 1)) == 0))) texIsPOT = true; - - if ((texIsPOT) || (texNPOTSupported)) - { -#if defined(GRAPHICS_API_OPENGL_11) - // Compute required mipmaps - void *data = rlReadTexturePixels(*texture); - - // NOTE: data size is reallocated to fit mipmaps data - // NOTE: CPU mipmap generation only supports RGBA 32bit data - int mipmapCount = GenerateMipmaps(data, texture->width, texture->height); - - int size = texture->width*texture->height*4; // RGBA 32bit only - int offset = size; - - int mipWidth = texture->width/2; - int mipHeight = texture->height/2; - - // Load the mipmaps - for (int level = 1; level < mipmapCount; level++) - { - glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, mipWidth, mipHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, data + offset); - - size = mipWidth*mipHeight*4; - offset += size; - - mipWidth /= 2; - mipHeight /= 2; - } - - TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps generated manually on CPU side", texture->id); - - // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data - free(data); - - texture->mipmaps = mipmapCount + 1; -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorythm: GL_FASTEST, GL_NICEST, GL_DONT_CARE - glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically - TraceLog(LOG_INFO, "[TEX ID %i] Mipmaps generated automatically", texture->id); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate Trilinear filtering for mipmaps - - #define MIN(a,b) (((a)<(b))?(a):(b)) - #define MAX(a,b) (((a)>(b))?(a):(b)) - - texture->mipmaps = 1 + (int)floor(log(MAX(texture->width, texture->height))/log(2)); -#endif - } - else TraceLog(LOG_WARNING, "[TEX ID %i] Mipmaps can not be generated", texture->id); - - glBindTexture(GL_TEXTURE_2D, 0); -} - -// Upload vertex data into a VAO (if supported) and VBO -// TODO: Check if mesh has already been loaded in GPU -void rlLoadMesh(Mesh *mesh, bool dynamic) -{ - mesh->vaoId = 0; // Vertex Array Object - mesh->vboId[0] = 0; // Vertex positions VBO - mesh->vboId[1] = 0; // Vertex texcoords VBO - mesh->vboId[2] = 0; // Vertex normals VBO - mesh->vboId[3] = 0; // Vertex colors VBO - mesh->vboId[4] = 0; // Vertex tangents VBO - mesh->vboId[5] = 0; // Vertex texcoords2 VBO - mesh->vboId[6] = 0; // Vertex indices VBO - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int drawHint = GL_STATIC_DRAW; - if (dynamic) drawHint = GL_DYNAMIC_DRAW; - - if (vaoSupported) - { - // Initialize Quads VAO (Buffer A) - glGenVertexArrays(1, &mesh->vaoId); - glBindVertexArray(mesh->vaoId); - } - - // NOTE: Attributes must be uploaded considering default locations points - - // Enable vertex attributes: position (shader-location = 0) - glGenBuffers(1, &mesh->vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->vertices, drawHint); - glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(0); - - // Enable vertex attributes: texcoords (shader-location = 1) - glGenBuffers(1, &mesh->vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords, drawHint); - glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(1); - - // Enable vertex attributes: normals (shader-location = 2) - if (mesh->normals != NULL) - { - glGenBuffers(1, &mesh->vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->normals, drawHint); - glVertexAttribPointer(2, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(2); - } - else - { - // Default color vertex attribute set to WHITE - glVertexAttrib3f(2, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(2); - } - - // Default color vertex attribute (shader-location = 3) - if (mesh->colors != NULL) - { - glGenBuffers(1, &mesh->vboId[3]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[3]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*mesh->vertexCount, mesh->colors, drawHint); - glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(3); - } - else - { - // Default color vertex attribute set to WHITE - glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(3); - } - - // Default tangent vertex attribute (shader-location = 4) - if (mesh->tangents != NULL) - { - glGenBuffers(1, &mesh->vboId[4]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[4]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh->vertexCount, mesh->tangents, drawHint); - glVertexAttribPointer(4, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(4); - } - else - { - // Default tangents vertex attribute - glVertexAttrib3f(4, 0.0f, 0.0f, 0.0f); - glDisableVertexAttribArray(4); - } - - // Default texcoord2 vertex attribute (shader-location = 5) - if (mesh->texcoords2 != NULL) - { - glGenBuffers(1, &mesh->vboId[5]); - glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId[5]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*mesh->vertexCount, mesh->texcoords2, drawHint); - glVertexAttribPointer(5, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(5); - } - else - { - // Default tangents vertex attribute - glVertexAttrib2f(5, 0.0f, 0.0f); - glDisableVertexAttribArray(5); - } - - if (mesh->indices != NULL) - { - glGenBuffers(1, &mesh->vboId[6]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboId[6]); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW); - } - - if (vaoSupported) - { - if (mesh->vaoId > 0) TraceLog(LOG_INFO, "[VAO ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); - else TraceLog(LOG_WARNING, "Mesh could not be uploaded to VRAM (GPU)"); - } - else - { - TraceLog(LOG_INFO, "[VBOs] Mesh uploaded successfully to VRAM (GPU)"); - } -#endif -} - -// Update vertex data on GPU (upload new data to one buffer) -void rlUpdateMesh(Mesh mesh, int buffer, int numVertex) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Activate mesh VAO - if (vaoSupported) glBindVertexArray(mesh.vaoId); - - switch (buffer) - { - case 0: // Update vertices (vertex position) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.vertices, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.vertices); - - } break; - case 1: // Update texcoords (vertex texture coordinates) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords); - - } break; - case 2: // Update normals (vertex normals) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); - - } break; - case 3: // Update colors (vertex colors) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); - - } break; - case 4: // Update tangents (vertex tangents) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); - } break; - case 5: // Update texcoords2 (vertex second texture coordinates) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); - else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); - } break; - default: break; - } - - // Unbind the current VAO - if (vaoSupported) glBindVertexArray(0); - - // Another option would be using buffer mapping... - //mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // Now we can modify vertices - //glUnmapBuffer(GL_ARRAY_BUFFER); -#endif -} - -// Draw a 3d mesh with material and transform -void rlDrawMesh(Mesh mesh, Material material, Matrix transform) -{ -#if defined(GRAPHICS_API_OPENGL_11) - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, material.maps[MAP_DIFFUSE].texture.id); - - // NOTE: On OpenGL 1.1 we use Vertex Arrays to draw model - glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array - glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array - if (mesh.normals != NULL) glEnableClientState(GL_NORMAL_ARRAY); // Enable normals array - if (mesh.colors != NULL) glEnableClientState(GL_COLOR_ARRAY); // Enable colors array - - glVertexPointer(3, GL_FLOAT, 0, mesh.vertices); // Pointer to vertex coords array - glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array - if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array - if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array - - rlPushMatrix(); - rlMultMatrixf(MatrixToFloat(transform)); - rlColor4ub(material.maps[MAP_DIFFUSE].color.r, material.maps[MAP_DIFFUSE].color.g, material.maps[MAP_DIFFUSE].color.b, material.maps[MAP_DIFFUSE].color.a); - - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, mesh.indices); - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - rlPopMatrix(); - - glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array - glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array - if (mesh.normals != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array - if (mesh.colors != NULL) glDisableClientState(GL_NORMAL_ARRAY); // Disable colors array - - glDisable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Bind shader program - glUseProgram(material.shader.id); - - // Matrices and other values required by shader - //----------------------------------------------------- - // Calculate and send to shader model matrix (used by PBR shader) - SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform); - - // Upload to shader material.colDiffuse - if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_DIFFUSE], (float)material.maps[MAP_DIFFUSE].color.r/255, - (float)material.maps[MAP_DIFFUSE].color.g/255, - (float)material.maps[MAP_DIFFUSE].color.b/255, - (float)material.maps[MAP_DIFFUSE].color.a/255); - - // Upload to shader material.colSpecular (if available) - if (material.shader.locs[LOC_COLOR_SPECULAR] != -1) - glUniform4f(material.shader.locs[LOC_COLOR_SPECULAR], (float)material.maps[MAP_SPECULAR].color.r/255, - (float)material.maps[MAP_SPECULAR].color.g/255, - (float)material.maps[MAP_SPECULAR].color.b/255, - (float)material.maps[MAP_SPECULAR].color.a/255); - - if (material.shader.locs[LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_VIEW], modelview); - if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection); - - // At this point the modelview matrix just contains the view matrix (camera) - // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() - Matrix matView = modelview; // View matrix (camera) - Matrix matProjection = projection; // Projection matrix (perspective) - - // Calculate model-view matrix combining matModel and matView - Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates - //----------------------------------------------------- - - // Bind active texture maps (if available) - for (int i = 0; i < MAX_MATERIAL_MAPS; i++) - { - if (material.maps[i].texture.id > 0) - { - glActiveTexture(GL_TEXTURE0 + i); - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].texture.id); - else glBindTexture(GL_TEXTURE_2D, material.maps[i].texture.id); - - glUniform1i(material.shader.locs[LOC_MAP_DIFFUSE + i], i); - } - } - - // Bind vertex array objects (or VBOs) - if (vaoSupported) glBindVertexArray(mesh.vaoId); - else - { - // TODO: Simplify VBO binding into a for loop - - // Bind mesh VBO data: vertex position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_POSITION]); - - // Bind mesh VBO data: vertex texcoords (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD01]); - - // Bind mesh VBO data: vertex normals (shader-location = 2, if available) - if (material.shader.locs[LOC_VERTEX_NORMAL] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_NORMAL]); - } - - // Bind mesh VBO data: vertex colors (shader-location = 3, if available) - if (material.shader.locs[LOC_VERTEX_COLOR] != -1) - { - if (mesh.vboId[3] != 0) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); - } - else - { - // Set default value for unused attribute - // NOTE: Required when using default shader and no VAO support - glVertexAttrib4f(material.shader.locs[LOC_VERTEX_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); - glDisableVertexAttribArray(material.shader.locs[LOC_VERTEX_COLOR]); - } - } - - // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) - if (material.shader.locs[LOC_VERTEX_TANGENT] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TANGENT], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TANGENT]); - } - - // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) - if (material.shader.locs[LOC_VERTEX_TEXCOORD02] != -1) - { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); - glVertexAttribPointer(material.shader.locs[LOC_VERTEX_TEXCOORD02], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(material.shader.locs[LOC_VERTEX_TEXCOORD02]); - } - - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]); - } - - int eyesCount = 1; -#if defined(SUPPORT_VR_SIMULATOR) - if (vrStereoRender) eyesCount = 2; -#endif - - for (int eye = 0; eye < eyesCount; eye++) - { - if (eyesCount == 1) modelview = matModelView; - #if defined(SUPPORT_VR_SIMULATOR) - else SetStereoView(eye, matProjection, matModelView); - #endif - - // Calculate model-view-projection matrix (MVP) - Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates - - // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(material.shader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); - - // Draw call! - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); - } - - // Unbind all binded texture maps - for (int i = 0; i < MAX_MATERIAL_MAPS; i++) - { - glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture - if ((i == MAP_IRRADIANCE) || (i == MAP_PREFILTER) || (i == MAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); - else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture - } - - // Unind vertex array objects (or VBOs) - if (vaoSupported) glBindVertexArray(0); - else - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - // Unbind shader program - glUseProgram(0); - - // Restore projection/modelview matrices - // NOTE: In stereo rendering matrices are being modified to fit every eye - projection = matProjection; - modelview = matView; -#endif -} - -// Unload mesh data from CPU and GPU -void rlUnloadMesh(Mesh *mesh) -{ - if (mesh->vertices != NULL) free(mesh->vertices); - if (mesh->texcoords != NULL) free(mesh->texcoords); - if (mesh->normals != NULL) free(mesh->normals); - if (mesh->colors != NULL) free(mesh->colors); - if (mesh->tangents != NULL) free(mesh->tangents); - if (mesh->texcoords2 != NULL) free(mesh->texcoords2); - if (mesh->indices != NULL) free(mesh->indices); - - rlDeleteBuffers(mesh->vboId[0]); // vertex - rlDeleteBuffers(mesh->vboId[1]); // texcoords - rlDeleteBuffers(mesh->vboId[2]); // normals - rlDeleteBuffers(mesh->vboId[3]); // colors - rlDeleteBuffers(mesh->vboId[4]); // tangents - rlDeleteBuffers(mesh->vboId[5]); // texcoords2 - rlDeleteBuffers(mesh->vboId[6]); // indices - - rlDeleteVertexArrays(mesh->vaoId); -} - -// Read screen pixel data (color buffer) -unsigned char *rlReadScreenPixels(int width, int height) -{ - unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char)); - - // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); - - // Flip image vertically! - unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4); - - for (int y = height - 1; y >= 0; y--) - { - for (int x = 0; x < (width*4); x++) - { - // Flip line - imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; - - // Set alpha component value to 255 (no trasparent image retrieval) - // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! - if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; - } - } - - free(screenData); - - return imgData; // NOTE: image data should be freed -} - -// Read texture pixel data -// NOTE: glGetTexImage() is not available on OpenGL ES 2.0 -// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. -void *rlReadTexturePixels(Texture2D texture) -{ - void *pixels = NULL; - -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - glBindTexture(GL_TEXTURE_2D, texture.id); - - // NOTE: Using texture.id, we can retrieve some texture info (but not on OpenGL ES 2.0) - /* - int width, height, format; - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); - glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); - // Other texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE - */ - - int glFormat = 0, glType = 0; - - unsigned int size = texture.width*texture.height; - - // NOTE: GL_LUMINANCE and GL_LUMINANCE_ALPHA are removed since OpenGL 3.1 - // Must be replaced by GL_RED and GL_RG on Core OpenGL 3.3 - - switch (texture.format) - { -#if defined(GRAPHICS_API_OPENGL_11) - case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_LUMINANCE; glType = GL_UNSIGNED_BYTE; break; // 8 bit per pixel (no alpha) - case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_LUMINANCE_ALPHA; glType = GL_UNSIGNED_BYTE; break; // 16 bpp (2 channels) -#elif defined(GRAPHICS_API_OPENGL_33) - case UNCOMPRESSED_GRAYSCALE: pixels = (unsigned char *)malloc(size); glFormat = GL_RED; glType = GL_UNSIGNED_BYTE; break; - case UNCOMPRESSED_GRAY_ALPHA: pixels = (unsigned char *)malloc(size*2); glFormat = GL_RG; glType = GL_UNSIGNED_BYTE; break; -#endif - case UNCOMPRESSED_R5G6B5: pixels = (unsigned short *)malloc(size); glFormat = GL_RGB; glType = GL_UNSIGNED_SHORT_5_6_5; break; // 16 bpp - case UNCOMPRESSED_R8G8B8: pixels = (unsigned char *)malloc(size*3); glFormat = GL_RGB; glType = GL_UNSIGNED_BYTE; break; // 24 bpp - case UNCOMPRESSED_R5G5B5A1: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_5_5_5_1; break; // 16 bpp (1 bit alpha) - case UNCOMPRESSED_R4G4B4A4: pixels = (unsigned short *)malloc(size); glFormat = GL_RGBA; glType = GL_UNSIGNED_SHORT_4_4_4_4; break; // 16 bpp (4 bit alpha) - case UNCOMPRESSED_R8G8B8A8: pixels = (unsigned char *)malloc(size*4); glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE; break; // 32 bpp - default: TraceLog(LOG_WARNING, "Texture data retrieval, format not suported"); break; - } - - // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. - // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) - // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) - glPixelStorei(GL_PACK_ALIGNMENT, 1); - - glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); - - glBindTexture(GL_TEXTURE_2D, 0); -#endif - -#if defined(GRAPHICS_API_OPENGL_ES2) - - RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height); - - // NOTE: Two possible Options: - // 1 - Bind texture to color fbo attachment and glReadPixels() - // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() - -#define GET_TEXTURE_FBO_OPTION_1 // It works -#if defined(GET_TEXTURE_FBO_OPTION_1) - glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); - glBindTexture(GL_TEXTURE_2D, 0); - - // Attach our texture to FBO -> Texture must be RGB - // NOTE: Previoust attached texture is automatically detached - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0); - - pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char)); - - // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture... - glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Re-attach internal FBO color texture before deleting it - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); - -#elif defined(GET_TEXTURE_FBO_OPTION_2) - // Render texture to fbo - glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); - - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glClearDepthf(1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glViewport(0, 0, width, height); - //glMatrixMode(GL_PROJECTION); - //glLoadIdentity(); - rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); - //glMatrixMode(GL_MODELVIEW); - //glLoadIdentity(); - //glDisable(GL_TEXTURE_2D); - //glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - - Model quad; - //quad.mesh = GenMeshQuad(width, height); - quad.transform = MatrixIdentity(); - quad.shader = defaultShader; - - DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); - - pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char)); - - glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels); - - // Bind framebuffer 0, which means render to back buffer - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - UnloadModel(quad); -#endif // GET_TEXTURE_FBO_OPTION - - // Clean up temporal fbo - rlDeleteRenderTextures(fbo); - -#endif - - return pixels; -} - -/* -// TODO: Record draw calls to be processed in batch -// NOTE: Global state must be kept -void rlRecordDraw(void) -{ - // TODO: Before adding a new draw, check if anything changed from last stored draw -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id? - draws[drawsCounter].textureId = currentState.textureId; // whiteTexture? - draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id - draws[drawsCounter].projection = projection; - draws[drawsCounter].modelview = modelview; - draws[drawsCounter].vertexCount = currentState.vertexCount; - - drawsCounter++; -#endif -} -*/ - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Shaders Functions -// NOTE: Those functions are exposed directly to the user in raylib.h -//---------------------------------------------------------------------------------- - -// Get default internal texture (white texture) -Texture2D GetTextureDefault(void) -{ - Texture2D texture; - - texture.id = whiteTexture; - texture.width = 1; - texture.height = 1; - texture.mipmaps = 1; - texture.format = UNCOMPRESSED_R8G8B8A8; - - return texture; -} - -// Get default shader -Shader GetShaderDefault(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return defaultShader; -#else - Shader shader = { 0 }; - return shader; -#endif -} - -// Load text data from file -// NOTE: text chars array should be freed manually -char *LoadText(const char *fileName) -{ - FILE *textFile; - char *text = NULL; - - int count = 0; - - if (fileName != NULL) - { - textFile = fopen(fileName,"rt"); - - if (textFile != NULL) - { - fseek(textFile, 0, SEEK_END); - count = ftell(textFile); - rewind(textFile); - - if (count > 0) - { - text = (char *)malloc(sizeof(char)*(count + 1)); - count = fread(text, sizeof(char), count, textFile); - text[count] = '\0'; - } - - fclose(textFile); - } - else TraceLog(LOG_WARNING, "[%s] Text file could not be opened", fileName); - } - - return text; -} - -// Load shader from files and bind default locations -Shader LoadShader(char *vsFileName, char *fsFileName) -{ - Shader shader = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Shaders loading from external text file - char *vShaderStr = LoadText(vsFileName); - char *fShaderStr = LoadText(fsFileName); - - if ((vShaderStr != NULL) && (fShaderStr != NULL)) - { - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); - - // After shader loading, we TRY to set default location names - if (shader.id > 0) SetShaderDefaultLocations(&shader); - - // Shader strings must be freed - free(vShaderStr); - free(fShaderStr); - } - - if (shader.id == 0) - { - TraceLog(LOG_WARNING, "Custom shader could not be loaded"); - shader = defaultShader; - } - - - // Get available shader uniforms - // NOTE: This information is useful for debug... - int uniformCount = -1; - - glGetProgramiv(shader.id, GL_ACTIVE_UNIFORMS, &uniformCount); - - for(int i = 0; i < uniformCount; i++) - { - int namelen = -1; - int num = -1; - char name[256]; // Assume no variable names longer than 256 - GLenum type = GL_ZERO; - - // Get the name of the uniforms - glGetActiveUniform(shader.id, i,sizeof(name) - 1, &namelen, &num, &type, name); - - name[namelen] = 0; - - // Get the location of the named uniform - GLuint location = glGetUniformLocation(shader.id, name); - - TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location); - } - -#endif - - return shader; -} - -// Unload shader from GPU memory (VRAM) -void UnloadShader(Shader shader) -{ - if (shader.id > 0) - { - rlDeleteShader(shader.id); - TraceLog(LOG_INFO, "[SHDR ID %i] Unloaded shader program data", shader.id); - } -} - -// Begin custom shader mode -void BeginShaderMode(Shader shader) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (currentShader.id != shader.id) - { - rlglDraw(); - currentShader = shader; - } -#endif -} - -// End custom shader mode (returns to default shader) -void EndShaderMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - BeginShaderMode(defaultShader); -#endif -} - -// Get shader uniform location -int GetShaderLocation(Shader shader, const char *uniformName) -{ - int location = -1; -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - location = glGetUniformLocation(shader.id, uniformName); - - if (location == -1) TraceLog(LOG_WARNING, "[SHDR ID %i] Shader uniform [%s] COULD NOT BE FOUND", shader.id, uniformName); - else TraceLog(LOG_INFO, "[SHDR ID %i] Shader uniform [%s] set at location: %i", shader.id, uniformName, location); -#endif - return location; -} - -// Set shader uniform value (float) -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - if (size == 1) glUniform1fv(uniformLoc, 1, value); // Shader uniform type: float - else if (size == 2) glUniform2fv(uniformLoc, 1, value); // Shader uniform type: vec2 - else if (size == 3) glUniform3fv(uniformLoc, 1, value); // Shader uniform type: vec3 - else if (size == 4) glUniform4fv(uniformLoc, 1, value); // Shader uniform type: vec4 - else TraceLog(LOG_WARNING, "Shader value float array size not supported"); - - //glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set -#endif -} - -// Set shader uniform value (int) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - if (size == 1) glUniform1iv(uniformLoc, 1, value); // Shader uniform type: int - else if (size == 2) glUniform2iv(uniformLoc, 1, value); // Shader uniform type: ivec2 - else if (size == 3) glUniform3iv(uniformLoc, 1, value); // Shader uniform type: ivec3 - else if (size == 4) glUniform4iv(uniformLoc, 1, value); // Shader uniform type: ivec4 - else TraceLog(LOG_WARNING, "Shader value int array size not supported"); - - //glUseProgram(0); -#endif -} - -// Set shader uniform value (matrix 4x4) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glUseProgram(shader.id); - - glUniformMatrix4fv(uniformLoc, 1, false, MatrixToFloat(mat)); - - //glUseProgram(0); -#endif -} - -// Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixProjection(Matrix proj) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - projection = proj; -#endif -} - -// Set a custom modelview matrix (replaces internal modelview matrix) -void SetMatrixModelview(Matrix view) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - modelview = view; -#endif -} - -// Generate cubemap texture from HDR texture -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size) -{ - Texture2D cubemap = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader - // Other locations should be setup externally in shader before calling the function - - // Set up depth face culling and cubemap seamless - glDisable(GL_CULL_FACE); -#if defined(GRAPHICS_API_OPENGL_33) - glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Flag not supported on OpenGL ES 2.0 -#endif - - - // Setup framebuffer - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - // Set up cubemap to render and attach to framebuffer - // NOTE: faces are stored with 16 bit floating point values - glGenTextures(1, &cubemap.id); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -#if defined(GRAPHICS_API_OPENGL_33) - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 -#endif - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); - //MatrixTranspose(&fboProjection); - Matrix fboViews[6] = { - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) - }; - - // Convert HDR equirectangular environment map to cubemap equivalent - glUseProgram(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, skyHDR.id); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - - // Note: don't forget to configure the viewport to the capture dimensions - glViewport(0, 0, size, size); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - for (unsigned int i = 0; i < 6; i++) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubemap.id, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawCube(); - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); - //glEnable(GL_CULL_FACE); - - cubemap.width = size; - cubemap.height = size; -#endif - return cubemap; -} - -// Generate irradiance texture using cubemap data -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size) -{ - Texture2D irradiance = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader - // Other locations should be setup externally in shader before calling the function - - // Setup framebuffer - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - // Create an irradiance cubemap, and re-scale capture FBO to irradiance scale - glGenTextures(1, &irradiance.id); - glBindTexture(GL_TEXTURE_CUBE_MAP, irradiance.id); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); - //MatrixTranspose(&fboProjection); - Matrix fboViews[6] = { - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) - }; - - // Solve diffuse integral by convolution to create an irradiance cubemap - glUseProgram(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - - // Note: don't forget to configure the viewport to the capture dimensions - glViewport(0, 0, size, size); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - for (unsigned int i = 0; i < 6; i++) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradiance.id, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawCube(); - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); - - irradiance.width = size; - irradiance.height = size; -#endif - return irradiance; -} - -// Generate prefilter texture using cubemap data -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size) -{ - Texture2D prefilter = { 0 }; - -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: SetShaderDefaultLocations() already setups locations for projection and view Matrix in shader - // Other locations should be setup externally in shader before calling the function - // TODO: Locations should be taken out of this function... too shader dependant... - int roughnessLoc = GetShaderLocation(shader, "roughness"); - - // Setup framebuffer - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - // Create a prefiltered HDR environment map - glGenTextures(1, &prefilter.id); - glBindTexture(GL_TEXTURE_CUBE_MAP, prefilter.id); - for (unsigned int i = 0; i < 6; i++) - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Generate mipmaps for the prefiltered HDR texture - glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - - // Create projection (transposed) and different views for each face - Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0); - //MatrixTranspose(&fboProjection); - Matrix fboViews[6] = { - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }), - MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }) - }; - - // Prefilter HDR and store data into mipmap levels - glUseProgram(shader.id); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id); - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_PROJECTION], fboProjection); - - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - - #define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps - - for (unsigned int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++) - { - // Resize framebuffer according to mip-level size. - unsigned int mipWidth = size*powf(0.5f, mip); - unsigned int mipHeight = size*powf(0.5f, mip); - - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight); - glViewport(0, 0, mipWidth, mipHeight); - - float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1); - glUniform1f(roughnessLoc, roughness); - - for (unsigned int i = 0; i < 6; ++i) - { - SetShaderValueMatrix(shader, shader.locs[LOC_MATRIX_VIEW], fboViews[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawCube(); - } - } - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); - - prefilter.width = size; - prefilter.height = size; -#endif - return prefilter; -} - -// Generate BRDF texture using cubemap data -// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24 -Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size) -{ - Texture2D brdf = { 0 }; -#if defined(GRAPHICS_API_OPENGL_33) // || defined(GRAPHICS_API_OPENGL_ES2) - // Generate BRDF convolution texture - glGenTextures(1, &brdf.id); - glBindTexture(GL_TEXTURE_2D, brdf.id); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, size, size, 0, GL_RG, GL_FLOAT, 0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - - // Render BRDF LUT into a quad using FBO - unsigned int fbo, rbo; - glGenFramebuffers(1, &fbo); - glGenRenderbuffers(1, &rbo); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glBindRenderbuffer(GL_RENDERBUFFER, rbo); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, brdf.id, 0); - - glViewport(0, 0, size, size); - glUseProgram(shader.id); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - GenDrawQuad(); - - // Unbind framebuffer and textures - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - // Reset viewport dimensions to default - glViewport(0, 0, screenWidth, screenHeight); - - brdf.width = size; - brdf.height = size; -#endif - return brdf; -} - -// Begin blending mode (alpha, additive, multiplied) -// NOTE: Only 3 blending modes supported, default blend mode is alpha -void BeginBlendMode(int mode) -{ - if ((blendMode != mode) && (mode < 3)) - { - rlglDraw(); - - switch (mode) - { - case BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; - case BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; // Alternative: glBlendFunc(GL_ONE, GL_ONE); - case BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); break; - default: break; - } - - blendMode = mode; - } -} - -// End blending mode (reset to default: alpha blending) -void EndBlendMode(void) -{ - BeginBlendMode(BLEND_ALPHA); -} - -#if defined(SUPPORT_VR_SIMULATOR) -// Init VR simulator for selected device -// NOTE: It modifies the global variable: VrDeviceInfo hmd -void InitVrSimulator(int vrDevice) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vrDevice == HMD_OCULUS_RIFT_DK2) - { - // Oculus Rift DK2 parameters - hmd.hResolution = 1280; // HMD horizontal resolution in pixels - hmd.vResolution = 800; // HMD vertical resolution in pixels - hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters - hmd.vScreenSize = 0.09356f; // HMD vertical size in meters - hmd.vScreenCenter = 0.04678f; // HMD screen center in meters - hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters - hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters - hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters - hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 - hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 - hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 - hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 - hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 - hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 - hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 - hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 - - TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)"); - } - else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1)) - { - // Oculus Rift CV1 parameters - // NOTE: CV1 represents a complete HMD redesign compared to previous versions, - // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, - // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. - // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering - // but result is not the same obtained with Oculus PC SDK. - hmd.hResolution = 2160; // HMD horizontal resolution in pixels - hmd.vResolution = 1200; // HMD vertical resolution in pixels - hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters - hmd.vScreenSize = 0.0669f; // HMD vertical size in meters - hmd.vScreenCenter = 0.04678f; // HMD screen center in meters - hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters - hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters - hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters - hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 - hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 - hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 - hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 - hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 - hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 - hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 - hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 - - TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)"); - } - else - { - TraceLog(LOG_WARNING, "VR Simulator doesn't support selected device parameters,"); - TraceLog(LOG_WARNING, "using default VR Simulator parameters"); - } - - // Initialize framebuffer and textures for stereo rendering - // NOTE: screen size should match HMD aspect ratio - vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight); - -#if defined(SUPPORT_DISTORTION_SHADER) - // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) - vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); - if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader); -#endif - - SetStereoConfig(hmd); - - vrSimulatorReady = true; -#endif - -#if defined(GRAPHICS_API_OPENGL_11) - TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1"); -#endif -} - -// Close VR simulator for current device -void CloseVrSimulator(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vrSimulatorReady) - { - rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture - #if defined(SUPPORT_DISTORTION_SHADER) - UnloadShader(vrConfig.distortionShader); // Unload distortion shader - #endif - } -#endif -} - -// Detect if VR simulator is running -bool IsVrSimulatorReady(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return vrSimulatorReady; -#else - return false; -#endif -} - -// Enable/Disable VR experience (device or simulator) -void ToggleVrMode(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - vrSimulatorReady = !vrSimulatorReady; - - if (!vrSimulatorReady) - { - vrStereoRender = false; - - // Reset viewport and default projection-modelview matrices - rlViewport(0, 0, screenWidth, screenHeight); - projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); - modelview = MatrixIdentity(); - } - else vrStereoRender = true; -#endif -} - -// Update VR tracking (position and orientation) and camera -// NOTE: Camera (position, target, up) gets update with head tracking information -void UpdateVrTracking(Camera *camera) -{ - // TODO: Simulate 1st person camera system -} - -// Begin Oculus drawing configuration -void BeginVrDrawing(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vrSimulatorReady) - { - // Setup framebuffer for stereo rendering - rlEnableRenderTexture(vrConfig.stereoFbo.id); - - // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) - // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: - // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB - // - Do NOT enable GL_FRAMEBUFFER_SRGB - //glEnable(GL_FRAMEBUFFER_SRGB); - - //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) - rlClearScreenBuffers(); // Clear current framebuffer(s) - - vrStereoRender = true; - } -#endif -} - -// End Oculus drawing process (and desktop mirror) -void EndVrDrawing(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vrSimulatorReady) - { - vrStereoRender = false; // Disable stereo render - - rlDisableRenderTexture(); // Unbind current framebuffer - - rlClearScreenBuffers(); // Clear current framebuffer - - // Set viewport to default framebuffer size (screen size) - rlViewport(0, 0, screenWidth, screenHeight); - - // Let rlgl reconfigure internal matrices - rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix - rlLoadIdentity(); // Reset internal projection matrix - rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix - rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix - rlLoadIdentity(); // Reset internal modelview matrix - -#if defined(SUPPORT_DISTORTION_SHADER) - // Draw RenderTexture (stereoFbo) using distortion shader - currentShader = vrConfig.distortionShader; -#else - currentShader = GetShaderDefault(); -#endif - - rlEnableTexture(vrConfig.stereoFbo.texture.id); - - rlPushMatrix(); - rlBegin(RL_QUADS); - rlColor4ub(255, 255, 255, 255); - rlNormal3f(0.0f, 0.0f, 1.0f); - - // Bottom-left corner for texture and quad - rlTexCoord2f(0.0f, 1.0f); - rlVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - rlTexCoord2f(0.0f, 0.0f); - rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height); - - // Top-right corner for texture and quad - rlTexCoord2f(1.0f, 0.0f); - rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height); - - // Top-left corner for texture and quad - rlTexCoord2f(1.0f, 1.0f); - rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f); - rlEnd(); - rlPopMatrix(); - - rlDisableTexture(); - - // Update and draw render texture fbo with distortion to backbuffer - UpdateBuffersDefault(); - DrawBuffersDefault(); - - // Restore defaultShader - currentShader = defaultShader; - - // Reset viewport and default projection-modelview matrices - rlViewport(0, 0, screenWidth, screenHeight); - projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); - modelview = MatrixIdentity(); - - rlDisableDepthTest(); - } -#endif -} -#endif // SUPPORT_VR_SIMULATOR - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -// Convert image data to OpenGL texture (returns OpenGL valid Id) -// NOTE: Expected compressed image data and POT image -static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount) -{ - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - int blockSize = 0; // Bytes every block - int offset = 0; - - if ((compressedFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) || - (compressedFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) || -#if defined(GRAPHICS_API_OPENGL_ES2) - (compressedFormat == GL_ETC1_RGB8_OES) || -#endif - (compressedFormat == GL_COMPRESSED_RGB8_ETC2)) blockSize = 8; - else blockSize = 16; - - // Load the mipmap levels - for (int level = 0; level < mipmapCount && (width || height); level++) - { - unsigned int size = 0; - - size = ((width + 3)/4)*((height + 3)/4)*blockSize; - - glCompressedTexImage2D(GL_TEXTURE_2D, level, compressedFormat, width, height, 0, size, data + offset); - - offset += size; - width /= 2; - height /= 2; - - // Security check for NPOT textures - if (width < 1) width = 1; - if (height < 1) height = 1; - } -} - -// Load custom shader strings and return program id -static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr) -{ - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLuint vertexShader; - GLuint fragmentShader; - - vertexShader = glCreateShader(GL_VERTEX_SHADER); - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - - const char *pvs = vShaderStr; - const char *pfs = fShaderStr; - - glShaderSource(vertexShader, 1, &pvs, NULL); - glShaderSource(fragmentShader, 1, &pfs, NULL); - - GLint success = 0; - - glCompileShader(vertexShader); - - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) - { - TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); - - int maxLength = 0; - int length; - - glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); - -#ifdef _MSC_VER - char *log = malloc(maxLength); -#else - char log[maxLength]; -#endif - glGetShaderInfoLog(vertexShader, maxLength, &length, log); - - TraceLog(LOG_INFO, "%s", log); - -#ifdef _MSC_VER - free(log); -#endif - } - else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); - - glCompileShader(fragmentShader); - - glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) - { - TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); - - int maxLength = 0; - int length; - - glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); - -#ifdef _MSC_VER - char *log = malloc(maxLength); -#else - char log[maxLength]; -#endif - glGetShaderInfoLog(fragmentShader, maxLength, &length, log); - - TraceLog(LOG_INFO, "%s", log); - -#ifdef _MSC_VER - free(log); -#endif - } - else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); - - program = glCreateProgram(); - - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); - - // NOTE: Default attribute shader locations must be binded before linking - glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); - glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); - glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME); - glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); - glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); - glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); - - // NOTE: If some attrib name is no found on the shader, it locations becomes -1 - - glLinkProgram(program); - - // NOTE: All uniform variables are intitialised to 0 when a program links - - glGetProgramiv(program, GL_LINK_STATUS, &success); - - if (success == GL_FALSE) - { - TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to link shader program...", program); - - int maxLength = 0; - int length; - - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - -#ifdef _MSC_VER - char *log = malloc(maxLength); -#else - char log[maxLength]; -#endif - glGetProgramInfoLog(program, maxLength, &length, log); - - TraceLog(LOG_INFO, "%s", log); - -#ifdef _MSC_VER - free(log); -#endif - glDeleteProgram(program); - - program = 0; - } - else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); -#endif - return program; -} - - -// Load default shader (just vertex positioning and texture coloring) -// NOTE: This shader program is used for batch buffers (lines, triangles, quads) -static Shader LoadShaderDefault(void) -{ - Shader shader; - - // Vertex shader directly defined, no external file required - char vDefaultShaderStr[] = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" -#endif - "uniform mat4 mvp; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" - "} \n"; - - // Fragment shader directly defined, no external file required - char fDefaultShaderStr[] = -#if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "out vec4 finalColor; \n" -#endif - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" -#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" -#endif - "} \n"; - - shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr); - - if (shader.id > 0) - { - TraceLog(LOG_INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); - - // Set default shader locations - // Get handles to GLSL input attibute locations - shader.locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader.id, "vertexPosition"); - shader.locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader.id, "vertexTexCoord"); - shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); - - // Get handles to GLSL uniform locations - shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); - shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); - shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); - } - else TraceLog(LOG_WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); - - return shader; -} - -// Get location handlers to for shader attributes and uniforms -// NOTE: If any location is not found, loc point becomes -1 -static void SetShaderDefaultLocations(Shader *shader) -{ - // NOTE: Default shader attrib locations have been fixed before linking: - // vertex position location = 0 - // vertex texcoord location = 1 - // vertex normal location = 2 - // vertex color location = 3 - // vertex tangent location = 4 - // vertex texcoord2 location = 5 - - // Get handles to GLSL input attibute locations - shader->locs[LOC_VERTEX_POSITION] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); - shader->locs[LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); - shader->locs[LOC_VERTEX_TEXCOORD02] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); - shader->locs[LOC_VERTEX_NORMAL] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); - shader->locs[LOC_VERTEX_TANGENT] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); - shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); - - // Get handles to GLSL uniform locations (vertex shader) - shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); - shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); - shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); - - // Get handles to GLSL uniform locations (fragment shader) - shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse"); - shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0"); - shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1"); - shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2"); - - // TODO: Try to find all expected/recognized shader locations (predefined names, must be documented) -} - -// Unload default shader -static void UnloadShaderDefault(void) -{ - glUseProgram(0); - - //glDetachShader(defaultShader, vertexShader); - //glDetachShader(defaultShader, fragmentShader); - //glDeleteShader(vertexShader); // Already deleted on shader compilation - //glDeleteShader(fragmentShader); // Already deleted on shader compilation - glDeleteProgram(defaultShader.id); -} - -// Load default internal buffers (lines, triangles, quads) -static void LoadBuffersDefault(void) -{ - // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) - //-------------------------------------------------------------------------------------------- - - // Lines - Initialize arrays (vertex position and color data) - lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line - lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line - lines.texcoords = NULL; - lines.indices = NULL; - - for (int i = 0; i < (3*2*MAX_LINES_BATCH); i++) lines.vertices[i] = 0.0f; - for (int i = 0; i < (4*2*MAX_LINES_BATCH); i++) lines.colors[i] = 0; - - lines.vCounter = 0; - lines.cCounter = 0; - lines.tcCounter = 0; - - // Triangles - Initialize arrays (vertex position and color data) - triangles.vertices = (float *)malloc(sizeof(float)*3*3*MAX_TRIANGLES_BATCH); // 3 float by vertex, 3 vertex by triangle - triangles.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH); // 4 float by color, 3 colors by triangle - triangles.texcoords = NULL; - triangles.indices = NULL; - - for (int i = 0; i < (3*3*MAX_TRIANGLES_BATCH); i++) triangles.vertices[i] = 0.0f; - for (int i = 0; i < (4*3*MAX_TRIANGLES_BATCH); i++) triangles.colors[i] = 0; - - triangles.vCounter = 0; - triangles.cCounter = 0; - triangles.tcCounter = 0; - - // Quads - Initialize arrays (vertex position, texcoord, color data and indexes) - quads.vertices = (float *)malloc(sizeof(float)*3*4*MAX_QUADS_BATCH); // 3 float by vertex, 4 vertex by quad - quads.texcoords = (float *)malloc(sizeof(float)*2*4*MAX_QUADS_BATCH); // 2 float by texcoord, 4 texcoord by quad - quads.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*4*MAX_QUADS_BATCH); // 4 float by color, 4 colors by quad -#if defined(GRAPHICS_API_OPENGL_33) - quads.indices = (unsigned int *)malloc(sizeof(int)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) -#elif defined(GRAPHICS_API_OPENGL_ES2) - quads.indices = (unsigned short *)malloc(sizeof(short)*6*MAX_QUADS_BATCH); // 6 int by quad (indices) -#endif - - for (int i = 0; i < (3*4*MAX_QUADS_BATCH); i++) quads.vertices[i] = 0.0f; - for (int i = 0; i < (2*4*MAX_QUADS_BATCH); i++) quads.texcoords[i] = 0.0f; - for (int i = 0; i < (4*4*MAX_QUADS_BATCH); i++) quads.colors[i] = 0; - - int k = 0; - - // Indices can be initialized right now - for (int i = 0; i < (6*MAX_QUADS_BATCH); i+=6) - { - quads.indices[i] = 4*k; - quads.indices[i+1] = 4*k+1; - quads.indices[i+2] = 4*k+2; - quads.indices[i+3] = 4*k; - quads.indices[i+4] = 4*k+2; - quads.indices[i+5] = 4*k+3; - - k++; - } - - quads.vCounter = 0; - quads.tcCounter = 0; - quads.cCounter = 0; - - TraceLog(LOG_INFO, "[CPU] Default buffers initialized successfully (lines, triangles, quads)"); - //-------------------------------------------------------------------------------------------- - - // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads) - // NOTE: Default buffers are linked to use currentShader (defaultShader) - //-------------------------------------------------------------------------------------------- - - // Upload and link lines vertex buffers - if (vaoSupported) - { - // Initialize Lines VAO - glGenVertexArrays(1, &lines.vaoId); - glBindVertexArray(lines.vaoId); - } - - // Lines - Vertex buffers binding and attributes enable - // Vertex position buffer (shader-location = 0) - glGenBuffers(2, &lines.vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(2, &lines.vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - - if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (lines)", lines.vaoId); - else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (lines)", lines.vboId[0], lines.vboId[1]); - - // Upload and link triangles vertex buffers - if (vaoSupported) - { - // Initialize Triangles VAO - glGenVertexArrays(1, &triangles.vaoId); - glBindVertexArray(triangles.vaoId); - } - - // Triangles - Vertex buffers binding and attributes enable - // Vertex position buffer (shader-location = 0) - glGenBuffers(1, &triangles.vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(1, &triangles.vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - - if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId); - else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]); - - // Upload and link quads vertex buffers - if (vaoSupported) - { - // Initialize Quads VAO - glGenVertexArrays(1, &quads.vaoId); - glBindVertexArray(quads.vaoId); - } - - // Quads - Vertex buffers binding and attributes enable - // Vertex position buffer (shader-location = 0) - glGenBuffers(1, &quads.vboId[0]); - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - - // Vertex texcoord buffer (shader-location = 1) - glGenBuffers(1, &quads.vboId[1]); - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); - glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - - // Vertex color buffer (shader-location = 3) - glGenBuffers(1, &quads.vboId[2]); - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); - glBufferData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - - // Fill index buffer - glGenBuffers(1, &quads.vboId[3]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); -#if defined(GRAPHICS_API_OPENGL_33) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); -#endif - - if (vaoSupported) TraceLog(LOG_INFO, "[VAO ID %i] Default buffers VAO initialized successfully (quads)", quads.vaoId); - else TraceLog(LOG_INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (quads)", quads.vboId[0], quads.vboId[1], quads.vboId[2], quads.vboId[3]); - - // Unbind the current VAO - if (vaoSupported) glBindVertexArray(0); - //-------------------------------------------------------------------------------------------- -} - -// Update default internal buffers (VAOs/VBOs) with vertex array data -// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) -// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required) -static void UpdateBuffersDefault(void) -{ - // Update lines vertex buffers - if (lines.vCounter > 0) - { - // Activate Lines VAO - if (vaoSupported) glBindVertexArray(lines.vaoId); - - // Lines - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*2*MAX_LINES_BATCH, lines.vertices, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*lines.vCounter, lines.vertices); // target - offset (in bytes) - size (in bytes) - data pointer - - // Lines - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors); - } - - // Update triangles vertex buffers - if (triangles.vCounter > 0) - { - // Activate Triangles VAO - if (vaoSupported) glBindVertexArray(triangles.vaoId); - - // Triangles - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*3*MAX_TRIANGLES_BATCH, triangles.vertices, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*triangles.vCounter, triangles.vertices); - - // Triangles - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors); - } - - // Update quads vertex buffers - if (quads.vCounter > 0) - { - // Activate Quads VAO - if (vaoSupported) glBindVertexArray(quads.vaoId); - - // Quads - vertex positions buffer - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_QUADS_BATCH, quads.vertices, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*quads.vCounter, quads.vertices); - - // Quads - texture coordinates buffer - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*MAX_QUADS_BATCH, quads.texcoords, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*quads.vCounter, quads.texcoords); - - // Quads - colors buffer - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_QUADS_BATCH, quads.colors, GL_DYNAMIC_DRAW); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors); - - // Another option would be using buffer mapping... - //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); - // Now we can modify vertices - //glUnmapBuffer(GL_ARRAY_BUFFER); - } - //-------------------------------------------------------------- - - // Unbind the current VAO - if (vaoSupported) glBindVertexArray(0); -} - -// Draw default internal buffers vertex data -// NOTE: We draw in this order: lines, triangles, quads -static void DrawBuffersDefault(void) -{ - Matrix matProjection = projection; - Matrix matModelView = modelview; - - int eyesCount = 1; -#if defined(SUPPORT_VR_SIMULATOR) - if (vrStereoRender) eyesCount = 2; -#endif - - for (int eye = 0; eye < eyesCount; eye++) - { - #if defined(SUPPORT_VR_SIMULATOR) - if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); - #endif - - // Set current shader and upload current MVP matrix - if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) - { - glUseProgram(currentShader.id); - - // Create modelview-projection matrix - Matrix matMVP = MatrixMultiply(modelview, projection); - - glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); - glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); - - // NOTE: Additional map textures not considered for default buffers drawing - } - - // Draw lines buffers - if (lines.vCounter > 0) - { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(lines.vaoId); - } - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); - } - - glDrawArrays(GL_LINES, 0, lines.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - // Draw triangles buffers - if (triangles.vCounter > 0) - { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(triangles.vaoId); - } - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); - } - - glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - // Draw quads buffers - if (quads.vCounter > 0) - { - int quadsCount = 0; - int numIndicesToProcess = 0; - int indicesOffset = 0; - - if (vaoSupported) - { - glBindVertexArray(quads.vaoId); - } - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_POSITION]); - - // Bind vertex attrib: texcoord (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_TEXCOORD01]); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); - glVertexAttribPointer(currentShader.locs[LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.locs[LOC_VERTEX_COLOR]); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); - } - - //TraceLog(LOG_DEBUG, "Draws required per frame: %i", drawsCounter); - - for (int i = 0; i < drawsCounter; i++) - { - quadsCount = draws[i].vertexCount/4; - numIndicesToProcess = quadsCount*6; // Get number of Quads*6 index by Quad - - //TraceLog(LOG_DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, draws[i].textureId); - - // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process - #if defined(GRAPHICS_API_OPENGL_33) - glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset)); - #elif defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset)); - #endif - //GLenum err; - //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(LOG_INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! - - indicesOffset += draws[i].vertexCount/4*6; - } - - if (!vaoSupported) - { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures - } - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - } - - // Reset draws counter - drawsCounter = 1; - draws[0].textureId = whiteTexture; - draws[0].vertexCount = 0; - - // Reset vertex counters for next frame - lines.vCounter = 0; - lines.cCounter = 0; - triangles.vCounter = 0; - triangles.cCounter = 0; - quads.vCounter = 0; - quads.tcCounter = 0; - quads.cCounter = 0; - - // Reset depth for next draw - currentDepth = -1.0f; - - // Restore projection/modelview matrices - projection = matProjection; - modelview = matModelView; -} - -// Unload default internal buffers vertex data from CPU and GPU -static void UnloadBuffersDefault(void) -{ - // Unbind everything - if (vaoSupported) glBindVertexArray(0); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - // Delete VBOs from GPU (VRAM) - glDeleteBuffers(1, &lines.vboId[0]); - glDeleteBuffers(1, &lines.vboId[1]); - glDeleteBuffers(1, &triangles.vboId[0]); - glDeleteBuffers(1, &triangles.vboId[1]); - glDeleteBuffers(1, &quads.vboId[0]); - glDeleteBuffers(1, &quads.vboId[1]); - glDeleteBuffers(1, &quads.vboId[2]); - glDeleteBuffers(1, &quads.vboId[3]); - - if (vaoSupported) - { - // Delete VAOs from GPU (VRAM) - glDeleteVertexArrays(1, &lines.vaoId); - glDeleteVertexArrays(1, &triangles.vaoId); - glDeleteVertexArrays(1, &quads.vaoId); - } - - // Free vertex arrays memory from CPU (RAM) - free(lines.vertices); - free(lines.colors); - - free(triangles.vertices); - free(triangles.colors); - - free(quads.vertices); - free(quads.texcoords); - free(quads.colors); - free(quads.indices); -} - -// Renders a 1x1 XY quad in NDC -static void GenDrawQuad(void) -{ - unsigned int quadVAO = 0; - unsigned int quadVBO = 0; - - float vertices[] = { - // Positions // Texture Coords - -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, - }; - - // Set up plane VAO - glGenVertexArrays(1, &quadVAO); - glGenBuffers(1, &quadVBO); - glBindVertexArray(quadVAO); - - // Fill buffer - glBindBuffer(GL_ARRAY_BUFFER, quadVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); - - // Link vertex attributes - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); - - // Draw quad - glBindVertexArray(quadVAO); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glBindVertexArray(0); - - glDeleteBuffers(1, &quadVBO); - glDeleteVertexArrays(1, &quadVAO); -} - -// Renders a 1x1 3D cube in NDC -static void GenDrawCube(void) -{ - unsigned int cubeVAO = 0; - unsigned int cubeVBO = 0; - - float vertices[] = { - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, - -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 1.0f , 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, - -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, - -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f - }; - - // Set up cube VAO - glGenVertexArrays(1, &cubeVAO); - glGenBuffers(1, &cubeVBO); - - // Fill buffer - glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - // Link vertex attributes - glBindVertexArray(cubeVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); - - // Draw cube - glBindVertexArray(cubeVAO); - glDrawArrays(GL_TRIANGLES, 0, 36); - glBindVertexArray(0); - - glDeleteBuffers(1, &cubeVBO); - glDeleteVertexArrays(1, &cubeVAO); -} - -#if defined(SUPPORT_VR_SIMULATOR) -// Configure stereo rendering (including distortion shader) with HMD device parameters -static void SetStereoConfig(VrDeviceInfo hmd) -{ - // Compute aspect ratio - float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; - - // Compute lens parameters - float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; - float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; - float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; - float leftScreenCenter[2] = { 0.25f, 0.5f }; - float rightScreenCenter[2] = { 0.75f, 0.5f }; - - // Compute distortion scale parameters - // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] - float lensRadius = fabsf(-1.0f - 4.0f*lensShift); - float lensRadiusSq = lensRadius*lensRadius; - float distortionScale = hmd.distortionK[0] + - hmd.distortionK[1]*lensRadiusSq + - hmd.distortionK[2]*lensRadiusSq*lensRadiusSq + - hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; - - TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale); - - float normScreenWidth = 0.5f; - float normScreenHeight = 1.0f; - float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; - float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; - - TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); - TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); - TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); - TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); - -#if defined(SUPPORT_DISTORTION_SHADER) - // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2); - - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4); - SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4); -#endif - - // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) - // ...but with lens distortion it is increased (see Oculus SDK Documentation) - //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale? - float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance); - - // Compute camera projection matrices - float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] - Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0); - vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); - vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); - - // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. - // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. - vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - - // Compute eyes Viewports - //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution }; - //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution }; -} - -// Set internal projection and modelview matrix depending on eyes tracking data -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) -{ - Matrix eyeProjection = matProjection; - Matrix eyeModelView = matModelView; - - // Setup viewport and projection/modelview matrices using tracking data - rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); - - // Apply view offset to modelview matrix - eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); - - eyeProjection = vrConfig.eyesProjection[eye]; - - SetMatrixModelview(eyeModelView); - SetMatrixProjection(eyeProjection); -} -#endif // defined(SUPPORT_VR_SIMULATOR) - -#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - -#if defined(GRAPHICS_API_OPENGL_11) -// Mipmaps data is generated after image data -static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) -{ - int mipmapCount = 1; // Required mipmap levels count (including base level) - int width = baseWidth; - int height = baseHeight; - int size = baseWidth*baseHeight*4; // Size in bytes (will include mipmaps...), RGBA only - - // Count mipmap levels required - while ((width != 1) && (height != 1)) - { - if (width != 1) width /= 2; - if (height != 1) height /= 2; - - TraceLog(LOG_DEBUG, "Next mipmap size: %i x %i", width, height); - - mipmapCount++; - - size += (width*height*4); // Add mipmap size (in bytes) - } - - TraceLog(LOG_DEBUG, "Total mipmaps required: %i", mipmapCount); - TraceLog(LOG_DEBUG, "Total size of data required: %i", size); - - unsigned char *temp = realloc(data, size); - - if (temp != NULL) data = temp; - else TraceLog(LOG_WARNING, "Mipmaps required memory could not be allocated"); - - width = baseWidth; - height = baseHeight; - size = (width*height*4); - - // Generate mipmaps - // NOTE: Every mipmap data is stored after data - Color *image = (Color *)malloc(width*height*sizeof(Color)); - Color *mipmap = NULL; - int offset = 0; - int j = 0; - - for (int i = 0; i < size; i += 4) - { - image[j].r = data[i]; - image[j].g = data[i + 1]; - image[j].b = data[i + 2]; - image[j].a = data[i + 3]; - j++; - } - - TraceLog(LOG_DEBUG, "Mipmap base (%ix%i)", width, height); - - for (int mip = 1; mip < mipmapCount; mip++) - { - mipmap = GenNextMipmap(image, width, height); - - offset += (width*height*4); // Size of last mipmap - j = 0; - - width /= 2; - height /= 2; - size = (width*height*4); // Mipmap size to store after offset - - // Add mipmap to data - for (int i = 0; i < size; i += 4) - { - data[offset + i] = mipmap[j].r; - data[offset + i + 1] = mipmap[j].g; - data[offset + i + 2] = mipmap[j].b; - data[offset + i + 3] = mipmap[j].a; - j++; - } - - free(image); - - image = mipmap; - mipmap = NULL; - } - - free(mipmap); // free mipmap data - - return mipmapCount; -} - -// Manual mipmap generation (basic scaling algorithm) -static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) -{ - int x2, y2; - Color prow, pcol; - - int width = srcWidth/2; - int height = srcHeight/2; - - Color *mipmap = (Color *)malloc(width*height*sizeof(Color)); - - // Scaling algorithm works perfectly (box-filter) - for (int y = 0; y < height; y++) - { - y2 = 2*y; - - for (int x = 0; x < width; x++) - { - x2 = 2*x; - - prow.r = (srcData[y2*srcWidth + x2].r + srcData[y2*srcWidth + x2 + 1].r)/2; - prow.g = (srcData[y2*srcWidth + x2].g + srcData[y2*srcWidth + x2 + 1].g)/2; - prow.b = (srcData[y2*srcWidth + x2].b + srcData[y2*srcWidth + x2 + 1].b)/2; - prow.a = (srcData[y2*srcWidth + x2].a + srcData[y2*srcWidth + x2 + 1].a)/2; - - pcol.r = (srcData[(y2+1)*srcWidth + x2].r + srcData[(y2+1)*srcWidth + x2 + 1].r)/2; - pcol.g = (srcData[(y2+1)*srcWidth + x2].g + srcData[(y2+1)*srcWidth + x2 + 1].g)/2; - pcol.b = (srcData[(y2+1)*srcWidth + x2].b + srcData[(y2+1)*srcWidth + x2 + 1].b)/2; - pcol.a = (srcData[(y2+1)*srcWidth + x2].a + srcData[(y2+1)*srcWidth + x2 + 1].a)/2; - - mipmap[y*width + x].r = (prow.r + pcol.r)/2; - mipmap[y*width + x].g = (prow.g + pcol.g)/2; - mipmap[y*width + x].b = (prow.b + pcol.b)/2; - mipmap[y*width + x].a = (prow.a + pcol.a)/2; - } - } - - TraceLog(LOG_DEBUG, "Mipmap generated successfully (%ix%i)", width, height); - - return mipmap; -} -#endif - -#if defined(RLGL_STANDALONE) -// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) -void TraceLog(int msgType, const char *text, ...) -{ - va_list args; - va_start(args, text); - - switch (msgType) - { - case LOG_INFO: fprintf(stdout, "INFO: "); break; - case LOG_ERROR: fprintf(stdout, "ERROR: "); break; - case LOG_WARNING: fprintf(stdout, "WARNING: "); break; - case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break; - default: break; - } - - vfprintf(stdout, text, args); - fprintf(stdout, "\n"); - - va_end(args); - - if (msgType == LOG_ERROR) exit(1); -} -#endif diff --git a/templates/android_project/src/raylib_stripped/rlgl.h b/templates/android_project/src/raylib_stripped/rlgl.h deleted file mode 100644 index b9ea0f435..000000000 --- a/templates/android_project/src/raylib_stripped/rlgl.h +++ /dev/null @@ -1,474 +0,0 @@ -/********************************************************************************************** -* -* rlgl - raylib OpenGL abstraction layer -* -* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to -* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). -* -* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal -* VBO buffers (and VAOs if available). It requires calling 3 functions: -* rlglInit() - Initialize internal buffers and auxiliar resources -* rlglDraw() - Process internal buffers and send required draw calls -* rlglClose() - De-initialize internal buffers data and other auxiliar resources -* -* CONFIGURATION: -* -* #define GRAPHICS_API_OPENGL_11 -* #define GRAPHICS_API_OPENGL_21 -* #define GRAPHICS_API_OPENGL_33 -* #define GRAPHICS_API_OPENGL_ES2 -* Use selected OpenGL graphics backend, should be supported by platform -* Those preprocessor defines are only used on rlgl module, if OpenGL version is -* required by any other module, use rlGetVersion() tocheck it -* -* #define RLGL_STANDALONE -* Use rlgl as standalone library (no raylib dependency) -* -* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING -* Support VR simulation functionality (stereo rendering) -* -* #define SUPPORT_SHADER_DISTORTION -* Include stereo rendering distortion shader (shader_distortion.h) -* -* DEPENDENCIES: -* raymath - 3D math functionality (Vector3, Matrix, Quaternion) -* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef RLGL_H -#define RLGL_H - -#if defined(RLGL_STANDALONE) - #define RAYMATH_STANDALONE -#else - #include "raylib.h" // Required for: Model, Shader, Texture2D, TraceLog() -#endif - -#include "raymath.h" // Required for: Vector3, Matrix - -// Security check in case no GRAPHICS_API_OPENGL_* defined -#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2) - #define GRAPHICS_API_OPENGL_11 -#endif - -// Security check in case multiple GRAPHICS_API_OPENGL_* defined -#if defined(GRAPHICS_API_OPENGL_11) - #if defined(GRAPHICS_API_OPENGL_21) - #undef GRAPHICS_API_OPENGL_21 - #endif - #if defined(GRAPHICS_API_OPENGL_33) - #undef GRAPHICS_API_OPENGL_33 - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) - #undef GRAPHICS_API_OPENGL_ES2 - #endif -#endif - -#if defined(GRAPHICS_API_OPENGL_21) - #define GRAPHICS_API_OPENGL_33 -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) - // NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful! - #define MAX_LINES_BATCH 8192 - #define MAX_TRIANGLES_BATCH 4096 - #define MAX_QUADS_BATCH 8192 -#elif defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: Reduce memory sizes for embedded systems (RPI and HTML5) - // NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care... - #define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere) - #define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere) - #define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad -#endif - -// Texture parameters (equivalent to OpenGL defines) -#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S -#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T -#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER -#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER -#define RL_TEXTURE_ANISOTROPIC_FILTER 0x3000 // Anisotropic filter (custom identifier) - -#define RL_FILTER_NEAREST 0x2600 // GL_NEAREST -#define RL_FILTER_LINEAR 0x2601 // GL_LINEAR -#define RL_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST -#define RL_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR -#define RL_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST -#define RL_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR - -#define RL_WRAP_REPEAT 0x2901 // GL_REPEAT -#define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE -#define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT - -// Matrix modes (equivalent to OpenGL) -#define RL_MODELVIEW 0x1700 // GL_MODELVIEW -#define RL_PROJECTION 0x1701 // GL_PROJECTION -#define RL_TEXTURE 0x1702 // GL_TEXTURE - -// Primitive assembly draw modes -#define RL_LINES 0x0001 // GL_LINES -#define RL_TRIANGLES 0x0004 // GL_TRIANGLES -#define RL_QUADS 0x0007 // GL_QUADS - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; - -typedef unsigned char byte; - -#if defined(RLGL_STANDALONE) - #ifndef __cplusplus - // Boolean type - typedef enum { false, true } bool; - #endif - - // Shader location point type - typedef enum { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF - } ShaderLocationIndex; - - #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO - #define LOC_MAP_SPECULAR LOC_MAP_METALNESS - - // Material map type - typedef enum { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF - } TexmapIndex; - - #define MAP_DIFFUSE MAP_ALBEDO - #define MAP_SPECULAR MAP_METALNESS - - // Color type, RGBA (32bit) - typedef struct Color { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; - } Color; - - // Texture2D type - // NOTE: Data stored in GPU memory - typedef struct Texture2D { - unsigned int id; // OpenGL texture id - int width; // Texture base width - int height; // Texture base height - int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) - } Texture2D; - - // RenderTexture2D type, for texture rendering - typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id - Texture2D texture; // Color buffer attachment texture - Texture2D depth; // Depth buffer attachment texture - } RenderTexture2D; - - // Vertex data definning a mesh - typedef struct Mesh { - int vertexCount; // number of vertices stored in arrays - int triangleCount; // number of triangles stored (indexed or not) - float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices;// vertex indices (in case vertex data comes indexed) - - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) - } Mesh; - - // Shader and material limits - #define MAX_SHADER_LOCATIONS 32 - #define MAX_MATERIAL_MAPS 12 - - // Shader type (generic) - typedef struct Shader { - unsigned int id; // Shader program id - int locs[MAX_SHADER_LOCATIONS]; // Shader locations array - } Shader; - - // Material texture map - typedef struct MaterialMap { - Texture2D texture; // Material map texture - Color color; // Material map color - float value; // Material map value - } MaterialMap; - - // Material type (generic) - typedef struct Material { - Shader shader; // Material shader - MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps - float *params; // Material generic parameters (if required) - } Material; - - // Camera type, defines a camera position/orientation in 3d space - typedef struct Camera { - Vector3 position; // Camera position - Vector3 target; // Camera target it looks-at - Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Camera field-of-view apperture in Y (degrees) - } Camera; - - // TraceLog message types - typedef enum { - LOG_INFO = 0, - LOG_ERROR, - LOG_WARNING, - LOG_DEBUG, - LOG_OTHER - } TraceLogType; - - // Texture formats (support depends on OpenGL version) - typedef enum { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp - } TextureFormat; - - // Texture parameters: filter mode - // NOTE 1: Filtering considers mipmaps if available in the texture - // NOTE 2: Filter is accordingly set for minification and magnification - typedef enum { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x - } TextureFilterMode; - - // Texture parameters: wrap mode - typedef enum { - WRAP_REPEAT = 0, - WRAP_CLAMP, - WRAP_MIRROR - } TextureWrapMode; - - // Color blending modes (pre-defined) - typedef enum { - BLEND_ALPHA = 0, - BLEND_ADDITIVE, - BLEND_MULTIPLIED - } BlendMode; - - // VR Head Mounted Display devices - typedef enum { - HMD_DEFAULT_DEVICE = 0, - HMD_OCULUS_RIFT_DK2, - HMD_OCULUS_RIFT_CV1, - HMD_VALVE_HTC_VIVE, - HMD_SAMSUNG_GEAR_VR, - HMD_GOOGLE_CARDBOARD, - HMD_SONY_PLAYSTATION_VR, - HMD_RAZER_OSVR, - HMD_FOVE_VR, - } VrDevice; -#endif - -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//------------------------------------------------------------------------------------ -// Functions Declaration - Matrix operations -//------------------------------------------------------------------------------------ -void rlMatrixMode(int mode); // Choose the current matrix to be transformed -void rlPushMatrix(void); // Push the current matrix to stack -void rlPopMatrix(void); // Pop lattest inserted matrix from stack -void rlLoadIdentity(void); // Reset current matrix to identity matrix -void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix -void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix -void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix -void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix -void rlFrustum(double left, double right, double bottom, double top, double near, double far); -void rlOrtho(double left, double right, double bottom, double top, double near, double far); -void rlViewport(int x, int y, int width, int height); // Set the viewport area - -//------------------------------------------------------------------------------------ -// Functions Declaration - Vertex level operations -//------------------------------------------------------------------------------------ -void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) -void rlEnd(void); // Finish vertex providing -void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int -void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float -void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float -void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float -void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float -void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte -void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float -void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float - -//------------------------------------------------------------------------------------ -// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2) -// NOTE: This functions are used to completely abstract raylib code from OpenGL layer -//------------------------------------------------------------------------------------ -void rlEnableTexture(unsigned int id); // Enable texture usage -void rlDisableTexture(void); // Disable texture usage -void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) -void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) -void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer -void rlEnableDepthTest(void); // Enable depth test -void rlDisableDepthTest(void); // Disable depth test -void rlEnableWireMode(void); // Enable wire mode -void rlDisableWireMode(void); // Disable wire mode -void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU -void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU -void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU -void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory -void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory -void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color -void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) - -//------------------------------------------------------------------------------------ -// Functions Declaration - rlgl functionality -//------------------------------------------------------------------------------------ -void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) -void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures) -void rlglDraw(void); // Update and Draw default buffers (lines, triangles, quads) - -int rlGetVersion(void); // Returns current OpenGL version -void rlLoadExtensions(void *loader); // Load OpenGL extensions -Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates - -// Textures data management -unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU -void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data -void rlUnloadTexture(unsigned int id); -void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture -void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data -unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) -RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) - -// Vertex data management -void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids -void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer) -void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform -void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU - -// NOTE: There is a set of shader related functions that are available to end user, -// to avoid creating function wrappers through core module, they have been directly declared in raylib.h - -#if defined(RLGL_STANDALONE) -//------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -void UnloadShader(Shader shader); // Unload a custom shader from memory - -Shader GetShaderDefault(void); // Get default shader -Texture2D GetTextureDefault(void); // Get default texture - -// Shader configuration functions -int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture -Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data -Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data - -// Shading and blending -void BeginShaderMode(Shader shader); // Begin custom shader drawing -void EndShaderMode(void); // End custom shader drawing (use default shader) -void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR simulator functionality -void InitVrSimulator(int vrDevice); // Init VR simulator for selected device -void CloseVrSimulator(void); // Close VR simulator for current device -void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) -void BeginVrDrawing(void); // Begin VR stereo rendering -void EndVrDrawing(void); // End VR stereo rendering - -void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) -#endif - -#ifdef __cplusplus -} -#endif - -#endif // RLGL_H \ No newline at end of file diff --git a/templates/android_project/src/raylib_stripped/utils.c b/templates/android_project/src/raylib_stripped/utils.c deleted file mode 100644 index 59bf19e4e..000000000 --- a/templates/android_project/src/raylib_stripped/utils.c +++ /dev/null @@ -1,214 +0,0 @@ -/********************************************************************************************** -* -* raylib.utils - Some common utility functions -* -* CONFIGURATION: -* -* #define SUPPORT_SAVE_PNG (defined by default) -* Support saving image data as PNG fileformat -* NOTE: Requires stb_image_write library -* -* #define SUPPORT_SAVE_BMP -* Support saving image data as BMP fileformat -* NOTE: Requires stb_image_write library -* -* #define SUPPORT_TRACELOG -* Show TraceLog() output messages -* NOTE: By default LOG_DEBUG traces not shown -* -* #define SUPPORT_TRACELOG_DEBUG -* Show TraceLog() LOG_DEBUG messages -* -* DEPENDENCIES: -* stb_image_write - BMP/PNG writting functions -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#define SUPPORT_TRACELOG // Output tracelog messages -//#define SUPPORT_TRACELOG_DEBUG // Avoid LOG_DEBUG messages tracing - -#include "raylib.h" // Required for: LogType enum -#include "utils.h" - -#if defined(PLATFORM_ANDROID) - #include - #include - #include -#endif - -#include // Required for: malloc(), free() -#include // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen() -#include // Required for: va_list, va_start(), vfprintf(), va_end() -#include // Required for: strlen(), strrchr(), strcmp() - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) - #define STB_IMAGE_WRITE_IMPLEMENTATION - #include "external/stb_image_write.h" // Required for: stbi_write_bmp(), stbi_write_png() -#endif - -//#define RRES_IMPLEMENTATION -//#include "rres.h" - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) -AAssetManager *assetManager; -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) -static int android_read(void *cookie, char *buf, int size); -static int android_write(void *cookie, const char *buf, int size); -static fpos_t android_seek(void *cookie, fpos_t offset, int whence); -static int android_close(void *cookie); -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Utilities -//---------------------------------------------------------------------------------- - -// Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) -void TraceLog(int msgType, const char *text, ...) -{ -#if defined(SUPPORT_TRACELOG) - static char buffer[128]; - int traceDebugMsgs = 0; - -#if defined(SUPPORT_TRACELOG_DEBUG) - traceDebugMsgs = 1; -#endif - - switch(msgType) - { - case LOG_INFO: strcpy(buffer, "INFO: "); break; - case LOG_ERROR: strcpy(buffer, "ERROR: "); break; - case LOG_WARNING: strcpy(buffer, "WARNING: "); break; - case LOG_DEBUG: strcpy(buffer, "DEBUG: "); break; - default: break; - } - - strcat(buffer, text); - strcat(buffer, "\n"); - - va_list args; - va_start(args, text); - -#if defined(PLATFORM_ANDROID) - switch(msgType) - { - case LOG_INFO: __android_log_vprint(ANDROID_LOG_INFO, "raylib", buffer, args); break; - case LOG_ERROR: __android_log_vprint(ANDROID_LOG_ERROR, "raylib", buffer, args); break; - case LOG_WARNING: __android_log_vprint(ANDROID_LOG_WARN, "raylib", buffer, args); break; - case LOG_DEBUG: if (traceDebugMsgs) __android_log_vprint(ANDROID_LOG_DEBUG, "raylib", buffer, args); break; - default: break; - } -#else - if ((msgType != LOG_DEBUG) || ((msgType == LOG_DEBUG) && (traceDebugMsgs))) vprintf(buffer, args); -#endif - - va_end(args); - - if (msgType == LOG_ERROR) exit(1); // If LOG_ERROR message, exit program - -#endif // SUPPORT_TRACELOG -} - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) - -#if defined(SUPPORT_SAVE_BMP) -// Creates a BMP image file from an array of pixel data -void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize) -{ - stbi_write_bmp(fileName, width, height, compSize, imgData); -} -#endif - -#if defined(SUPPORT_SAVE_PNG) -// Creates a PNG image file from an array of pixel data -void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize) -{ - stbi_write_png(fileName, width, height, compSize, imgData, width*compSize); -} -#endif -#endif - -// Keep track of memory allocated -// NOTE: mallocType defines the type of data allocated -/* -void RecordMalloc(int mallocType, int mallocSize, const char *msg) -{ - // TODO: Investigate how to record memory allocation data... - // Maybe creating my own malloc function... -} -*/ - -#if defined(PLATFORM_ANDROID) -// Initialize asset manager from android app -void InitAssetManager(AAssetManager *manager) -{ - assetManager = manager; -} - -// Replacement for fopen -FILE *android_fopen(const char *fileName, const char *mode) -{ - if (mode[0] == 'w') return NULL; - - AAsset *asset = AAssetManager_open(assetManager, fileName, 0); - - if (!asset) return NULL; - - return funopen(asset, android_read, android_write, android_seek, android_close); -} -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) -static int android_read(void *cookie, char *buf, int size) -{ - return AAsset_read((AAsset *)cookie, buf, size); -} - -static int android_write(void *cookie, const char *buf, int size) -{ - TraceLog(LOG_ERROR, "Can't provide write access to the APK"); - - return EACCES; -} - -static fpos_t android_seek(void *cookie, fpos_t offset, int whence) -{ - return AAsset_seek((AAsset *)cookie, offset, whence); -} - -static int android_close(void *cookie) -{ - AAsset_close((AAsset *)cookie); - return 0; -} -#endif diff --git a/templates/android_project/src/raylib_stripped/utils.h b/templates/android_project/src/raylib_stripped/utils.h deleted file mode 100644 index 0d5e4a1c1..000000000 --- a/templates/android_project/src/raylib_stripped/utils.h +++ /dev/null @@ -1,79 +0,0 @@ -/********************************************************************************************** -* -* raylib.utils - Some common utility functions -* -* -* LICENSE: zlib/libpng -* -* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#ifndef UTILS_H -#define UTILS_H - -#if defined(PLATFORM_ANDROID) - #include // Required for: FILE - #include // Required for: AAssetManager -#endif - -//#include "rres.h" - -#define SUPPORT_SAVE_PNG - -//---------------------------------------------------------------------------------- -// Some basic Defines -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_ANDROID) - #define fopen(name, mode) android_fopen(name, mode) -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#ifdef __cplusplus -extern "C" { // Prevents name mangling of functions -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -// Nop... - -//---------------------------------------------------------------------------------- -// Module Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -#if defined(SUPPORT_SAVE_BMP) -void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize); -#endif -#if defined(SUPPORT_SAVE_PNG) -void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize); -#endif -#endif - -#if defined(PLATFORM_ANDROID) -void InitAssetManager(AAssetManager *manager); // Initialize asset manager from android app -FILE *android_fopen(const char *fileName, const char *mode); // Replacement for fopen() -#endif - -#ifdef __cplusplus -} -#endif - -#endif // UTILS_H \ No newline at end of file diff --git a/templates/android_project/src/resources/ambient.ogg b/templates/android_project/src/resources/ambient.ogg deleted file mode 100644 index af7f836ed..000000000 Binary files a/templates/android_project/src/resources/ambient.ogg and /dev/null differ diff --git a/templates/android_project/src/resources/coin.wav b/templates/android_project/src/resources/coin.wav deleted file mode 100644 index 6684ffc6a..000000000 Binary files a/templates/android_project/src/resources/coin.wav and /dev/null differ diff --git a/templates/android_project/src/resources/raylib_logo.png b/templates/android_project/src/resources/raylib_logo.png deleted file mode 100644 index 665456277..000000000 Binary files a/templates/android_project/src/resources/raylib_logo.png and /dev/null differ