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Merge branch 'raysan5:master' into master

pull/4796/head
Jon Daniel 2 weeks ago
committed by GitHub
parent
commit
fc7d6066df
No known key found for this signature in database GPG Key ID: B5690EEEBB952194
8 changed files with 102 additions and 72 deletions
  1. +5
    -1
      examples/core/core_2d_camera.c
  2. +2
    -2
      src/config.h
  3. +1
    -1
      src/platforms/rcore_android.c
  4. +7
    -1
      src/platforms/rcore_desktop_glfw.c
  5. +71
    -60
      src/platforms/rcore_desktop_rgfw.c
  6. +11
    -2
      src/platforms/rcore_desktop_sdl.c
  7. +1
    -1
      src/platforms/rcore_drm.c
  8. +4
    -4
      src/rlgl.h

+ 5
- 1
examples/core/core_2d_camera.c View File

@ -44,7 +44,11 @@ int main(void)
spacing += (int)buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
buildColors[i] = (Color){
(unsigned char)GetRandomValue(200, 240),
(unsigned char)GetRandomValue(200, 240),
(unsigned char)GetRandomValue(200, 250),
255};
}
Camera2D camera = { 0 };

+ 2
- 2
src/config.h View File

@ -136,8 +136,8 @@
#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
#define RL_CULL_DISTANCE_NEAR 0.001 // Default projection matrix near cull distance
#define RL_CULL_DISTANCE_FAR 10000.0 // Default projection matrix far cull distance
// Default shader vertex attribute locations
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0

+ 1
- 1
src/platforms/rcore_android.c View File

@ -859,7 +859,7 @@ static int InitGraphicsDevice(void)
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
//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_DEPTH_SIZE, 24, // 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)

+ 7
- 1
src/platforms/rcore_desktop_glfw.c View File

@ -1753,8 +1753,14 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
if (IsWindowFullscreen()) return;
// Set current screen size
// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
if (IsWindowState(FLAG_WINDOW_HIGHDPI))
{
width = (int)(width / GetWindowScaleDPI().x);
height = (int)(height / GetWindowScaleDPI().y);
}
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;

+ 71
- 60
src/platforms/rcore_desktop_rgfw.c View File

@ -76,14 +76,14 @@ void CloseWindow(void);
#if defined(_WIN32) || defined(_WIN64)
#define WIN32_LEAN_AND_MEAN
#define Rectangle rectangle_win32
#define Rectangle rectangle_win32
#define CloseWindow CloseWindow_win32
#define ShowCursor __imp_ShowCursor
#define _APISETSTRING_
#undef MAX_PATH
#define _APISETSTRING_
#undef MAX_PATH
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar);
__declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar);
#endif
#if defined(__APPLE__)
@ -103,8 +103,8 @@ void CloseWindow(void);
#undef CloseWindow
#undef Rectangle
#undef MAX_PATH
#define MAX_PATH 1025
#undef MAX_PATH
#define MAX_PATH 1025
#endif
#if defined(__APPLE__)
@ -896,23 +896,23 @@ const char *GetKeyName(int key)
static KeyboardKey ConvertScancodeToKey(u32 keycode);
int RGFW_gpConvTable[18] = {
[RGFW_gamepadY] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
[RGFW_gamepadB] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
[RGFW_gamepadA] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
[RGFW_gamepadX] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
[RGFW_gamepadL1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[RGFW_gamepadR1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
[RGFW_gamepadL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[RGFW_gamepadR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[RGFW_gamepadSelect] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[RGFW_gamepadHome] = GAMEPAD_BUTTON_MIDDLE,
[RGFW_gamepadStart] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
[RGFW_gamepadUp] = GAMEPAD_BUTTON_LEFT_FACE_UP,
[RGFW_gamepadRight] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
[RGFW_gamepadDown] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
[RGFW_gamepadLeft] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
[RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB,
[RGFW_gamepadR3] = GAMEPAD_BUTTON_RIGHT_THUMB,
[RGFW_gamepadY] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
[RGFW_gamepadB] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
[RGFW_gamepadA] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
[RGFW_gamepadX] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
[RGFW_gamepadL1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
[RGFW_gamepadR1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
[RGFW_gamepadL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
[RGFW_gamepadR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
[RGFW_gamepadSelect] = GAMEPAD_BUTTON_MIDDLE_LEFT,
[RGFW_gamepadHome] = GAMEPAD_BUTTON_MIDDLE,
[RGFW_gamepadStart] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
[RGFW_gamepadUp] = GAMEPAD_BUTTON_LEFT_FACE_UP,
[RGFW_gamepadRight] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
[RGFW_gamepadDown] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
[RGFW_gamepadLeft] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
[RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB,
[RGFW_gamepadR3] = GAMEPAD_BUTTON_RIGHT_THUMB,
};
// Register all input events
@ -923,7 +923,7 @@ void PollInputEvents(void)
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#endif
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
@ -994,7 +994,7 @@ void PollInputEvents(void)
RGFW_event *event = &platform.window->event;
// All input events can be processed after polling
switch (event->type)
switch (event->type)
{
case RGFW_mouseEnter: CORE.Input.Mouse.cursorOnScreen = true; break;
case RGFW_mouseLeave: CORE.Input.Mouse.cursorOnScreen = false; break;
@ -1015,7 +1015,7 @@ void PollInputEvents(void)
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]);
CORE.Window.dropFileCount++;
}
else if (CORE.Window.dropFileCount < 1024)
@ -1033,8 +1033,19 @@ void PollInputEvents(void)
case RGFW_windowResized:
{
SetupViewport(platform.window->r.w, platform.window->r.h);
CORE.Window.screen.width = platform.window->r.w;
CORE.Window.screen.height = platform.window->r.h;
// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
if (IsWindowState(FLAG_WINDOW_HIGHDPI))
{
CORE.Window.screen.width = (int)(platform.window->r.w / GetWindowScaleDPI().x);
CORE.Window.screen.height = (int)(platform.window->r.h / GetWindowScaleDPI().y);
}
else
{
CORE.Window.screen.width = platform.window->r.w;
CORE.Window.screen.height = platform.window->r.h;
}
CORE.Window.currentFbo.width = platform.window->r.w;
CORE.Window.currentFbo.height = platform.window->r.h;
CORE.Window.resizedLastFrame = true;
@ -1168,7 +1179,7 @@ void PollInputEvents(void)
} break;
case RGFW_gamepadButtonPressed:
{
int button = RGFW_gpConvTable[event->button];
int button = RGFW_gpConvTable[event->button];
if (button >= 0)
{
@ -1178,7 +1189,7 @@ void PollInputEvents(void)
} break;
case RGFW_gamepadButtonReleased:
{
int button = RGFW_gpConvTable[event->button];
int button = RGFW_gpConvTable[event->button];
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
@ -1186,34 +1197,34 @@ void PollInputEvents(void)
case RGFW_gamepadAxisMove:
{
int axis = -1;
float value = 0;
float value = 0;
switch(event->whichAxis)
switch(event->whichAxis)
{
case 0:
{
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
} break;
case 1:
{
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
} break;
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER;
case 3:
case 0:
{
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
} break;
case 1:
{
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
} break;
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER;
case 3:
{
if (axis == -1) axis = GAMEPAD_AXIS_RIGHT_TRIGGER;
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (value > 0.1f);
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
default: break;
}
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
int pressed = (value > 0.1f);
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = pressed;
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
}
default: break;
}
} break;
default: break;
}
@ -1311,14 +1322,14 @@ int InitPlatform(void)
CORE.Window.display.width = screenSize.w;
CORE.Window.display.height = screenSize.h;
#else
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.width = CORE.Window.screen.width;
CORE.Window.display.height = CORE.Window.screen.height;
#endif
// TODO: Is this needed by raylib now?
// TODO: Is this needed by raylib now?
// If so, rcore_desktop_sdl should be updated too
//SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1);
//SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1);
RGFW_window_makeCurrent(platform.window);
// Check surface and context activation
@ -1399,5 +1410,5 @@ static KeyboardKey ConvertScancodeToKey(u32 keycode)
{
if (keycode > sizeof(keyMappingRGFW)/sizeof(unsigned short)) return 0;
return keyMappingRGFW[keycode];
return keyMappingRGFW[keycode];
}

+ 11
- 2
src/platforms/rcore_desktop_sdl.c View File

@ -1451,8 +1451,17 @@ void PollInputEvents(void)
const int width = event.window.data1;
const int height = event.window.data2;
SetupViewport(width, height);
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
if (IsWindowState(FLAG_WINDOW_HIGHDPI))
{
CORE.Window.screen.width = (int)(width / GetWindowScaleDPI().x);
CORE.Window.screen.height = (int)(height / GetWindowScaleDPI().y);
}
else
{
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;

+ 1
- 1
src/platforms/rcore_drm.c View File

@ -910,7 +910,7 @@ int InitPlatform(void)
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_DEPTH_SIZE, 24, // 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)

+ 4
- 4
src/rlgl.h View File

@ -56,8 +56,8 @@
*
* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
* #define RL_CULL_DISTANCE_NEAR 0.001 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 10000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attributes and uniform
* location names are tried to be set automatically:
@ -234,10 +234,10 @@
// Projection matrix culling
#ifndef RL_CULL_DISTANCE_NEAR
#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
#define RL_CULL_DISTANCE_NEAR 0.001 // Default near cull distance
#endif
#ifndef RL_CULL_DISTANCE_FAR
#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
#define RL_CULL_DISTANCE_FAR 10000.0 // Default far cull distance
#endif
// Texture parameters (equivalent to OpenGL defines)

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