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Автор SHA1 Повідомлення Дата
  Ray 602583bcdb Merge branch 'master' of https://github.com/raysan5/raylib 2 тижднів тому
  Ray 1f45e7af76 REVIEWED: Coding conventions 2 тижднів тому
  Caleb Heydon 5feccb1bab
[rmodels] Fixed null pointer dereference in LoadGLTF (#4564) 2 тижднів тому
  Legendary Redfox 1f0325b52c
[documentation] Removing 404 repos from bindings (#4572) 2 тижднів тому
8 змінених файлів з 62 додано та 53 видалено
  1. +0
    -2
      BINDINGS.md
  2. +2
    -2
      src/raudio.c
  3. +6
    -6
      src/raymath.h
  4. +1
    -1
      src/rcamera.h
  5. +20
    -13
      src/rcore.c
  6. +24
    -21
      src/rmodels.c
  7. +1
    -1
      src/rtext.c
  8. +8
    -7
      src/rtextures.c

+ 0
- 2
BINDINGS.md Переглянути файл

@ -8,7 +8,6 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
| [raylib](https://github.com/raysan5/raylib) | **5.5** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
| [raylib-boo](https://github.com/Rabios/raylib-boo) | 3.7 | [Boo](http://boo-language.github.io) | MIT |
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib55.c3l) | **5.5** | [C3](https://c3-lang.org) | MIT |
| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
@ -43,7 +42,6 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [kaylib](https://github.com/electronstudio/kaylib) | 3.7 | [Kotlin/native](https://kotlinlang.org) | **???** |
| [KaylibKit](https://codeberg.org/Kenta/KaylibKit) | 4.5 | [Kotlin/native](https://kotlinlang.org) | Zlib |
| [raylib-lua](https://github.com/TSnake41/raylib-lua) | 5.0 | [Lua](http://www.lua.org) | ISC |
| [raylua](https://github.com/Rabios/raylua) | 4.0 | [Lua](http://www.lua.org) | MIT |
| [raylib-matte](https://github.com/jcorks/raylib-matte) | 4.6-dev | [Matte](https://github.com/jcorks/matte) | MIT |
| [Raylib.nelua](https://github.com/AuzFox/Raylib.nelua) | **5.0** | [nelua](https://nelua.io) | Zlib |
| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib |

+ 2
- 2
src/raudio.c Переглянути файл

@ -1550,7 +1550,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
else if ((strcmp(fileType, ".ogg") == 0) || (strcmp(fileType, ".OGG") == 0))
{
// Open ogg audio stream
stb_vorbis* ctxOgg = stb_vorbis_open_memory((const unsigned char *)data, dataSize, NULL, NULL);
stb_vorbis *ctxOgg = stb_vorbis_open_memory((const unsigned char *)data, dataSize, NULL, NULL);
if (ctxOgg != NULL)
{
@ -2462,7 +2462,7 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
float *runningFramesOut = framesOut + (totalOutputFramesProcessed*audioBuffer->converter.channelsOut);
// At this point we can convert the data to our mixing format
ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); /* Safe cast. */
ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration);
ma_uint64 outputFramesProcessedThisIteration = outputFramesToProcessThisIteration;
ma_data_converter_process_pcm_frames(&audioBuffer->converter, inputBuffer, &inputFramesProcessedThisIteration, runningFramesOut, &outputFramesProcessedThisIteration);

+ 6
- 6
src/raymath.h Переглянути файл

@ -2665,12 +2665,12 @@ inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs)
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
{
return Vector2Scale(lhs, 1.0f / rhs);
return Vector2Scale(lhs, 1.0f/rhs);
}
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
{
lhs = Vector2Scale(lhs, 1.0f / rhs);
lhs = Vector2Scale(lhs, 1.0f/rhs);
return lhs;
}
@ -2759,12 +2759,12 @@ inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs)
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
{
return Vector3Scale(lhs, 1.0f / rhs);
return Vector3Scale(lhs, 1.0f/rhs);
}
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
{
lhs = Vector3Scale(lhs, 1.0f / rhs);
lhs = Vector3Scale(lhs, 1.0f/rhs);
return lhs;
}
@ -2843,12 +2843,12 @@ inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
{
return Vector4Scale(lhs, 1.0f / rhs);
return Vector4Scale(lhs, 1.0f/rhs);
}
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
{
lhs = Vector4Scale(lhs, 1.0f / rhs);
lhs = Vector4Scale(lhs, 1.0f/rhs);
return lhs;
}

+ 1
- 1
src/rcamera.h Переглянути файл

@ -154,7 +154,7 @@ RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAr
RLAPI void CameraRoll(Camera *camera, float angle);
RLAPI Matrix GetCameraViewMatrix(Camera *camera);
RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
RLAPI Matrix GetCameraProjectionMatrix(Camera *camera, float aspect);
#if defined(__cplusplus)
}

+ 20
- 13
src/rcore.c Переглянути файл

@ -2765,7 +2765,8 @@ unsigned int *ComputeMD5(unsigned char *data, int dataSize)
// Compute SHA-1 hash code
// NOTE: Returns a static int[5] array (20 bytes)
unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
unsigned int *ComputeSHA1(unsigned char *data, int dataSize)
{
#define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c))))
static unsigned int hash[5] = { 0 }; // Hash to be returned
@ -2800,17 +2801,16 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
{
// Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15
unsigned int w[80] = {0};
for (int i = 0; i < 16; i++) {
w[i] = (msg[offset + (i * 4) + 0] << 24) |
(msg[offset + (i * 4) + 1] << 16) |
(msg[offset + (i * 4) + 2] << 8) |
(msg[offset + (i * 4) + 3]);
for (int i = 0; i < 16; i++)
{
w[i] = (msg[offset + (i*4) + 0] << 24) |
(msg[offset + (i*4) + 1] << 16) |
(msg[offset + (i*4) + 2] << 8) |
(msg[offset + (i*4) + 3]);
}
// Message schedule: extend the sixteen 32-bit words into eighty 32-bit words:
for (int i = 16; i < 80; ++i) {
w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1);
}
for (int i = 16; i < 80; i++) w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1);
// Initialize hash value for this chunk
unsigned int a = hash[0];
@ -2824,16 +2824,23 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize) {
unsigned int f = 0;
unsigned int k = 0;
if (i < 20) {
if (i < 20)
{
f = (b & c) | ((~b) & d);
k = 0x5A827999;
} else if (i < 40) {
}
else if (i < 40)
{
f = b ^ c ^ d;
k = 0x6ED9EBA1;
} else if (i < 60) {
}
else if (i < 60)
{
f = (b & c) | (b & d) | (c & d);
k = 0x8F1BBCDC;
} else {
}
else
{
f = b ^ c ^ d;
k = 0xCA62C1D6;
}

+ 24
- 21
src/rmodels.c Переглянути файл

@ -96,9 +96,9 @@
#endif
#if defined(SUPPORT_MESH_GENERATION)
#define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T)))
#define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1))
#define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N)))
#define PAR_MALLOC(T, N) ((T *)RL_MALLOC(N*sizeof(T)))
#define PAR_CALLOC(T, N) ((T *)RL_CALLOC(N*sizeof(T), 1))
#define PAR_REALLOC(T, BUF, N) ((T *)RL_REALLOC(BUF, sizeof(T)*(N)))
#define PAR_FREE RL_FREE
#if defined(_MSC_VER) // Disable some MSVC warning
@ -2308,7 +2308,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
}
}
// at least 2x speed up vs the old method
// at least 2x speed up vs the old method
// Update model animated vertex data (positions and normals) for a given frame
// NOTE: Updated data is uploaded to GPU
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
@ -2340,14 +2340,16 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{
boneWeight = mesh.boneWeights[boneCounter];
boneId = mesh.boneIds[boneCounter];
// Early stop when no transformation will be applied
if (boneWeight == 0.0f) continue;
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]);
mesh.animVertices[vCounter] += animVertex.x * boneWeight;
mesh.animVertices[vCounter+1] += animVertex.y * boneWeight;
mesh.animVertices[vCounter+2] += animVertex.z * boneWeight;
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
updated = true;
// Normals processing
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
if (mesh.normals != NULL)
@ -2360,6 +2362,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
}
}
}
if (updated)
{
rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position
@ -2725,11 +2728,11 @@ Mesh GenMeshCube(float width, float height, float length)
#else // Use par_shapes library to generate cube mesh
/*
// Platonic solids:
par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube)
par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron
par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron
par_shapes_mesh *par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid)
par_shapes_mesh *par_shapes_create_cube(); // 6 sides polyhedron (cube)
par_shapes_mesh *par_shapes_create_octahedron(); // 8 sides polyhedron (diamond)
par_shapes_mesh *par_shapes_create_dodecahedron(); // 12 sides polyhedron
par_shapes_mesh *par_shapes_create_icosahedron(); // 20 sides polyhedron
*/
// Platonic solid generation: cube (6 sides)
// NOTE: No normals/texcoords generated by default
@ -3840,7 +3843,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
for (int i = 0; i < 4; i++)
{
points[i] = Vector3Subtract(points[i], origin3D);
if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation * DEG2RAD);
if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation*DEG2RAD);
points[i] = Vector3Add(points[i], position);
}
@ -4049,7 +4052,7 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
for (int i = 0; i < triangleCount; i++)
{
Vector3 a, b, c;
Vector3* vertdata = (Vector3*)mesh.vertices;
Vector3 *vertdata = (Vector3 *)mesh.vertices;
if (mesh.indices)
{
@ -4213,7 +4216,7 @@ static Model LoadOBJ(const char *fileName)
if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
unsigned int dataSize = (unsigned int)strlen(fileText);
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags);
@ -4316,7 +4319,7 @@ static Model LoadOBJ(const char *fileName)
faceVertIndex += objAttributes.face_num_verts[faceId];
localMeshVertexCount += objAttributes.face_num_verts[faceId];
}
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
for (int i = 0; i < model.meshCount; i++)
@ -4325,7 +4328,7 @@ static Model LoadOBJ(const char *fileName)
unsigned int vertexCount = localMeshVertexCounts[i];
model.meshes[i].vertexCount = vertexCount;
model.meshes[i].triangleCount = vertexCount / 3;
model.meshes[i].triangleCount = vertexCount/3;
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
@ -4360,7 +4363,7 @@ static Model LoadOBJ(const char *fileName)
else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
newMesh = true;
}
// If this is a new material, we need to allocate a new mesh
if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
lastMaterial = objAttributes.material_ids[faceId];
@ -5657,7 +5660,7 @@ static Model LoadGLTF(const char *fileName)
}
// Load primitive indices data (if provided)
if (mesh->primitives[p].indices != NULL)
if (p">(mesh->primitives[p].indices != NULL) && (mesh->primitives[p].indices->buffer_view != NULL))
{
cgltf_accessor *attribute = mesh->primitives[p].indices;
@ -5674,7 +5677,7 @@ static Model LoadGLTF(const char *fileName)
else if (attribute->component_type == cgltf_component_type_r_8u)
{
// Init raylib mesh indices to copy glTF attribute data
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count * sizeof(unsigned short));
model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short));
LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned char, model.meshes[meshIndex].indices, unsigned short)
}
@ -5729,7 +5732,7 @@ static Model LoadGLTF(const char *fileName)
for (int i = 0; i < model.boneCount; i++)
{
cgltf_node* node = skin.joints[i];
cgltf_node *node = skin.joints[i];
cgltf_float worldTransform[16];
cgltf_node_transform_world(node, worldTransform);
Matrix worldMatrix = {

+ 1
- 1
src/rtext.c Переглянути файл

@ -1282,7 +1282,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
{
Vector2 textSize = { 0 };
if ((isGpuReady && (font.texture.id == 0)) ||
if ((isGpuReady && (font.texture.id == 0)) ||
(text == NULL) || (text[0] == '\0')) return textSize; // Security check
int size = TextLength(text); // Get size in bytes of text

+ 8
- 7
src/rtextures.c Переглянути файл

@ -829,11 +829,11 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start,
// Calculate how far the top-left pixel is along the gradient direction from the center of said gradient
float startingPos = 0.5f - (cosDir*width/2) - (sinDir*height/2);
// With directions that lie in the first or third quadrant (i.e. from top-left to
// With directions that lie in the first or third quadrant (i.e. from top-left to
// bottom-right or vice-versa), pixel (0, 0) is the farthest point on the gradient
// (i.e. the pixel which should become one of the gradient's ends color); while for
// directions that lie in the second or fourth quadrant, that point is pixel (width, 0).
float maxPosValue =
float maxPosValue =
((signbit(sinDir) != 0) == (signbit(cosDir) != 0))
? fabsf(startingPos)
: fabsf(startingPos+width*cosDir);
@ -842,12 +842,12 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start,
for (int j = 0; j < height; j++)
{
// Calculate the relative position of the pixel along the gradient direction
float pos = (startingPos + (i*cosDir + j*sinDir)) / maxPosValue;
float pos = (startingPos + (i*cosDir + j*sinDir))/maxPosValue;
float factor = pos;
factor = (factor > 1.0f)? 1.0f : factor; // Clamp to [-1,1]
factor = (factor < -1.0f)? -1.0f : factor; // Clamp to [-1,1]
factor = factor / 2 + 0.5f;
factor = factor/2.0f + 0.5f;
// Generate the color for this pixel
pixels[j*width + i].r = (int)((float)end.r*factor + (float)start.r*(1.0f - factor));
@ -1007,7 +1007,8 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
{
Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color));
float aspectRatio = (float)width / (float)height;
float aspectRatio = (float)width/(float)height;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
@ -5387,7 +5388,7 @@ static float HalfToFloat(unsigned short x)
const unsigned int e = (x & 0x7C00) >> 10; // Exponent
const unsigned int m = (x & 0x03FF) << 13; // Mantissa
const float fm = (float)m;
const unsigned int v = (*(unsigned int*)&fm) >> 23; // Evil log2 bit hack to count leading zeros in denormalized format
const unsigned int v = (*(unsigned int *)&fm) >> 23; // Evil log2 bit hack to count leading zeros in denormalized format
const unsigned int r = (x & 0x8000) << 16 | (e != 0)*((e + 112) << 23 | m) | ((e == 0)&(m != 0))*((v - 37) << 23 | ((m << (150 - v)) & 0x007FE000)); // sign : normalized : denormalized
result = *(float *)&r;
@ -5400,7 +5401,7 @@ static unsigned short FloatToHalf(float x)
{
unsigned short result = 0;
const unsigned int b = (*(unsigned int*) & x) + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa
const unsigned int b = (*(unsigned int *) & x) + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa
const unsigned int e = (b & 0x7F800000) >> 23; // Exponent
const unsigned int m = b & 0x007FFFFF; // Mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding

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