From 6ce34c8b4526e0d3df6f98b197eae4abbc054dad Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 6 Nov 2019 12:59:35 +0100 Subject: [PATCH] Updated raylib data structures (markdown) --- raylib-data-structures.md | 124 ++++++++++++++++++++++++++------------ 1 file changed, 84 insertions(+), 40 deletions(-) diff --git a/raylib-data-structures.md b/raylib-data-structures.md index 282295b..31e79d5 100644 --- a/raylib-data-structures.md +++ b/raylib-data-structures.md @@ -1,46 +1,90 @@ -raylib provides some basic data structures to organize game information. Those structures are quite common in most of the engines out there: +raylib provides some basic data structures to organize game data. +Those structures are quite common in most of the engines out there. + +### raylib data structures ```c // Basic data structures - struct Color; // Color type, RGBA (32bit) - struct Rectangle; // Rectangle type - struct Vector2; // Vector2 type - struct Vector3; // Vector3 type - struct Vector4; // Vector4 type - struct Matrix; // Matrix type (OpenGL style 4x4) - struct Quaternion; // Alias for Vector4 + struct Color; [ 4 bytes] // RGBA values, 4 char, 32bit color + struct Rectangle; [16 bytes] // 4 float values + struct Vector2; [ 8 bytes] // 2 float values + struct Vector3; [12 bytes] // 3 float values + struct Vector4; [16 bytes] // 4 float values + struct Matrix; [64 bytes] // 16 float values, right handed, column major + struct Quaternion; [16 bytes] // Vector4 alias + // 2D data structures (pixels, font...) + struct Image; [20 bytes] // Image data pointer (RAM) and 4 data parameters + struct Texture2D; [20 bytes] // OpenGL texture id (VRAM) and basic info + struct Texture; [20 bytes] // Texture2D alias + struct TextureCubemap; [20 bytes] // OpenGL cubemap texture id and basic info + struct RenderTexture2D; [28 bytes] // OpenGL framebuffer id and color+depth textures + struct RenderTexture [28 bytes] // RenderTexture2D alias + + struct NPatchInfo [36 bytes] // Source rectangle and border offsets + struct CharInfo; [32 bytes] // One character image and info properties + struct Font; [36 bytes] // Texture atlas and recs+chars data array pointers - // 2D data (pixels, font...) - struct Image; // Image type (data stored in CPU memory (RAM)) - struct Texture; // Alias for Texture2D - struct Texture2D; // Texture2D type (data stored in GPU memory (VRAM)) - struct RenderTexture // Alias for RenderTexture - struct RenderTexture2D; // RenderTexture2D type, for texture rendering - struct CharInfo; // Font Character Info - struct Font; // Font type, includes texture and charSet array data (SpriteFont fallback) - - struct Camera; // Alias for Camera3D - struct Camera2D; // Camera2D type, defines a 2d camera - struct Camera3D; // Camera type, defines a camera position/orientation in 3d space - - // 3D data (vertex, material properties...) - struct Mesh; // Vertex data defining a mesh, animation vertex data - struct Shader; // Shader type (generic shader) - struct Material; // Material type - struct MaterialMap // MaterialMap type - struct Model; // Basic 3d Model type - struct ModelAnimation; // Skeletal and frame information - struct BoneInfo; // Bone information - - struct Transform; // Transform properties, translation, rotation, scale.. - - struct Ray; // Ray type (useful for raycast) - struct RayHitInfo; // Information related to hit from Ray - struct BoundingBox; // Simple Bounding Box - + // Screen view structures + struct Camera2D; [24 bytes] // 2D camera offset, target, rotation and zoom + struct Camera3D; [44 bytes] // 3D camera position, target, up vectors and parameters + struct Camera; [44 bytes] // Camera3D alias + struct VrDeviceInfo; [64 bytes] // Head-Mounted-Display device configuration parameters + + // 3D data structures (vertex, material properties...) + // NOTE: Those structures are more complex so they use some internal pointers to data + struct Mesh; [60 bytes] // Vertex data, OpenGL buffers ids, animation data (skeleton bones and pose) + struct Shader; [ 8 bytes] // OpenGL program id, locations array pointer + struct Material; [16 bytes] // Shader and maps array pointer + struct MaterialMap [28 bytes] // Texture, color and value + struct Model; [96 bytes] // Meshes+materials array pointers, transform matrix (64 bytes) + struct ModelAnimation; [16 bytes] // Skeletal bones data and frames transformation + struct BoneInfo; [36 bytes] // Bone name (32 bytes) and parent id + struct Transform; [40 bytes] // Vertex transformation: translation, rotation, scale + + struct Ray; [24 bytes] // Ray-casting position+direction vectors + struct RayHitInfo; [32 bytes] // Ray collision information + struct BoundingBox; [12 bytes] // Defined by min and max vertex + // Audio related data - struct Wave; // Wave type, defines audio wave data - struct Sound; // Basic Sound source and buffer - struct Music; // Music type (file streaming from memory) - struct AudioStream; // Raw audio stream type + struct Wave; [20 bytes] // Wave data pointer (RAM) and data parameters + struct AudioStream; [16 bytes] // Audio buffer pointer (private) and parameters + struct Sound; [20 bytes] // Audio stream and samples count + struct Music; [32 bytes] // Audio stream and music data pointer for streaming +``` + +raylib abuses the data pass-by-value on most of its functions, actually, only around 10% of the functions require dealing with data pointers. For this reason, I tried to keep data structures as small as possible, usually under 64 bytes size, and use internal pointers when data requires modification by some function (usually Load/Update/Unload functions). + +### raylib functions that require passing data by reference to be modified inside the function +```c +// core.c +char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) +char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) + +// camera.h +void UpdateCamera(Camera *camera); // Update camera position for selected mode + +// textures.c +// NOTE: By design, MOST of the [Image*()] functions require passing an [Image *image] for modification +void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture + +// text.c +Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters +int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure +const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) + +// models.c +Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file +void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) +void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh +ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +void MeshTangents(Mesh *mesh); // Compute mesh tangents +void MeshBinormals(Mesh *mesh); // Compute mesh binormals +bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera + +// audio.c +void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range ``` \ No newline at end of file