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authorvictorfisac <victorfisac@gmail.com>2016-03-23 15:38:04 +0100
committervictorfisac <victorfisac@gmail.com>2016-03-23 15:38:04 +0100
commitc453ac8265525fd7a88ed616c7e5bdf1e6d6b09f (patch)
tree923e2de3ad58953f1fcadb75009e7e49654b54cd
parent0caf925d5dc32e03852e3bf3d5fc5e31bc065f03 (diff)
parent269b120104f468df5f0f00ac3a173770aa5bf09f (diff)
downloadraylib-c453ac8265525fd7a88ed616c7e5bdf1e6d6b09f.tar.gz
raylib-c453ac8265525fd7a88ed616c7e5bdf1e6d6b09f.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
-rw-r--r--examples/core_3d_camera_first_person.c9
-rw-r--r--examples/core_3d_camera_first_person.pngbin18402 -> 18883 bytes
-rw-r--r--examples/core_3d_camera_free.c17
-rw-r--r--examples/core_3d_camera_free.pngbin25167 -> 25293 bytes
-rw-r--r--examples/core_3d_picking.c2
-rw-r--r--examples/shapes_basic_shapes.pngbin26439 -> 30382 bytes
-rw-r--r--examples/textures_srcrec_dstrec.pngbin48478 -> 47563 bytes
-rw-r--r--src/core.c175
-rw-r--r--src/gestures.c2
-rw-r--r--src/raylib.h36
-rw-r--r--src/rlgl.c80
-rw-r--r--src/rlgl.h8
-rw-r--r--src/shapes.c144
13 files changed, 328 insertions, 145 deletions
diff --git a/examples/core_3d_camera_first_person.c b/examples/core_3d_camera_first_person.c
index 16d388df..56e38a23 100644
--- a/examples/core_3d_camera_first_person.c
+++ b/examples/core_3d_camera_first_person.c
@@ -74,10 +74,13 @@ int main()
}
End3dMode();
+
+ DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
+ DrawRectangleLines( 10, 10, 220, 70, BLUE);
- DrawText("First person camera default controls:", 20, 20, 10, GRAY);
- DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
- DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
+ DrawText("First person camera default controls:", 20, 20, 10, BLACK);
+ DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
+ DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/core_3d_camera_first_person.png b/examples/core_3d_camera_first_person.png
index 9373da2d..7130b0a2 100644
--- a/examples/core_3d_camera_first_person.png
+++ b/examples/core_3d_camera_first_person.png
Binary files differ
diff --git a/examples/core_3d_camera_free.c b/examples/core_3d_camera_free.c
index 234c46b3..fa7ad85f 100644
--- a/examples/core_3d_camera_free.c
+++ b/examples/core_3d_camera_free.c
@@ -59,13 +59,16 @@ int main()
DrawGrid(10, 1.0f);
End3dMode();
-
- DrawText("Free camera default controls:", 20, 20, 10, GRAY);
- DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
- DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
- DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
- DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
- DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
+
+ DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
+ DrawRectangleLines( 10, 10, 320, 133, BLUE);
+
+ DrawText("Free camera default controls:", 20, 20, 10, BLACK);
+ DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
+ DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
+ DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
+ DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
+ DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/core_3d_camera_free.png b/examples/core_3d_camera_free.png
index 17920620..8857a478 100644
--- a/examples/core_3d_camera_free.png
+++ b/examples/core_3d_camera_free.png
Binary files differ
diff --git a/examples/core_3d_picking.c b/examples/core_3d_picking.c
index 33eaed8a..da303107 100644
--- a/examples/core_3d_picking.c
+++ b/examples/core_3d_picking.c
@@ -77,7 +77,7 @@ int main()
End3dMode();
- DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
+ DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
diff --git a/examples/shapes_basic_shapes.png b/examples/shapes_basic_shapes.png
index 03ecf2ec..a7d4a991 100644
--- a/examples/shapes_basic_shapes.png
+++ b/examples/shapes_basic_shapes.png
Binary files differ
diff --git a/examples/textures_srcrec_dstrec.png b/examples/textures_srcrec_dstrec.png
index 7459d6ec..9ea00fe4 100644
--- a/examples/textures_srcrec_dstrec.png
+++ b/examples/textures_srcrec_dstrec.png
Binary files differ
diff --git a/src/core.c b/src/core.c
index 6b2321c2..c05de93b 100644
--- a/src/core.c
+++ b/src/core.c
@@ -116,9 +116,9 @@
#if defined(PLATFORM_RPI)
// Old device inputs system
- #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
- #define DEFAULT_MOUSE_DEV "/dev/input/mouse0"
- #define DEFAULT_GAMEPAD_DEV "/dev/input/js0"
+ #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
+ #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
+ #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"
@@ -126,7 +126,10 @@
//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
#define MOUSE_SENSITIVITY 0.8f
- #define MAX_GAMEPAD_BUTTONS 11
+
+ #define MAX_GAMEPADS 2 // Max number of gamepads supported
+ #define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad)
+ #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#endif
//----------------------------------------------------------------------------------
@@ -143,10 +146,12 @@ static bool windowMinimized = false;
#elif defined(PLATFORM_ANDROID)
static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source
-static int ident, events;
+static int ident, events; // Android ALooper_pollAll() variables
+
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 int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
#elif defined(PLATFORM_RPI)
@@ -163,13 +168,12 @@ static bool mouseReady = false; // Flag to know if mouse is read
pthread_t mouseThreadId; // Mouse reading thread id
// Gamepad input variables
-static int gamepadStream = -1; // Gamepad device file descriptor
-static bool gamepadReady = false; // Flag to know if gamepad is ready
-pthread_t gamepadThreadId; // Gamepad reading thread id
+static int gamepadStream[MAX_GAMEPADS] = { -1 }; // Gamepad device file descriptor (two gamepads supported)
+static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready (two gamepads supported)
+pthread_t gamepadThreadId; // Gamepad reading thread id
-int gamepadButtons[MAX_GAMEPAD_BUTTONS];
-int gamepadAxisX = 0;
-int gamepadAxisY = 0;
+int gamepadButtons[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Gamepad buttons state
+float gamepadAxisValues[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@@ -191,9 +195,7 @@ static int renderOffsetY = 0; // Offset Y from render area (must b
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_ANDROID) || defined(PLATFORM_WEB)
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
-#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
static const char *windowTitle; // Window text title...
@@ -401,13 +403,6 @@ void InitWindow(int width, int height, struct android_app *state)
TraceLog(INFO, "Android app initialized successfully");
- // Init button states values (default up)
- for(int i = 0; i < 128; i++)
- {
- currentButtonState[i] = 1;
- previousButtonState[i] = 1;
- }
-
// Wait for window to be initialized (display and context)
while (!windowReady)
{
@@ -641,6 +636,8 @@ void Begin3dMode(Camera camera)
// 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
@@ -655,6 +652,8 @@ void End3dMode(void)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
+
+ rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Set target FPS for the game
@@ -1168,7 +1167,7 @@ bool IsGamepadAvailable(int gamepad)
bool result = false;
#if defined(PLATFORM_RPI)
- if (gamepadReady && (gamepad == 0)) result = true;
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
#else
if (glfwJoystickPresent(gamepad) == 1) result = true;
#endif
@@ -1177,30 +1176,25 @@ bool IsGamepadAvailable(int gamepad)
}
// Return axis movement vector for a gamepad
-Vector2 GetGamepadMovement(int gamepad)
+float GetGamepadAxisMovement(int gamepad, int axis)
{
- Vector2 vec = { 0, 0 };
-
- const float *axes;
- int axisCount = 0;
+ float value = 0;
#if defined(PLATFORM_RPI)
- // TODO: Get gamepad axis information
- // Use gamepadAxisX, gamepadAxisY
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad])
+ {
+ if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[gamepad][axis];
+ }
#else
+ const float *axes;
+ int axisCount = 0;
+
axes = glfwGetJoystickAxes(gamepad, &axisCount);
-#endif
- if (axisCount >= 2)
- {
- vec.x = axes[0]; // Left joystick X
- vec.y = axes[1]; // Left joystick Y
-
- //vec.x = axes[2]; // Right joystick X
- //vec.x = axes[3]; // Right joystick Y
- }
+ if (axis < axisCount) value = axes[axis];
+#endif
- return vec;
+ return value;
}
// Detect if a gamepad button has been pressed once
@@ -1227,7 +1221,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
- if ((gamepad == 0) && (gamepadButtons[button] == 1)) result = true;
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true;
else result = false;
#else
const unsigned char *buttons;
@@ -1266,7 +1260,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
#if defined(PLATFORM_RPI)
// Get gamepad buttons information
- if ((gamepad == 0) && (gamepadButtons[button] == 0)) result = true;
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 0)) result = true;
else result = false;
#else
const unsigned char *buttons;
@@ -1487,11 +1481,11 @@ static void InitDisplay(int width, int height)
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
- glfwSetWindowSizeCallback(window, WindowSizeCallback);
+ 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
+ glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
@@ -1785,6 +1779,9 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
GestureEvent gestureEvent;
gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Assign a pointer ID
+ gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
@@ -1792,6 +1789,8 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
// 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();
@@ -1817,16 +1816,19 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
}
// 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, graphics device is re-initialized (but only ortho mode)
- rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight);
+ rlglInitGraphics(0, 0, width, height);
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
- //screenWidth = width;
- //screenHeight = height;
-
- // TODO: Update render size?
+ screenWidth = width;
+ screenHeight = height;
+ renderWidth = width;
+ renderHeight = height;
+
+ // NOTE: Postprocessing texture is not scaled to new size
// Background must be also re-cleared
ClearBackground(RAYWHITE);
@@ -2455,19 +2457,31 @@ static void *MouseThread(void *arg)
// Init gamepad system
static void InitGamepad(void)
{
- if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0)
- {
- TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
- }
- else
+ char gamepadDev[128] = "";
+
+ for (int i = 0; i < MAX_GAMEPADS; i++)
{
- gamepadReady = true;
+ 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(WARNING, "Gamepad device could not be opened, no gamepad available");
+ }
+ else
+ {
+ gamepadReady[i] = true;
- int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
+ // NOTE: Only create one thread
+ if (i == 0)
+ {
+ int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
- if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
- else TraceLog(INFO, "Gamepad device initialized successfully");
- }
+ if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
+ else TraceLog(INFO, "Gamepad device initialized successfully");
+ }
+ }
+ }
}
// Process Gamepad (/dev/input/js0)
@@ -2484,45 +2498,38 @@ static void *GamepadThread(void *arg)
unsigned char number; // event axis/button number
};
- // These values are sensible on Logitech Dual Action Rumble and Xbox360 controller
- const int joystickAxisX = 0;
- const int joystickAxisY = 1;
-
// Read gamepad event
struct js_event gamepadEvent;
while (1)
{
- if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
+ for (int i = 0; i < MAX_GAMEPADS; i++)
{
- gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
-
- // Process gamepad events by type
- if (gamepadEvent.type == JS_EVENT_BUTTON)
+ if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
- TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+ gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
- if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+ // Process gamepad events by type
+ if (gamepadEvent.type == JS_EVENT_BUTTON)
{
- // 1 - button pressed, 0 - button released
- gamepadButtons[gamepadEvent.number] = (int)gamepadEvent.value;
+ TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+ {
+ // 1 - button pressed, 0 - button released
+ gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value;
+ }
}
- }
- else if (gamepadEvent.type == JS_EVENT_AXIS)
- {
- TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
- if (gamepadEvent.number == joystickAxisX) gamepadAxisX = (int)gamepadEvent.value;
- if (gamepadEvent.number == joystickAxisY) gamepadAxisY = (int)gamepadEvent.value;
- /*
- switch (gamepadEvent.number)
+ else if (gamepadEvent.type == JS_EVENT_AXIS)
{
- case 0: // 1st Axis X
- case 1: // 1st Axis Y
- case 2: // 2st Axis X
- case 3: // 2st Axis Y
+ TraceLog(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
+ gamepadAxisValues[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
+ }
}
- */
}
}
}
diff --git a/src/gestures.c b/src/gestures.c
index 583b77cd..b0a80084 100644
--- a/src/gestures.c
+++ b/src/gestures.c
@@ -179,6 +179,7 @@ void ProcessGestureEvent(GestureEvent event)
}
touchDownDragPosition = (Vector2){ 0.0f, 0.0f };
+ pointCount = 0;
}
else if (event.touchAction == TOUCH_MOVE)
{
@@ -257,6 +258,7 @@ void ProcessGestureEvent(GestureEvent event)
pinchDistance = 0.0f;
pinchAngle = 0.0f;
pinchVector = (Vector2){ 0.0f, 0.0f };
+ pointCount = 0;
currentGesture = GESTURE_NONE;
}
diff --git a/src/raylib.h b/src/raylib.h
index ddfccea7..a87b58da 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -174,8 +174,8 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
-#define GAMEPAD_PLAYER3 2
-#define GAMEPAD_PLAYER4 3
+#define GAMEPAD_PLAYER3 2 // Not supported
+#define GAMEPAD_PLAYER4 3 // Not supported
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
@@ -190,7 +190,35 @@
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
-// TODO: Review Xbox360 USB Controller Buttons
+// 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
+
+#if defined(PLATFORM_RPI)
+ #define GAMEPAD_XBOX_AXIS_DPAD_X 7
+ #define GAMEPAD_XBOX_AXIS_DPAD_Y 6
+ #define GAMEPAD_XBOX_AXIS_RIGHT_X 3
+ #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
+ #define GAMEPAD_XBOX_AXIS_LT 2
+ #define GAMEPAD_XBOX_AXIS_RT 5
+#else
+ #define GAMEPAD_XBOX_BUTTON_UP 10
+ #define GAMEPAD_XBOX_BUTTON_DOWN 12
+ #define GAMEPAD_XBOX_BUTTON_LEFT 13
+ #define GAMEPAD_XBOX_BUTTON_RIGHT 11
+ #define GAMEPAD_XBOX_AXIS_RIGHT_X 4
+ #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
+ #define GAMEPAD_XBOX_AXIS_LT_RT 2
+#endif
+
+#define GAMEPAD_XBOX_AXIS_LEFT_X 0
+#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
#define ANDROID_BACK 4
@@ -592,7 +620,7 @@ void DisableCursor(void); // Disables cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
-Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
+float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
diff --git a/src/rlgl.c b/src/rlgl.c
index d9761732..fc14a0af 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -32,7 +32,9 @@
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <string.h> // Declares strcmp(), strlen(), strtok()
-#include "raymath.h" // Required for Vector3 and Matrix functions
+#ifndef RLGL_STANDALONE
+ #include "raymath.h" // Required for Vector3 and Matrix functions
+#endif
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
@@ -186,6 +188,8 @@ typedef struct {
// Framebuffer Object type
typedef struct {
GLuint id;
+ int width;
+ int height;
GLuint colorTextureId;
GLuint depthTextureId;
} FBO;
@@ -298,6 +302,7 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight);
#if defined(RLGL_STANDALONE)
static void TraceLog(int msgType, const char *text, ...);
+float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@@ -780,6 +785,18 @@ void rlDisableTexture(void)
#endif
}
+// Enable depth test
+void rlEnableDepthTest(void)
+{
+ glEnable(GL_DEPTH_TEST);
+}
+
+// Disable depth test
+void rlDisableDepthTest(void)
+{
+ glDisable(GL_DEPTH_TEST);
+}
+
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
@@ -1056,8 +1073,8 @@ void rlglInitPostpro(void)
quad.vertexCount = 6;
- float w = (float)screenWidth;
- float h = (float)screenHeight;
+ float w = (float)postproFbo.width;
+ float h = (float)postproFbo.height;
float quadPositions[6*3] = { w, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, h, 0.0f, 0.0f, h, 0.0f, w, h, 0.0f, w, 0.0f, 0.0f };
float quadTexcoords[6*2] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
@@ -1081,6 +1098,8 @@ FBO rlglLoadFBO(int width, int height)
{
FBO fbo;
fbo.id = 0;
+ fbo.width = width;
+ fbo.height = height;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Create the texture that will serve as the color attachment for the framebuffer
@@ -1579,7 +1598,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
//glClearDepth(1.0f); // Clear depth buffer (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
- glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
@@ -2324,22 +2343,21 @@ void SetCustomShader(Shader shader)
}
// Set postprocessing shader
-// NOTE: Uses global variables screenWidth and screenHeight
void SetPostproShader(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (!enabledPostpro)
{
enabledPostpro = true;
- rlglInitPostpro();
+ rlglInitPostpro(); // Lazy initialization on postprocessing usage
}
SetModelShader(&postproQuad, shader);
Texture2D texture;
texture.id = postproFbo.colorTextureId;
- texture.width = screenWidth;
- texture.height = screenHeight;
+ texture.width = postproFbo.width;
+ texture.height = postproFbo.height;
postproQuad.material.texDiffuse = texture;
@@ -2569,6 +2587,7 @@ static Shader LoadDefaultShader(void)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragTintColor; \n"
+ "out vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@@ -2578,8 +2597,13 @@ static Shader LoadDefaultShader(void)
"uniform sampler2D texture0; \n"
"void main() \n"
"{ \n"
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
- " gl_FragColor = texelColor*fragTintColor; \n"
+#if defined(GRAPHICS_API_OPENGL_33)
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " fragColor = texelColor*fragTintColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
+ " gl_FragColor = texelColor*fragTintColor; \n"
+#endif
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@@ -2639,6 +2663,7 @@ static Shader LoadSimpleShader(void)
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
+ "out vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
@@ -2648,8 +2673,13 @@ static Shader LoadSimpleShader(void)
"uniform vec4 fragTintColor; \n"
"void main() \n"
"{ \n"
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
+#if defined(GRAPHICS_API_OPENGL_33)
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " fragColor = texelColor*fragTintColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
" gl_FragColor = texelColor*fragTintColor; \n"
+#endif
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@@ -3090,4 +3120,32 @@ static void TraceLog(int msgType, const char *text, ...)
if (msgType == ERROR) exit(1);
}
+
+// Converts Matrix to float array
+// NOTE: Returned vector is a transposed version of the Matrix struct,
+// it should be this way because, despite raymath use OpenGL column-major convention,
+// Matrix struct memory alignment and variables naming are not coherent
+float *MatrixToFloat(Matrix mat)
+{
+ static float buffer[16];
+
+ buffer[0] = mat.m0;
+ buffer[1] = mat.m4;
+ buffer[2] = mat.m8;
+ buffer[3] = mat.m12;
+ buffer[4] = mat.m1;
+ buffer[5] = mat.m5;
+ buffer[6] = mat.m9;
+ buffer[7] = mat.m13;
+ buffer[8] = mat.m2;
+ buffer[9] = mat.m6;
+ buffer[10] = mat.m10;
+ buffer[11] = mat.m14;
+ buffer[12] = mat.m3;
+ buffer[13] = mat.m7;
+ buffer[14] = mat.m11;
+ buffer[15] = mat.m15;
+
+ return buffer;
+}
#endif
diff --git a/src/rlgl.h b/src/rlgl.h
index 69640feb..1a5260eb 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -36,7 +36,11 @@
#include "utils.h" // Required for function TraceLog()
#endif
-#include "raymath.h"
+#ifdef RLGL_STANDALONE
+ #define RAYMATH_STANDALONE
+#endif
+
+#include "raymath.h" // Required for types: Vector3, Matrix
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
@@ -244,6 +248,8 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
+void rlEnableDepthTest(void); // Enable depth test
+void rlDisableDepthTest(void); // Disable depth test
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture 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
diff --git a/src/shapes.c b/src/shapes.c
index 51730a05..14d11315 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -98,7 +98,7 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
- DrawPoly((Vector2){ centerX, centerY }, 36, radius, 0, color);
+ DrawCircleV((Vector2){ centerX, centerY }, radius, color);
}
// Draw a gradient-filled circle
@@ -119,17 +119,40 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
}
// Draw a color-filled circle (Vector version)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawCircleV(Vector2 center, float radius, Color color)
{
- rlBegin(RL_TRIANGLES);
- for (int i = 0; i < 360; i += 10)
- {
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2i(center.x, center.y);
- rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
- rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
- }
- rlEnd();
+ if (rlGetVersion() == OPENGL_11)
+ {
+ rlBegin(RL_TRIANGLES);
+ for (int i = 0; i < 360; i += 10)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2i(center.x, center.y);
+ rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
+ rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
+ }
+ rlEnd();
+ }
+ else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ {
+ rlEnableTexture(whiteTexture); // Default white texture
+
+ rlBegin(RL_QUADS);
+ for (int i = 0; i < 360; i += 20)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2i(center.x, center.y);
+ rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
+ rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
+ rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(DEG2RAD*(i + 20)) * radius);
+ }
+ rlEnd();
+
+ rlDisableTexture();
+ }
}
// Draw circle outline
@@ -178,38 +201,76 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
}
// Draw a color-filled rectangle (Vector version)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
- rlBegin(RL_TRIANGLES);
- rlColor4ub(color.r, color.g, color.b, color.a);
+ if (rlGetVersion() == OPENGL_11)
+ {
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y);
- rlEnd();
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y);
+ rlEnd();
+ }
+ else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ {
+ rlEnableTexture(whiteTexture); // Default white texture
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ rlTexCoord2f(0.0f, 0.0f);
+ rlVertex2f(position.x, position.y);
+
+ rlTexCoord2f(0.0f, 1.0f);
+ rlVertex2f(position.x, position.y + size.y);
+
+ rlTexCoord2f(1.0f, 1.0f);
+ rlVertex2f(position.x + size.x, position.y + size.y);
+
+ rlTexCoord2f(1.0f, 0.0f);
+ rlVertex2f(position.x + size.x, position.y);
+ rlEnd();
+
+ rlDisableTexture();
+ }
}
// Draw rectangle outline
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
-{
- rlBegin(RL_LINES);
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2i(posX + 1, posY + 1);
- rlVertex2i(posX + width, posY + 1);
+{
+ if (rlGetVersion() == OPENGL_11)
+ {
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2i(posX + 1, posY + 1);
+ rlVertex2i(posX + width, posY + 1);
- rlVertex2i(posX + width, posY + 1);
- rlVertex2i(posX + width, posY + height);
+ rlVertex2i(posX + width, posY + 1);
+ rlVertex2i(posX + width, posY + height);
- rlVertex2i(posX + width, posY + height);
- rlVertex2i(posX + 1, posY + height);
+ rlVertex2i(posX + width, posY + height);
+ rlVertex2i(posX + 1, posY + height);
- rlVertex2i(posX + 1, posY + height);
- rlVertex2i(posX + 1, posY + 1);
- rlEnd();
+ rlVertex2i(posX + 1, posY + height);
+ rlVertex2i(posX + 1, posY + 1);
+ rlEnd();
+ }
+ else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ {
+ DrawRectangle(posX, posY, width, 1, color);
+ DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
+ DrawRectangle(posX, posY + height - 1, width, 1, color);
+ DrawRectangle(posX, posY + 1, 1, height - 2, color);
+ }
}
// Draw a triangle
@@ -429,9 +490,24 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
retRec.height = rec2.height - dyy;
}
}
-
- if (retRec.width >= rec2.width) retRec.width = rec2.width;
- if (retRec.height >= rec2.height) retRec.height = rec2.height;
+
+ if (rec1.width > rec2.width)
+ {
+ if (retRec.width >= rec2.width) retRec.width = rec2.width;
+ }
+ else
+ {
+ if (retRec.width >= rec1.width) retRec.width = rec1.width;
+ }
+
+ if (rec1.height > rec2.height)
+ {
+ if (retRec.height >= rec2.height) retRec.height = rec2.height;
+ }
+ else
+ {
+ if (retRec.height >= rec1.height) retRec.height = rec1.height;
+ }
}
return retRec;