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authorraysan5 <raysan5@gmail.com>2014-04-19 16:53:52 +0200
committerraysan5 <raysan5@gmail.com>2014-04-19 16:53:52 +0200
commit1c8874e6d5cc6230e951397057cc5b7765647490 (patch)
tree90e13eb7369ccca378985235aa63a7e4adc45c3b
parentf06a15ac8b3fe92d101ae795225fbf56fa670dba (diff)
downloadraylib-1c8874e6d5cc6230e951397057cc5b7765647490.tar.gz
raylib-1c8874e6d5cc6230e951397057cc5b7765647490.zip
Added raylib 1.1 library binaries
OpenGL 3.3+ compiled binaries
-rw-r--r--release/win32-mingw/include/raylib.h108
-rw-r--r--release/win32-mingw/lib/libraylib.abin174142 -> 302680 bytes
2 files changed, 70 insertions, 38 deletions
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h
index fd66819c..21d22122 100644
--- a/release/win32-mingw/include/raylib.h
+++ b/release/win32-mingw/include/raylib.h
@@ -1,20 +1,26 @@
/*********************************************************************************************
*
-* raylib 1.0.6 (www.raylib.com)
+* raylib 1.1 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
-* Hardware accelerated with OpenGL 1.1
+* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
+* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support
-* Basic 3d support for Shapes and Models
-* Audio loading and playing
+* Multiple textures support, including DDS and mipmaps generation
+* Basic 3d support for Shapes, Models, Heightmaps and Billboards
+* Powerful math module for Vector and Matrix operations [raymath]
+* Audio loading and playing with streaming support
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
+* GLEW for OpenGL extensions loading (3.3+ and ES2)
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
+* stb_image_write (Sean Barret) for image writting (PNG)
+* stb_vorbis (Sean Barret) for ogg audio loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
@@ -23,8 +29,9 @@
* 32bit Textures - All loaded images are converted automatically to RGBA textures
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
* One custom default font is loaded automatically when InitWindow()
+* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
*
-* -- LICENSE (raylib v1.0, November 2013) --
+* -- LICENSE (raylib v1.1, April 2014) --
*
* 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:
@@ -49,7 +56,7 @@
**********************************************************************************************/
#ifndef RAYLIB_H
-#define RAYLIB_H
+#define RAYLIB_H
//----------------------------------------------------------------------------------
// Some basic Defines
@@ -150,6 +157,19 @@
// Boolean type
typedef enum { false, true } bool;
+// Vector2 type
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+// Vector3 type
+typedef struct Vector3 {
+ float x;
+ float y;
+ float z;
+} Vector3;
+
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
@@ -177,12 +197,13 @@ typedef struct Image {
// Texture2D type, bpp always RGBA (32bit)
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
- unsigned int glId;
+ unsigned int id; // OpenGL id
int width;
int height;
} Texture2D;
-// SpriteFont one Character (Glyph) data, defined in text module
+// Character type (one font glyph)
+// NOTE: Defined in module: text
typedef struct Character Character;
// SpriteFont type, includes texture and charSet array data
@@ -192,19 +213,6 @@ typedef struct SpriteFont {
Character *charSet;
} SpriteFont;
-// Vector2 type
-typedef struct Vector2 {
- float x;
- float y;
-} Vector2;
-
-// Vector3 type
-typedef struct Vector3 {
- float x;
- float y;
- float z;
-} Vector3;
-
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
@@ -212,15 +220,25 @@ typedef struct Camera {
Vector3 up;
} Camera;
-// Basic 3d Model type
+// Vertex data definning a mesh
+typedef struct {
+ int vertexCount;
+ float *vertices; // 3 components per vertex
+ float *texcoords; // 2 components per vertex
+ float *normals; // 3 components per vertex
+ float *colors; // 4 components per vertex
+} VertexData;
+
+// 3d Model type
+// NOTE: If using OpenGL 1.1 loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
typedef struct Model {
- int numVertices;
- Vector3 *vertices;
- Vector2 *texcoords;
- Vector3 *normals;
+ VertexData mesh;
+ unsigned int vaoId;
+ unsigned int textureId;
+ //Matrix transform;
} Model;
-// Basic Sound source and buffer
+// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
@@ -325,7 +343,7 @@ Image LoadImage(const char *fileName);
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
+Texture2D CreateTexture(Image image, bool genMipmaps); // Create a Texture2D from Image data (and generate mipmaps)
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
@@ -342,6 +360,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
SpriteFont GetDefaultFont(); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
+
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
@@ -357,15 +376,17 @@ const char *FormatText(const char *text, ...);
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
+void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
-void DrawSphereWires(Vector3 centerPos, float radius, Color color); // Draw sphere wires
+void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
-void DrawGizmo(Vector3 position, bool orbits); // Draw gizmo (with or without orbits)
+void DrawGizmo(Vector3 position); // Draw simple gizmo
+void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
@@ -375,9 +396,12 @@ Model LoadModel(const char *fileName);
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
void UnloadModel(Model model); // Unload 3d model from memory
-void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
-void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
-void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
+void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+
+void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
+void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
+
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
@@ -385,17 +409,25 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(); // Initialize audio device and context
-void CloseAudioDevice(); // Close the audio device and context
+void CloseAudioDevice(); // Close the audio device and context (and music stream)
+
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UnloadSound(Sound sound); // Unload sound
-
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void StopSound(Sound sound); // Stop playing a sound
-bool IsPlaying(Sound sound); // Check if a sound is currently playing
-void SetVolume(Sound sound, float volume); // Set volume for a sound (1.0 is base level)
-void SetPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
+void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+
+void PlayMusicStream(char *fileName); // Start music playing (open stream)
+void StopMusicStream(); // Stop music playing (close stream)
+void PauseMusicStream(); // Pause music playing
+bool MusicIsPlaying(); // Check if music is playing
+void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
+float GetMusicTimeLength(); // Get current music time length (in seconds)
+float GetMusicTimePlayed(); // Get current music time played (in seconds)
#ifdef __cplusplus
}
diff --git a/release/win32-mingw/lib/libraylib.a b/release/win32-mingw/lib/libraylib.a
index 9df0a332..9349785e 100644
--- a/release/win32-mingw/lib/libraylib.a
+++ b/release/win32-mingw/lib/libraylib.a
Binary files differ