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authorraysan5 <raysan5@gmail.com>2016-07-16 19:25:53 +0200
committerraysan5 <raysan5@gmail.com>2016-07-16 19:25:53 +0200
commitcac378bd95695b7994f87fae8d19e32a5b5183c5 (patch)
tree6da8407b56afb36f6b899284a2f3fd75417d7f78
parentbe551d770727edad19317e25d742e9d1e62ad547 (diff)
downloadraylib-cac378bd95695b7994f87fae8d19e32a5b5183c5.tar.gz
raylib-cac378bd95695b7994f87fae8d19e32a5b5183c5.zip
Added release versions of raylib 1.5
-rw-r--r--release/android/armeabi/libraylib.abin1846970 -> 1867434 bytes
-rw-r--r--release/android/raylib.h57
-rw-r--r--release/html5/libraylib.bcbin714452 -> 724092 bytes
-rw-r--r--release/html5/raylib.h57
-rw-r--r--release/win32/mingw32/libraylib.abin603220 -> 588770 bytes
-rw-r--r--templates/android_project/jni/include/raylib.h411
-rw-r--r--templates/android_project/jni/libs/libraylib.abin1646046 -> 1867434 bytes
7 files changed, 297 insertions, 228 deletions
diff --git a/release/android/armeabi/libraylib.a b/release/android/armeabi/libraylib.a
index 154fdd81..de3ccc32 100644
--- a/release/android/armeabi/libraylib.a
+++ b/release/android/armeabi/libraylib.a
Binary files differ
diff --git a/release/android/raylib.h b/release/android/raylib.h
index bfcb9bf5..e3a17ebb 100644
--- a/release/android/raylib.h
+++ b/release/android/raylib.h
@@ -64,7 +64,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
-//#define PLATFORM_OCULUS // Oculus Rift CV1
+//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@@ -431,8 +431,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@@ -468,8 +468,6 @@ typedef struct Wave {
short channels;
} Wave;
-typedef int RawAudioContext;
-
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -527,6 +525,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+// Head Mounted Display devices
+typedef enum {
+ HMD_DEFAULT_DEVICE = 0,
+ HMD_OCULUS_RIFT_DK2,
+ HMD_OCULUS_RIFT_CV1,
+ HMD_VALVE_HTC_VIVE,
+ HMD_SAMSUNG_GEAR_VR,
+ HMD_GOOGLE_CARDBOARD,
+ HMD_SONY_PLAYSTATION_VR,
+ HMD_RAZER_OSVR,
+ HMD_FOVE_VR,
+} HmdDevice;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -545,12 +556,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
-#if defined(PLATFORM_OCULUS)
-void InitOculusDevice(void); // Init Oculus Rift device
-void CloseOculusDevice(void); // Close Oculus Rift device
-void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
-#endif
-
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@@ -644,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
+void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
-bool IsGestureDetected(int gesture); // Check if a gesture have been detected
-int GetGestureDetected(void); // Get latest detected gesture
-void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
-int GetTouchPointsCount(void); // Get touch points count
+int GetTouchPointsCount(void); // Get touch points count
+int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@@ -800,7 +805,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@@ -853,6 +857,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse); // Create a
void DestroyLight(Light light); // Destroy a light and take it out of the list
//------------------------------------------------------------------------------------
+// VR experience Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+void InitVrDevice(int hmdDevice); // Init VR device
+void CloseVrDevice(void); // Close VR device
+void UpdateVrTracking(void); // Update VR tracking (position and orientation)
+void BeginVrDrawing(void); // Begin VR drawing configuration
+void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
+bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
+
+//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
@@ -877,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
+void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
-int GetMusicStreamCount(void);
-void SetMusicPitch(int index, float pitch);
-
-// used to output raw audio streams, returns negative numbers on error
-// if floating point is false the data size is 16bit short, otherwise it is float 32bit
-RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
-
-void CloseRawAudioContext(RawAudioContext ctx);
-int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
+int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}
diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc
index c6e1e80f..d10a8c72 100644
--- a/release/html5/libraylib.bc
+++ b/release/html5/libraylib.bc
Binary files differ
diff --git a/release/html5/raylib.h b/release/html5/raylib.h
index bfcb9bf5..e3a17ebb 100644
--- a/release/html5/raylib.h
+++ b/release/html5/raylib.h
@@ -64,7 +64,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
-//#define PLATFORM_OCULUS // Oculus Rift CV1
+//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@@ -431,8 +431,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@@ -468,8 +468,6 @@ typedef struct Wave {
short channels;
} Wave;
-typedef int RawAudioContext;
-
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -527,6 +525,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
+// Head Mounted Display devices
+typedef enum {
+ HMD_DEFAULT_DEVICE = 0,
+ HMD_OCULUS_RIFT_DK2,
+ HMD_OCULUS_RIFT_CV1,
+ HMD_VALVE_HTC_VIVE,
+ HMD_SAMSUNG_GEAR_VR,
+ HMD_GOOGLE_CARDBOARD,
+ HMD_SONY_PLAYSTATION_VR,
+ HMD_RAZER_OSVR,
+ HMD_FOVE_VR,
+} HmdDevice;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -545,12 +556,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
-#if defined(PLATFORM_OCULUS)
-void InitOculusDevice(void); // Init Oculus Rift device
-void CloseOculusDevice(void); // Close Oculus Rift device
-void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
-#endif
-
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@@ -644,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
+void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
+bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
-bool IsGestureDetected(int gesture); // Check if a gesture have been detected
-int GetGestureDetected(void); // Get latest detected gesture
-void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
-int GetTouchPointsCount(void); // Get touch points count
+int GetTouchPointsCount(void); // Get touch points count
+int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@@ -800,7 +805,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@@ -853,6 +857,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse); // Create a
void DestroyLight(Light light); // Destroy a light and take it out of the list
//------------------------------------------------------------------------------------
+// VR experience Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+void InitVrDevice(int hmdDevice); // Init VR device
+void CloseVrDevice(void); // Close VR device
+void UpdateVrTracking(void); // Update VR tracking (position and orientation)
+void BeginVrDrawing(void); // Begin VR drawing configuration
+void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
+bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
+
+//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
@@ -877,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
+void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
-int GetMusicStreamCount(void);
-void SetMusicPitch(int index, float pitch);
-
-// used to output raw audio streams, returns negative numbers on error
-// if floating point is false the data size is 16bit short, otherwise it is float 32bit
-RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
-
-void CloseRawAudioContext(RawAudioContext ctx);
-int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
+int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}
diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a
index 8a3705fc..8fe37605 100644
--- a/release/win32/mingw32/libraylib.a
+++ b/release/win32/mingw32/libraylib.a
Binary files differ
diff --git a/templates/android_project/jni/include/raylib.h b/templates/android_project/jni/include/raylib.h
index c4d4392d..e3a17ebb 100644
--- a/templates/android_project/jni/include/raylib.h
+++ b/templates/android_project/jni/include/raylib.h
@@ -1,6 +1,6 @@
/**********************************************************************************************
*
-* raylib 1.4.0 (www.raylib.com)
+* raylib 1.5.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@@ -64,6 +64,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
+//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@@ -71,7 +72,7 @@
#endif
#if defined(PLATFORM_ANDROID)
- typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
+ typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
#endif
//----------------------------------------------------------------------------------
@@ -174,8 +175,8 @@
// 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 +191,35 @@
#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
@@ -233,7 +262,10 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
-typedef enum { false, true } bool;
+ #if !defined(_STDBOOL_H)
+ typedef enum { false, true } bool;
+ #define _STDBOOL_H
+ #endif
#endif
// byte type
@@ -296,6 +328,13 @@ typedef struct Texture2D {
int format; // Data format (TextureFormat)
} Texture2D;
+// RenderTexture2D type, for texture rendering
+typedef struct RenderTexture2D {
+ unsigned int id; // Render texture (fbo) id
+ Texture2D texture; // Color buffer attachment texture
+ Texture2D depth; // Depth buffer attachment texture
+} RenderTexture2D;
+
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture; // Font texture
@@ -309,102 +348,123 @@ typedef struct SpriteFont {
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
- Vector3 position;
- Vector3 target;
- Vector3 up;
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
+// Camera2D type, defines a 2d camera
+typedef struct Camera2D {
+ Vector2 offset; // Camera offset (displacement from target)
+ Vector2 target; // Camera target (rotation and zoom origin)
+ float rotation; // Camera rotation in degrees
+ float zoom; // Camera zoom (scaling), should be 1.0f by default
+} Camera2D;
+
// Bounding box type
typedef struct BoundingBox {
- Vector3 min;
- Vector3 max;
+ Vector3 min; // minimum vertex box-corner
+ Vector3 max; // maximum vertex box-corner
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
- int vertexCount; // num vertices
- float *vertices; // vertex position (XYZ - 3 components per vertex)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
- float *normals; // vertex normals (XYZ - 3 components per vertex)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
-
- BoundingBox bounds; // mesh limits defined by min and max points
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
+ int vertexCount; // number of vertices stored in arrays
+ int triangleCount; // number of triangles stored (indexed or not)
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices;// vertex indices (in case vertex data comes indexed)
+
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
-
- // TODO: This should be Texture2D objects
- unsigned int texDiffuseId; // Diffuse texture id
- unsigned int texNormalId; // Normal texture id
- unsigned int texSpecularId; // Specular texture id
+ unsigned int id; // Shader program id
- // Variable attributes
- int vertexLoc; // Vertex attribute location point (vertex shader)
- int texcoordLoc; // Texcoord attribute location point (vertex shader)
- int normalLoc; // Normal attribute location point (vertex shader)
- int colorLoc; // Color attibute location point (vertex shader)
-
- // Uniforms
- int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Color uniform location point (fragment shader)
+ // Vertex attributes locations (default locations)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int colorLoc; // Color attibute location point (default-location = 3)
+
+ // Uniform locations
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+ int tintColorLoc; // Diffuse color uniform location point (fragment shader)
- int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
- int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
- int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
+ // Texture map locations (generic for any kind of map)
+ int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
+ int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
+ int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Material type
-// TODO: Redesign material-shaders-textures system
typedef struct Material {
- //Shader shader;
+ Shader shader; // Standard shader (supports 3 map textures)
- //Texture2D texDiffuse; // Diffuse texture
- //Texture2D texNormal; // Normal texture
- //Texture2D texSpecular; // Specular texture
+ Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
+ Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
+ Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
- Color colDiffuse;
- Color colAmbient;
- Color colSpecular;
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness;
- float normalDepth;
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
-// 3d Model type
-// TODO: Replace shader/testure by material
+// Model type
typedef struct Model {
- Mesh mesh;
- Matrix transform;
- Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
- Shader shader;
- //Material material;
+ Mesh mesh; // Vertex data buffers (RAM and VRAM)
+ Matrix transform; // Local transform matrix
+ Material material; // Shader and textures data
} Model;
+// Light type
+typedef struct LightData {
+ unsigned int id; // Light unique id
+ bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+
+ Vector3 position; // Light position
+ Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
+
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
+} LightData, *Light;
+
+// Light types
+typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
+
// Ray type (useful for raycast)
typedef struct Ray {
- Vector3 position;
- Vector3 direction;
+ Vector3 position; // Ray position (origin)
+ Vector3 direction; // Ray direction
} Ray;
// Sound source type
typedef struct Sound {
- unsigned int source;
- unsigned int buffer;
+ unsigned int source; // Sound audio source id
+ unsigned int buffer; // Sound audio buffer id
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
void *data; // Buffer data pointer
unsigned int dataSize; // Data size in bytes
- unsigned int sampleRate;
- short bitsPerSample;
+ unsigned int sampleRate; // Samples per second to be played
+ short bitsPerSample; // Sample size in bits
short channels;
} Wave;
@@ -455,7 +515,7 @@ typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
// Gesture events
// NOTE: MAX_TOUCH_POINTS fixed to 2
-typedef struct {
+typedef struct GestureEvent {
int touchAction;
int pointCount;
int pointerId[MAX_TOUCH_POINTS];
@@ -465,36 +525,18 @@ typedef struct {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
-// Collider types
-typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
-
-// Transform struct
-typedef struct Transform {
- Vector2 position;
- float rotation;
- Vector2 scale;
-} Transform;
-
-// Rigidbody struct
-typedef struct Rigidbody {
- bool enabled;
- float mass;
- Vector2 acceleration;
- Vector2 velocity;
- bool isGrounded;
- bool isContact; // Avoid freeze player when touching floor
- bool applyGravity;
- float friction; // 0.0f to 1.0f
- float bounciness; // 0.0f to 1.0f
-} Rigidbody;
-
-// Collider struct
-typedef struct Collider {
- bool enabled;
- ColliderType type;
- Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
- int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
-} Collider;
+// Head Mounted Display devices
+typedef enum {
+ HMD_DEFAULT_DEVICE = 0,
+ HMD_OCULUS_RIFT_DK2,
+ HMD_OCULUS_RIFT_CV1,
+ HMD_VALVE_HTC_VIVE,
+ HMD_SAMSUNG_GEAR_VR,
+ HMD_GOOGLE_CARDBOARD,
+ HMD_SONY_PLAYSTATION_VR,
+ HMD_RAZER_OSVR,
+ HMD_FOVE_VR,
+} HmdDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@@ -518,23 +560,28 @@ void CloseWindow(void); // Close Window and
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
-void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
-void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
-#endif
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
+void ShowCursor(void); // Shows cursor
+void HideCursor(void); // Hides cursor
+bool IsCursorHidden(void); // Returns true if cursor is not visible
+void EnableCursor(void); // Enables cursor
+void DisableCursor(void); // Disables cursor
+
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
-void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
+void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
+void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
+void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
-Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)
@@ -569,6 +616,15 @@ bool IsKeyDown(int key); // Detect if a key is be
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
int GetKeyPressed(void); // Get latest key pressed
+void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
+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
+bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+#endif
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
@@ -580,20 +636,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
-void ShowCursor(void); // Shows cursor
-void HideCursor(void); // Hides cursor
-void EnableCursor(void); // Enables cursor
-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
-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
-bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
-#endif
-
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
@@ -607,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
-void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
-void UpdateGestures(void); // Update gestures detected (must be called every frame)
-bool IsGestureDetected(void); // Check if a gesture have been detected
-int GetGestureType(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
-int GetTouchPointsCount(void); // Get touch points count
+bool IsGestureDetected(int gesture); // Check if a gesture have been detected
+void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
+void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
+int GetTouchPointsCount(void); // Get touch points count
+int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@@ -629,6 +671,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
+void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
@@ -680,8 +723,10 @@ Texture2D LoadTexture(const char *fileName);
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
+RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
+void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
@@ -690,14 +735,17 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
-void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
+void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
+void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
-void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
+void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
@@ -730,6 +778,8 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@@ -740,39 +790,43 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
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, Color color); // Draw a plane XZ
-void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
+void DrawLight(Light light); // Draw light in 3D world
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
-Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
-//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
-Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
-Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
-void UnloadModel(Model model); // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
+Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
+Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
+Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
+void UnloadModel(Model model); // Unload 3d model from memory
+
+Material LoadMaterial(const char *fileName); // Load material data (from file)
+Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
+Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
+void UnloadMaterial(Material material); // Unload material textures from VRAM
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, 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 DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
+void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
+void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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
-BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
+BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
-bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
-bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
+bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
+bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
-bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
+bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
@@ -780,51 +834,46 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
-void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
-void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
-void SetDefaultShader(void); // Set default shader to be used in batch draw
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
-
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
-
-void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
-//----------------------------------------------------------------------------------
-// Physics System Functions (engine-module: physac)
-//----------------------------------------------------------------------------------
-void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
-void UnloadPhysics(); // Unload physic elements arrays
+Shader GetDefaultShader(void); // Get default shader
+Shader GetStandardShader(void); // Get default shader
+Texture2D GetDefaultTexture(void); // Get default texture
+
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
-void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
+void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
-void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
-void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
-void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
-void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
-void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
-void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
+void BeginShaderMode(Shader shader); // Begin custom shader drawing
+void EndShaderMode(void); // End custom shader drawing (use default shader)
+void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
+void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
+Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+void DestroyLight(Light light); // Destroy a light and take it out of the list
-Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
-Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
+//------------------------------------------------------------------------------------
+// VR experience Functions (Module: rlgl)
+// NOTE: This functions are useless when using OpenGL 1.1
+//------------------------------------------------------------------------------------
+void InitVrDevice(int hmdDevice); // Init VR device
+void CloseVrDevice(void); // Close VR device
+void UpdateVrTracking(void); // Update VR tracking (position and orientation)
+void BeginVrDrawing(void); // Begin VR drawing configuration
+void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
+bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
+void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
+bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
@@ -833,19 +882,21 @@ 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 SoundIsPlaying(Sound sound); // Check if a sound is currently playing
+bool IsSoundPlaying(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 UpdateMusicStream(void); // Updates buffers for music streaming
-void StopMusicStream(void); // Stop music playing (close stream)
-void PauseMusicStream(void); // Pause music playing
-void ResumeMusicStream(void); // Resume playing paused music
-bool MusicIsPlaying(void); // Check if music is playing
-void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
-float GetMusicTimeLength(void); // Get current music time length (in seconds)
-float GetMusicTimePlayed(void); // Get current music time played (in seconds)
+int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
+void UpdateMusicStream(int index); // Updates buffers for music streaming
+void StopMusicStream(int index); // Stop music playing (close stream)
+void PauseMusicStream(int index); // Pause music playing
+void ResumeMusicStream(int index); // Resume playing paused music
+bool IsMusicPlaying(int index); // Check if music is playing
+void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
+void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
+float GetMusicTimeLength(int index); // Get current music time length (in seconds)
+float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
+int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}
diff --git a/templates/android_project/jni/libs/libraylib.a b/templates/android_project/jni/libs/libraylib.a
index 2cda5843..de3ccc32 100644
--- a/templates/android_project/jni/libs/libraylib.a
+++ b/templates/android_project/jni/libs/libraylib.a
Binary files differ