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| author | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
| commit | 46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch) | |
| tree | da74ac29ab65c9c6fa82a36cadd796091a14d71f /src/core.c | |
| parent | cbbf800bb838431a626b232df8eb5db4e0a7e150 (diff) | |
| download | raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip | |
raylib basic folders structure and some files... ;)
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 582 |
1 files changed, 582 insertions, 0 deletions
diff --git a/src/core.c b/src/core.c new file mode 100644 index 00000000..c835cb5b --- /dev/null +++ b/src/core.c @@ -0,0 +1,582 @@ +/********************************************************************************************* +* +* raylib.core +* +* Basic functions to manage Windows, OpenGL context and Input +* +* Uses external lib: +* GLFW3 - Window, context and Input management (static lib version) +* +* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" + +#include <GLFW/glfw3.h> // GLFW3 lib: Windows, OpenGL context and Input management +//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h) +#include <stdio.h> // Standard input / output lib +#include <stdlib.h> // Declares malloc() and free() for memory management +#include <math.h> // Math related functions, tan() on SetPerspective +#include "vector3.h" // Basic Vector3 functions + +//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version! + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// Nop... + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef Color pixel; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static GLFWwindow* window; // Main window +static bool fullscreen; // Fullscreen mode track + +static double currentTime, previousTime; // Used to track timmings +static double updateTime, drawTime; // Time measures for update and draw +static double frameTime; // Time measure for one frame +static double targetTime = 0; // Desired time for one frame, if 0 not applied + +static int windowWidth, windowHeight; // Required to switch between windowed/fullscren mode (F11) +static char *windowTitle; // Required to switch between windowed/fullscren mode (F11) + +//---------------------------------------------------------------------------------- +// Other Modules Functions Declaration (required by core) +//---------------------------------------------------------------------------------- +extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow() +extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory +extern void WriteBitmap(const char *fileName, const pixel *imgDataPixel, int width, int height); // [Module: textures] Writes a bitmap (BMP) file + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static void InitGraphicsDevice(); // Initialize Graphics Device (OpenGL stuff) +static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error +static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up); // Setup camera view (updates MODELVIEW matrix) +static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar); // Setup view projection (updates PROJECTION matrix) +static void TakeScreenshot(); // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Window and OpenGL Context Functions +//---------------------------------------------------------------------------------- + +// Initialize Window and Graphics Context (OpenGL) +void InitWindow(int width, int height, char* title) +{ + glfwSetErrorCallback(ErrorCallback); + + if (!glfwInit()) exit(1); + + //glfwWindowHint(GLFW_SAMPLES, 4); // If called before windows creation, enables multisampling x4 (MSAA), default is 0 + + window = glfwCreateWindow(width, height, title, NULL, NULL); + + windowWidth = width; + windowHeight = height; + windowTitle = title; + + if (!window) + { + glfwTerminate(); + exit(1); + } + + glfwSetWindowSizeCallback(window, WindowSizeCallback); + + glfwMakeContextCurrent(window); + glfwSetKeyCallback(window, KeyCallback); + glfwSwapInterval(0); // Disables GPU v-sync (if set), so frames are not limited to screen refresh rate (60Hz -> 60 FPS) + // If not set, swap interval uses GPU v-sync configuration + // Framerate can be setup using SetTargetFPS() + InitGraphicsDevice(); + + previousTime = glfwGetTime(); + + LoadDefaultFont(); +} + +// Close Window and Terminate Context +void CloseWindow() +{ + UnloadDefaultFont(); + + glfwDestroyWindow(window); + glfwTerminate(); +} + +// Detect if KEY_ESCAPE pressed or Close icon pressed +bool WindowShouldClose() +{ + return (glfwWindowShouldClose(window)); +} + +// Fullscreen toggle (by default F11) +void ToggleFullscreen() +{ + if (glfwGetKey(window, GLFW_KEY_F11)) + { + fullscreen = !fullscreen; // Toggle fullscreen flag + + glfwDestroyWindow(window); // Destroy the current window (we will recreate it!) + + // NOTE: Window aspect ratio is always windowWidth / windowHeight + if (fullscreen) window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode + else window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, NULL, NULL); + + if (!window) + { + glfwTerminate(); + exit(1); + } + + glfwMakeContextCurrent(window); + glfwSetKeyCallback(window, KeyCallback); + + InitGraphicsDevice(); + } +} + +// Sets Background Color +void ClearBackground(Color color) +{ + // Color values clamp to 0.0f(0) and 1.0f(255) + float r = (float)color.r / 255; + float g = (float)color.g / 255; + float b = (float)color.b / 255; + float a = (float)color.a / 255; + + glClearColor(r, g, b, a); +} + +// Setup drawing canvas to start drawing +void BeginDrawing() +{ + currentTime = glfwGetTime(); // glfwGetTime() returns a 'double' containing the number of elapsed seconds since glfwInit() was called + updateTime = currentTime - previousTime; + previousTime = currentTime; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, Depth Buffer is used for 3D + + glLoadIdentity(); // Reset current matrix (MODELVIEW) + + glTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL +} + +// End canvas drawing and Swap Buffers (Double Buffering) +void EndDrawing() +{ + glfwSwapBuffers(window); // Swap back and front buffers + glfwPollEvents(); // Register keyboard/mouse events + + currentTime = glfwGetTime(); + drawTime = currentTime - previousTime; + previousTime = currentTime; + + frameTime = updateTime + drawTime; + + double extraTime = 0; + + while (frameTime < targetTime) + { + // Implement a delay + currentTime = glfwGetTime(); + extraTime = currentTime - previousTime; + previousTime = currentTime; + frameTime += extraTime; + } +} + +// Initializes 3D mode for drawing (Camera setup) +void Begin3dMode(Camera camera) +{ + //glEnable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x) + + glMatrixMode(GL_PROJECTION); // Switch to projection matrix + + glPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection + glLoadIdentity(); // Reset current matrix (PROJECTION) + + SetPerspective(45.0f, (GLfloat)windowWidth/(GLfloat)windowHeight, 0.1f, 100.0f); // Setup perspective projection + + glMatrixMode(GL_MODELVIEW); // Switch back to modelview matrix + glLoadIdentity(); // Reset current matrix (MODELVIEW) + + CameraLookAt(camera.position, camera.target, camera.up); // Setup Camera view +} + +// Ends 3D mode and returns to default 2D orthographic mode +void End3dMode() +{ + glMatrixMode(GL_PROJECTION); // Switch to projection matrix + glPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack + + glMatrixMode(GL_MODELVIEW); // Get back to modelview matrix + glLoadIdentity(); // Reset current matrix (MODELVIEW) + + glTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode) + + //glDisable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x) +} + +// Set target FPS for the game +void SetTargetFPS(int fps) +{ + targetTime = 1 / (float)fps; + + printf("TargetTime per Frame: %f seconds\n", (float)targetTime); +} + +// Returns current FPS +float GetFPS() +{ + return (1/(float)frameTime); +} + +// Returns time in seconds for one frame +float GetFrameTime() +{ + // As we are operating quite a lot with frameTime, it could be no stable + // so we round it before before passing around to be used + // NOTE: There are still problems with high framerates (>500fps) + double roundedFrameTime = round(frameTime*10000) / 10000; + + return (float)roundedFrameTime; // Time in seconds to run a frame +} + +// Returns a Color struct from hexadecimal value +Color GetColor(int hexValue) +{ + Color color; + + color.r = (unsigned char)(hexValue >> 24) & 0xFF; + color.g = (unsigned char)(hexValue >> 16) & 0xFF; + color.b = (unsigned char)(hexValue >> 8) & 0xFF; + color.a = (unsigned char)hexValue & 0xFF; + + return color; +} + +// Returns hexadecimal value for a Color +int GetHexValue(Color color) +{ + return ((color.a << 24) + (color.r << 16) + (color.g << 8) + color.b); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions +//---------------------------------------------------------------------------------- + +// Detect if a key is being pressed (key held down) +bool IsKeyPressed(int key) +{ + if (glfwGetKey(window, key) == GLFW_PRESS) return true; + else return false; +} + +// Detect if a key is NOT being pressed (key not held down) +bool IsKeyReleased(int key) +{ + if (glfwGetKey(window, key) == GLFW_RELEASE) return true; + else return false; +} + +// Detect if a mouse button is being pressed +bool IsMouseButtonPressed(int button) +{ + if (glfwGetMouseButton(window, button) == GLFW_PRESS) return true; + else return false; +} + +// Detect if a mouse button is NOT being pressed +bool IsMouseButtonReleased(int button) +{ + if (glfwGetMouseButton(window, button) == GLFW_RELEASE) return true; + else return false; +} + +// Returns mouse position X +int GetMouseX() +{ + double mouseX; + double mouseY; + + glfwGetCursorPos(window, &mouseX, &mouseY); + + return (int)mouseX; +} + +// Returns mouse position Y +int GetMouseY() +{ + double mouseX; + double mouseY; + + glfwGetCursorPos(window, &mouseX, &mouseY); + + return (int)mouseY; +} + +// Returns mouse position XY +Vector2 GetMousePosition() +{ + double mouseX; + double mouseY; + + glfwGetCursorPos(window, &mouseX, &mouseY); + + Vector2 position = { (float)mouseX, (float)mouseY }; + + return position; +} + +// Detect if a gamepad is available +bool IsGamepadAvailable(int gamepad) +{ + int result = glfwJoystickPresent(gamepad); + + if (result == 1) return true; + else return false; +} + +// Return axis movement vector for a gamepad +Vector2 GetGamepadMovement(int gamepad) +{ + Vector2 vec = { 0, 0 }; + + const float *axes; + int axisCount; + + axes = glfwGetJoystickAxes(gamepad, &axisCount); + + 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 + } + + return vec; +} + +// Detect if a gamepad button is being pressed +bool IsGamepadButtonPressed(int gamepad, int button) +{ + const unsigned char* buttons; + int buttonsCount; + + buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); + + if (buttons[button] == GLFW_PRESS) + { + return true; + } + else return false; +} + +// Detect if a gamepad button is NOT being pressed +bool IsGamepadButtonReleased(int gamepad, int button) +{ + const unsigned char* buttons; + int buttonsCount; + + buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); + + if (buttons[button] == GLFW_RELEASE) + { + return true; + } + else return false; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// GLFW3 Error Callback, runs on GLFW3 error +static void ErrorCallback(int error, const char *description) +{ + printf(description); + //fprintf(stderr, description); +} + +// GLFW3 Keyboard Callback, runs on key pressed +static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + { + glfwSetWindowShouldClose(window, GL_TRUE); + + // NOTE: Before closing window, while loop must be left! + } + else if (key == GLFW_KEY_F11 && action == GLFW_PRESS) + { + ToggleFullscreen(); + } + else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) + { + TakeScreenshot(); + } +} + +// GLFW3 WindowSize Callback, runs when window is resized +static void WindowSizeCallback(GLFWwindow* window, int width, int height) +{ + InitGraphicsDevice(); // If window is resized, graphics device is re-initialized + // NOTE: Aspect ratio does not change, so, image can be deformed +} + +// Initialize Graphics Device (OpenGL stuff) +static void InitGraphicsDevice() +{ + int fbWidth, fbHeight; + + glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window + + glViewport(0, 0, fbWidth, fbHeight); // Set viewport width and height + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set background color (black) + glClearDepth(1.0f); // Clear depth buffer + + glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D) + glDepthFunc(GL_LEQUAL); // Type of depth testing to apply + + glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) + + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0) + // Other options: GL_FASTEST, GL_DONT_CARE (default) + + glMatrixMode(GL_PROJECTION); // Switch to PROJECTION matrix + glLoadIdentity(); // Reset current matrix (PROJECTION) + glOrtho(0, fbWidth, fbHeight, 0, 0, 1); // Config orthographic mode: top-left corner --> (0,0) + glMatrixMode(GL_MODELVIEW); // Switch back to MODELVIEW matrix + glLoadIdentity(); // Reset current matrix (MODELVIEW) + + glDisable(GL_LIGHTING); // Lighting Disabled... + + // TODO: Create an efficient Lighting System with proper functions (raylib 1.x) +/* + glEnable(GL_COLOR_MATERIAL); // Enable materials, causes some glMaterial atributes to track the current color (glColor)... + glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // Material types and where to apply them + // NOTE: ONLY works with lighting; defines how light interacts with material + + glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); // Define ambient light color property + glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); // Define diffuse light color property + glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); // Define light position + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT1); // Enable light one (8 lights available at the same time) +*/ + // TODO: Review all shapes/models are drawn CCW and enable backface culling + + //glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default) + //glCullFace(GL_BACK); // Cull the Back face (default) + //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) + + glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) + // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation) +} + +// Setup camera view (updates MODELVIEW matrix) +static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up) +{ + float rotMatrix[16]; // Matrix to store camera rotation + + Vector3 rotX, rotY, rotZ; // Vectors to calculate camera rotations X, Y, Z (Euler) + + // Construct rotation matrix from vectors + rotZ = VectorSubtract(position, target); + VectorNormalize(&rotZ); + rotY = up; // Y rotation vector + rotX = VectorCrossProduct(rotY, rotZ); // X rotation vector = Y cross Z + rotY = VectorCrossProduct(rotZ, rotX); // Recompute Y rotation = Z cross X + VectorNormalize(&rotX); // X rotation vector normalization + VectorNormalize(&rotY); // Y rotation vector normalization + + rotMatrix[0] = rotX.x; + rotMatrix[1] = rotY.x; + rotMatrix[2] = rotZ.x; + rotMatrix[3] = 0.0f; + rotMatrix[4] = rotX.y; + rotMatrix[5] = rotY.y; + rotMatrix[6] = rotZ.y; + rotMatrix[7] = 0.0f; + rotMatrix[8] = rotX.z; + rotMatrix[9] = rotY.z; + rotMatrix[10] = rotZ.z; + rotMatrix[11] = 0.0f; + rotMatrix[12] = 0.0f; + rotMatrix[13] = 0.0f; + rotMatrix[14] = 0.0f; + rotMatrix[15] = 1.0f; + + glMultMatrixf(rotMatrix); // Multiply MODELVIEW matrix by rotation matrix + + glTranslatef(-position.x, -position.y, -position.z); // Translate eye to position +} + +// Setup view projection (updates PROJECTION matrix) +static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) +{ + double xmin, xmax, ymin, ymax; + + ymax = zNear * tan(fovy * PI / 360.0); + ymin = -ymax; + xmin = ymin * aspect; + xmax = ymax * aspect; + + glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); +} + +// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable +static void TakeScreenshot() +{ + static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution + + char buffer[20]; // Buffer to store file name + int fbWidth, fbHeight; + + Color *imgDataPixel; // Pixel image data array + + glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window + + imgDataPixel = (Color *)malloc(fbWidth * fbHeight * sizeof(Color)); + + // NOTE: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer + glReadPixels(0, 0, fbWidth, fbHeight, GL_RGBA, GL_UNSIGNED_BYTE, imgDataPixel); + + sprintf(buffer, "screenshot%03i.bmp", shotNum); + + // NOTE: BMP directly stores data flipped vertically + WriteBitmap(buffer, imgDataPixel, fbWidth, fbHeight); // Writes pixel data array into a bitmap (BMP) file + + free(imgDataPixel); + + shotNum++; +}
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