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authorRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
committerRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
commit46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch)
treeda74ac29ab65c9c6fa82a36cadd796091a14d71f /src/core.c
parentcbbf800bb838431a626b232df8eb5db4e0a7e150 (diff)
downloadraylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz
raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip
raylib basic folders structure and some files... ;)
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+/*********************************************************************************************
+*
+* 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++;
+} \ No newline at end of file