aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--CHANGELOG18
-rw-r--r--release/win32-mingw/include/raylib.h17
-rw-r--r--release/win32-mingw/lib/libraylib.abin170068 -> 174142 bytes
-rw-r--r--src/core.c57
-rw-r--r--src/models.c189
-rw-r--r--src/raylib.h11
-rw-r--r--src/shapes.c16
-rw-r--r--src/text.c59
-rw-r--r--src/textures.c68
-rw-r--r--src/vector3.c2
-rw-r--r--tests/heightmap.pngbin0 -> 1362 bytes
-rw-r--r--tests/test_billboard.c77
-rw-r--r--tests/test_formattext.c62
-rw-r--r--tests/test_heightmap.c76
-rw-r--r--tests/test_image_loading.c60
-rw-r--r--tests/test_mouse_wheel.c57
-rw-r--r--tests/test_random.c62
17 files changed, 654 insertions, 177 deletions
diff --git a/CHANGELOG b/CHANGELOG
index d07c4433..cd4274d7 100644
--- a/CHANGELOG
+++ b/CHANGELOG
@@ -1,16 +1,32 @@
changelog
---------
-Current Release: raylib 1.0.4 (January 2014)
+Current Release: raylib 1.0.6 (March 2014)
NOTE: Only versions marked as 'Release' are available on release folder, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
+Release: raylib 1.0.6 (16 March 2014)
+-----------------------------------------------
+[core] Removed unused lighting-system code
+[core] Removed SetPerspective() function, calculated directly
+[core] Unload and reload default font on fullscreen toggle
+[core] Corrected bug gamepad buttons checking if no gamepad available
+[texture] DrawTextureV() - Added, to draw using Vector2 for position
+[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
+[text] FormatText() - Corrected memory leak bug
+[models] Added Matrix struct and related functions
+[models] DrawBillboard() - Reviewed, now it works!
+[models] DrawBillboardRec() - Reviewed, now it works!
+[tests] Added folder with multiple tests for new functions
+
+-----------------------------------------------
Update: raylib 1.0.5 (28 January 2014)
-----------------------------------------------
[audio] LoadSound() - Corrected a bug, WAV file was not closed!
[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
+[texture] CreateTexture2D() renamed to CreateTexture()
[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
[tool] rREM updated, now supports (partially) drag and drop of files
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h
index dff65ae6..fd66819c 100644
--- a/release/win32-mingw/include/raylib.h
+++ b/release/win32-mingw/include/raylib.h
@@ -1,6 +1,6 @@
/*********************************************************************************************
*
-* raylib 1.0.4 (www.raylib.com)
+* raylib 1.0.6 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@@ -65,6 +65,7 @@
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
+#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
@@ -278,6 +279,7 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
int GetMouseX(); // Returns mouse position X
int GetMouseY(); // Returns mouse position Y
Vector2 GetMousePosition(); // Returns mouse position XY
+int GetMouseWheelMove(); // Returns mouse wheel movement Y
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
@@ -323,11 +325,12 @@ Image LoadImage(const char *fileName);
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
+Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
@@ -370,17 +373,13 @@ void DrawGizmo(Vector3 position, bool orbits);
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
void UnloadModel(Model model); // Unload 3d model from memory
void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
-
-// NOTE: The following functions work but are incomplete or require some revision
-// DrawHeightmap is extremely inefficient and can impact performance up to 60%
-void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
-void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
-void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x)
-void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x)
+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
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
diff --git a/release/win32-mingw/lib/libraylib.a b/release/win32-mingw/lib/libraylib.a
index e0a1dd4d..9df0a332 100644
--- a/release/win32-mingw/lib/libraylib.a
+++ b/release/win32-mingw/lib/libraylib.a
Binary files differ
diff --git a/src/core.c b/src/core.c
index 77ba5d7b..bd373c7c 100644
--- a/src/core.c
+++ b/src/core.c
@@ -33,7 +33,7 @@
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <time.h> // Useful to initialize random seed
-#include <math.h> // Math related functions, tan() on SetPerspective
+#include <math.h> // Math related functions, tan() used to set perspective
#include "vector3.h" // Basic Vector3 functions
#include "utils.h" // WritePNG() function
@@ -96,7 +96,6 @@ static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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
//----------------------------------------------------------------------------------
@@ -147,14 +146,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
LoadDefaultFont();
- if (cursorImage != NULL)
- {
- // Load image as texture
- cursor = LoadTexture(cursorImage);
-
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- customCursor = true;
- }
+ if (cursorImage != NULL) SetCustomCursor(cursorImage);
srand(time(NULL)); // Initialize random seed
}
@@ -199,6 +191,8 @@ void ToggleFullscreen()
{
fullscreen = !fullscreen; // Toggle fullscreen flag
+ UnloadDefaultFont();
+
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
// TODO: WARNING! All loaded resources are lost, we loose Context!
@@ -217,6 +211,8 @@ void ToggleFullscreen()
glfwSetKeyCallback(window, KeyCallback);
InitGraphicsDevice();
+
+ LoadDefaultFont();
}
}
@@ -275,15 +271,18 @@ void EndDrawing()
// 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
+ // Setup perspective projection
+ float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
+ double top = 0.1f*tan(45.0f*PI / 360.0);
+ double right = top*aspect;
+ glFrustum(-right, right, -top, top, 0.1f, 100.0f);
+
glMatrixMode(GL_MODELVIEW); // Switch back to modelview matrix
glLoadIdentity(); // Reset current matrix (MODELVIEW)
@@ -300,8 +299,6 @@ void End3dMode()
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
@@ -570,7 +567,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
- if (buttons[button] == GLFW_PRESS)
+ if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
{
return true;
}
@@ -601,7 +598,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
- if (buttons[button] == GLFW_RELEASE)
+ if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
{
return true;
}
@@ -685,19 +682,6 @@ static void InitGraphicsDevice()
glMatrixMode(GL_MODELVIEW); // Switch back to MODELVIEW matrix
glLoadIdentity(); // Reset current matrix (MODELVIEW)
- // 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)
@@ -746,19 +730,6 @@ static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up)
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()
{
diff --git a/src/models.c b/src/models.c
index 9edfb142..e21ff894 100644
--- a/src/models.c
+++ b/src/models.c
@@ -39,7 +39,14 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-// ...
+
+// Matrix type (OpenGL style 4x4 - right handed)
+typedef struct Matrix {
+ float m0, m4, m8, m12;
+ float m1, m5, m9, m13;
+ float m2, m6, m10, m14;
+ float m3, m7, m11, m15;
+} Matrix;
//----------------------------------------------------------------------------------
// Global Variables Definition
@@ -50,13 +57,15 @@
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
+static void MatrixTranspose(Matrix *mat);
+static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw cube
-// NOTE: Cube position is de center position
+// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
glPushMatrix();
@@ -664,7 +673,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
Model model;
int mapX = heightmap.width;
- int mapZ = heightmap.height;
+ int mapZ = heightmap.height;
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
@@ -681,11 +690,11 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
- for(int z = 0; z < mapZ-1; z++)
- {
- for(int x = 0; x < mapX-1; x++)
- {
- // Fill vertices array with data
+ for(int z = 0; z < mapZ-1; z++)
+ {
+ for(int x = 0; x < mapX-1; x++)
+ {
+ // Fill vertices array with data
//----------------------------------------------------------
// one triangle - 3 vertex
@@ -738,8 +747,8 @@ Model LoadHeightmap(Image heightmap, float maxHeight)
vCounter += 6;
trisCounter += 2;
- }
- }
+ }
+ }
return model;
}
@@ -805,47 +814,165 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
}
// Draw a billboard
-void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
+void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
- // NOTE: Billboard size will represent the width, height maintains aspect ratio
- Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
+ // NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
- Vector3 rotation = { 90, 0, 0 };
- // TODO: Calculate Y rotation to face always camera (use matrix)
- // OPTION: Lock Y-axis
-
+ Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
+ MatrixTranspose(&viewMatrix);
+
+ Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
+ Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
+/*
+ d-------c
+ | |
+ | * |
+ | |
+ a-------b
+*/
+ VectorScale(&right, sizeRatio.x/2);
+ VectorScale(&up, sizeRatio.y/2);
+
+ Vector3 p1 = VectorAdd(right, up);
+ Vector3 p2 = VectorSubtract(right, up);
+
+ Vector3 a = VectorSubtract(center, p2);
+ Vector3 b = VectorAdd(center, p1);
+ Vector3 c = VectorAdd(center, p2);
+ Vector3 d = VectorSubtract(center, p1);
+
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture.glId);
-
- DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
+
+ glBegin(GL_QUADS);
+ glColor4ub(tint.r, tint.g, tint.b, tint.a);
+ glNormal3f(0.0f, 1.0f, 0.0f);
+ glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
+ glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
+ glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
+ glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
+ glEnd();
glDisable(GL_TEXTURE_2D);
}
// Draw a billboard (part of a texture defined by a rectangle)
-void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
+void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
- // NOTE: Billboard size will represent the width, height maintains aspect ratio
- //Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
- //Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
- //Vector3 rotation = { 90, 0, 0 };
-
- // TODO: Calculate Y rotation to face always camera (use matrix)
- // OPTION: Lock Y-axis
-
- glEnable(GL_TEXTURE_2D);
+ // NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
+ Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
+
+ Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
+ MatrixTranspose(&viewMatrix);
+
+ Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
+ Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
+/*
+ d-------c
+ | |
+ | * |
+ | |
+ a-------b
+*/
+ VectorScale(&right, sizeRatio.x/2);
+ VectorScale(&up, sizeRatio.y/2);
+
+ Vector3 p1 = VectorAdd(right, up);
+ Vector3 p2 = VectorSubtract(right, up);
+
+ Vector3 a = VectorSubtract(center, p2);
+ Vector3 b = VectorAdd(center, p1);
+ Vector3 c = VectorAdd(center, p2);
+ Vector3 d = VectorSubtract(center, p1);
+
+ glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
- // TODO: DrawPlane with correct textcoords for source rec.
+ glBegin(GL_QUADS);
+ glColor4ub(tint.r, tint.g, tint.b, tint.a);
+
+ // Bottom-left corner for texture and quad
+ glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
+ glVertex3f(a.x, a.y, a.z);
+
+ // Bottom-right corner for texture and quad
+ glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
+ glVertex3f(b.x, b.y, b.z);
+
+ // Top-right corner for texture and quad
+ glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
+ glVertex3f(c.x, c.y, c.z);
+
+ // Top-left corner for texture and quad
+ glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
+ glVertex3f(d.x, d.y, d.z);
+ glEnd();
- glDisable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue(Color pixel)
{
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
+}
+
+// Returns camera look-at matrix (view matrix)
+static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
+{
+ Matrix result;
+
+ Vector3 z = VectorSubtract(eye, target);
+ VectorNormalize(&z);
+ Vector3 x = VectorCrossProduct(up, z);
+ VectorNormalize(&x);
+ Vector3 y = VectorCrossProduct(z, x);
+ VectorNormalize(&y);
+
+ result.m0 = x.x;
+ result.m1 = x.y;
+ result.m2 = x.z;
+ result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
+ result.m4 = y.x;
+ result.m5 = y.y;
+ result.m6 = y.z;
+ result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
+ result.m8 = z.x;
+ result.m9 = z.y;
+ result.m10 = z.z;
+ result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
+ result.m12 = 0;
+ result.m13 = 0;
+ result.m14 = 0;
+ result.m15 = 1;
+
+ return result;
+}
+
+// Transposes provided matrix
+static void MatrixTranspose(Matrix *mat)
+{
+ Matrix temp;
+
+ temp.m0 = mat->m0;
+ temp.m1 = mat->m4;
+ temp.m2 = mat->m8;
+ temp.m3 = mat->m12;
+ temp.m4 = mat->m1;
+ temp.m5 = mat->m5;
+ temp.m6 = mat->m9;
+ temp.m7 = mat->m13;
+ temp.m8 = mat->m2;
+ temp.m9 = mat->m6;
+ temp.m10 = mat->m10;
+ temp.m11 = mat->m14;
+ temp.m12 = mat->m3;
+ temp.m13 = mat->m7;
+ temp.m14 = mat->m11;
+ temp.m15 = mat->m15;
+
+ *mat = temp;
} \ No newline at end of file
diff --git a/src/raylib.h b/src/raylib.h
index 867b7218..fd66819c 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1,6 +1,6 @@
/*********************************************************************************************
*
-* raylib 1.0.4 (www.raylib.com)
+* raylib 1.0.6 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@@ -325,11 +325,12 @@ Image LoadImage(const char *fileName);
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
-Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
+Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
+void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
@@ -377,10 +378,8 @@ void UnloadModel(Model model);
void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
-
-// NOTE: The following functions work but are incomplete or require some revision
-void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
-void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
+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
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
diff --git a/src/shapes.c b/src/shapes.c
index b033cde9..07a73cad 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -61,8 +61,16 @@ void DrawPixel(int posX, int posY, Color color)
glColor4ub(color.r, color.g, color.b, color.a);
glVertex2i(posX, posY);
glEnd();
-
- // NOTE: Alternative method to draw a pixel (point)
+
+ // NOTE1: Alternative method to draw a pixel (GL_LINES)
+/*
+ glBegin(GL_LINES);
+ glColor4ub(color.r, color.g, color.b, color.a);
+ glVertex2i(posX, posY);
+ glVertex2i(posX+1, posY+1);
+ glEnd();
+*/
+ // NOTE2: Alternative method to draw a pixel (glPoint())
/*
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
@@ -426,7 +434,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
if (rec1.x <= rec2.x)
{
if (rec1.y <= rec2.y)
- {
+ {
retRec.x = rec2.x;
retRec.y = rec2.y;
retRec.width = rec1.width - dxx;
@@ -443,7 +451,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
else
{
if (rec1.y <= rec2.y)
- {
+ {
retRec.x = rec1.x;
retRec.y = rec2.y;
retRec.width = rec2.width - dxx;
diff --git a/src/text.c b/src/text.c
index f1070a03..492329c5 100644
--- a/src/text.c
+++ b/src/text.c
@@ -8,7 +8,7 @@
* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
*
* 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.
*
@@ -37,8 +37,9 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#define FIRST_CHAR 32
-#define MAX_FONTCHARS 128
+#define FONT_FIRST_CHAR 32
+#define MAX_FONTCHARS 128
+#define MAX_FORMATTEXT_LENGTH 50
#define BIT_CHECK(a,b) ((a) & (1<<(b)))
@@ -125,7 +126,7 @@ extern void LoadDefaultFont()
for (int i = 0; i < defaultFont.numChars; i++)
{
- defaultFont.charSet[i].value = FIRST_CHAR + i;
+ defaultFont.charSet[i].value = FONT_FIRST_CHAR + i; // First char is 32
defaultFont.charSet[i].x = currentPosX;
defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
defaultFont.charSet[i].w = charsWidth[i];
@@ -329,31 +330,26 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
- glDisable(GL_LIGHTING); // When drawing text, disable LIGHTING
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, spriteFont.texture.glId);
- glPushMatrix();
-
- // Optimized to use one draw call per string
- glBegin(GL_QUADS);
- for(int i = 0; i < length; i++)
- {
- c = spriteFont.charSet[(int)text[i] - FIRST_CHAR];
-
- glColor4ub(tint.r, tint.g, tint.b, tint.a);
- glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
- glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
- glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
- glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
- glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
-
- positionX += ((spriteFont.charSet[(int)text[i] - FIRST_CHAR].w) * scaleFactor + spacing);
- }
- glEnd();
-
- glPopMatrix();
+ // Optimized to use one draw call per string
+ glBegin(GL_QUADS);
+ for(int i = 0; i < length; i++)
+ {
+ c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR];
+
+ glColor4ub(tint.r, tint.g, tint.b, tint.a);
+ glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
+ glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
+ glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
+ glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
+ glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
+
+ positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing);
+ }
+ glEnd();
glDisable(GL_TEXTURE_2D);
}
@@ -361,16 +357,13 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
// Formatting of text with variables to 'embed'
const char *FormatText(const char *text, ...)
{
- int length = strlen(text);
- char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
-
+ static char buffer[MAX_FORMATTEXT_LENGTH];
+
va_list args;
va_start(args, text);
vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
va_end(args);
-
- //strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
-
+
return buffer;
}
@@ -393,7 +386,7 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int
for (int i = 0; i < len; i++)
{
- textWidth += spriteFont.charSet[(int)text[i] - FIRST_CHAR].w;
+ textWidth += spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w;
}
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
@@ -491,7 +484,7 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
while((xPosToRead < imgWidth) &&
!PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead])))
{
- tempCharSet[index].value = FIRST_CHAR + index;
+ tempCharSet[index].value = FONT_FIRST_CHAR + index;
tempCharSet[index].x = xPosToRead;
tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing);
tempCharSet[index].h = charHeight;
diff --git a/src/textures.c b/src/textures.c
index c0832477..ca0492c4 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -218,37 +218,11 @@ Image LoadImageFromRES(const char *rresName, int resId)
Texture2D LoadTexture(const char *fileName)
{
Texture2D texture;
-
- int imgWidth;
- int imgHeight;
- int imgBpp;
-
- // NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...)
- // Force loading to 4 components (RGBA)
- byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);
-
- // Convert loaded data to OpenGL texture
- //----------------------------------------
- GLuint id;
- glGenTextures(1, &id); // Generate Pointer to the Texture
-
- glBindTexture(GL_TEXTURE_2D, id);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, imgWidth, imgHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
-
- // NOTE: Not using mipmappings (texture for 2D drawing)
- // At this point we have the image converted to texture and uploaded to GPU
-
- stbi_image_free(imgData); // Now we can free loaded data from RAM memory
+ Image image;
- texture.glId = id;
- texture.width = imgWidth;
- texture.height = imgHeight;
+ image = LoadImage(fileName);
+ texture = CreateTexture(image);
+ UnloadImage(image);
return texture;
}
@@ -264,23 +238,6 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId)
return texture;
}
-// Load an image as texture (and convert to POT with mipmaps)
-Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps)
-{
- Texture2D texture;
-
- // TODO: Load and image and convert to Power-Of-Two
- // NOTE: Conversion could be done just adding extra space to image or by scaling image
- // NOTE: If scaling image, be careful with scaling algorithm (aproximation, bilinear, bicubic...)
-
- // TODO: Generate all required mipmap levels from image and convert to testure (not that easy)
- // NOTE: If using OpenGL 1.1, the only option is doing mipmap generation on CPU side (i.e. gluBuild2DMipmaps)
- // NOTE: raylib tries to minimize external dependencies so, we are not using GLU
- // NOTE: Re-implement some function similar to gluBuild2DMipmaps (not that easy...)
-
- return texture;
-}
-
// Create a Texture2D from Image data
// NOTE: Image is not unloaded, it should be done manually...
Texture2D CreateTexture(Image image)
@@ -294,11 +251,18 @@ Texture2D CreateTexture(Image image)
glBindTexture(GL_TEXTURE_2D, id);
+ // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
+ // Trilinear filtering
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
+ //glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
+
+ // Upload texture to GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels);
// NOTE: Not using mipmappings (texture for 2D drawing)
@@ -329,6 +293,12 @@ void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY}, 0, 1.0f, tint);
}
+// Draw a Texture2D with position defined as Vector2
+void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
+{
+ DrawTextureEx(texture, position, 0, 1.0f, tint);
+}
+
// Draw a Texture2D with extended parameters
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
{
diff --git a/src/vector3.c b/src/vector3.c
index 378ab877..6b0e1573 100644
--- a/src/vector3.c
+++ b/src/vector3.c
@@ -25,7 +25,7 @@
#include "vector3.h"
-#include <math.h>
+#include <math.h> // Used for fabs(), sqrt()
// Add two vectors
Vector3 VectorAdd(Vector3 v1, Vector3 v2)
diff --git a/tests/heightmap.png b/tests/heightmap.png
new file mode 100644
index 00000000..c17050fc
--- /dev/null
+++ b/tests/heightmap.png
Binary files differ
diff --git a/tests/test_billboard.c b/tests/test_billboard.c
new file mode 100644
index 00000000..99cf0f33
--- /dev/null
+++ b/tests/test_billboard.c
@@ -0,0 +1,77 @@
+/*******************************************************************************************
+*
+* raylib test - Testing DrawBillboard() and DrawBillboardRec()
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ Vector3 position = { 0.0, 0.0, 0.0 };
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+
+ InitWindow(screenWidth, screenHeight, "raylib test - Billboards");
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+
+ Texture2D texture = LoadTexture("resources/raylib_logo.png");
+ Texture2D lena = LoadTexture("resources/lena.png");
+
+ Rectangle eyesRec = { 225, 240, 155, 50 };
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyDown(KEY_LEFT)) camera.position.x -= 0.2;
+ if (IsKeyDown(KEY_RIGHT)) camera.position.x += 0.2;
+ if (IsKeyDown(KEY_UP)) camera.position.y -= 0.2;
+ if (IsKeyDown(KEY_DOWN)) camera.position.y += 0.2;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ //DrawBillboard(camera, texture, position, 2.0, WHITE);
+ DrawBillboardRec(camera, lena, eyesRec, position, 4.0, WHITE);
+
+ DrawGrid(10.0, 1.0); // Draw a grid
+
+ End3dMode();
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(texture); // Unload texture
+ UnloadTexture(lena); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/tests/test_formattext.c b/tests/test_formattext.c
new file mode 100644
index 00000000..c74e76a7
--- /dev/null
+++ b/tests/test_formattext.c
@@ -0,0 +1,62 @@
+/*******************************************************************************************
+*
+* raylib test - Testing FormatText() function
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ int score = 100020;
+ int hiscore = 200450;
+ int lives = 5;
+
+ InitWindow(screenWidth, screenHeight, "raylib test - FormatText()");
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText(FormatText("Score: %08i", score), 80, 80, 20, RED);
+
+ DrawText(FormatText("HiScore: %08i", hiscore), 80, 120, 20, GREEN);
+
+ DrawText(FormatText("Lives: %02i", lives), 80, 160, 40, BLUE);
+
+ DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 80, 220, 20, BLACK);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/tests/test_heightmap.c b/tests/test_heightmap.c
new file mode 100644
index 00000000..890bc0a4
--- /dev/null
+++ b/tests/test_heightmap.c
@@ -0,0 +1,76 @@
+/*******************************************************************************************
+*
+* raylib test - Testing Heightmap Loading and Drawing
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ Vector3 position = { 0.0, 0.0, 0.0 };
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 12.0, 10.0, 12.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+
+ InitWindow(screenWidth, screenHeight, "raylib test - Heightmap loading and drawing");
+
+ Image img = LoadImage("heightmap.png");
+ Model map = LoadHeightmap(img, 4);
+ Texture2D tex = CreateTexture(img);
+ UnloadImage(img);
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // ...
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ //DrawModel(map, position, 0.5f, MAROON);
+ DrawModelEx(map, tex, position, 0.5f, WHITE); // Draw 3d model with texture
+
+ DrawGrid(10.0, 1.0); // Draw a grid
+
+ DrawGizmo(position, false);
+
+ End3dMode();
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(tex); // Unload texture
+ UnloadModel(map); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/tests/test_image_loading.c b/tests/test_image_loading.c
new file mode 100644
index 00000000..c554a394
--- /dev/null
+++ b/tests/test_image_loading.c
@@ -0,0 +1,60 @@
+/*******************************************************************************************
+*
+* raylib test - Testing LoadImage() and CreateTexture()
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib test - Image loading");
+
+ // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
+
+ Image img = LoadImage("resources/raylib_logo.png");
+ Texture2D texture = CreateTexture(img);
+ UnloadImage(img);
+ //---------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
+
+ DrawText("this IS a texture!", 360, 370, 10, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(texture); // Texture unloading
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/tests/test_mouse_wheel.c b/tests/test_mouse_wheel.c
new file mode 100644
index 00000000..0acbb0f8
--- /dev/null
+++ b/tests/test_mouse_wheel.c
@@ -0,0 +1,57 @@
+/*******************************************************************************************
+*
+* raylib test - Testing GetMouseWheelMove()
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib test - Mouse wheel");
+
+ int positionY = 0;
+ int scrollSpeed = 4; // Scrolling speed in pixels
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ positionY -= (GetMouseWheelMove()*scrollSpeed);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawRectangle(200, positionY, 80, 80, MAROON);
+
+ DrawText(FormatText("%i", positionY), 10, 10, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/tests/test_random.c b/tests/test_random.c
new file mode 100644
index 00000000..b44bf1db
--- /dev/null
+++ b/tests/test_random.c
@@ -0,0 +1,62 @@
+/*******************************************************************************************
+*
+* raylib test - Testing GetRandomValue()
+*
+* This example has been created using raylib 1.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ int framesCounter = 0;
+
+ InitWindow(screenWidth, screenHeight, "raylib test - Random numbers");
+
+ int randValue = GetRandomValue(-8,5);
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ framesCounter++;
+
+ if ((framesCounter/60)%2)
+ {
+ randValue = GetRandomValue(-8,5);
+ framesCounter = 0;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText(FormatText("%i", randValue), 120, 120, 60, LIGHTGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file