diff options
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 137 |
1 files changed, 73 insertions, 64 deletions
diff --git a/src/raylib.h b/src/raylib.h index dfec956d..706c4f4a 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -64,6 +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 // 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 //---------------------------------------------------------------------------------- @@ -261,8 +262,9 @@ //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type - #ifndef true + #if !defined(_STDBOOL_H) typedef enum { false, true } bool; + #define _STDBOOL_H #endif #endif @@ -349,7 +351,7 @@ typedef struct Camera { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Field-Of-View apperture in Y (degrees) + float fovy; // Camera field-of-view apperture in Y (degrees) } Camera; // Camera2D type, defines a 2d camera @@ -362,87 +364,84 @@ typedef struct 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; // 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) - - BoundingBox bounds; // mesh limits defined by min and max points - - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 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 + unsigned int id; // Shader program id // 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) + 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 mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) + int tintColorLoc; // Diffuse color 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) + 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 typedef struct Material { - Shader shader; // Standard shader (supports 3 map textures) + Shader shader; // Standard shader (supports 3 map textures) - Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) - Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) - Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) + 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 colTint; // Tint color - Color colDiffuse; // Diffuse color - Color colAmbient; // Ambient color - Color colSpecular; // Specular color + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color - float glossiness; // Glossiness level (Ranges from 0 to 1000) + float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; // Model type typedef struct Model { - Mesh mesh; // Vertex data buffers (RAM and VRAM) - Matrix transform; // Local transform matrix - Material material; // Shader and textures data + 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 { - int id; - int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - bool enabled; + unsigned int id; // Light unique id + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + bool enabled; // Light enabled - Vector3 position; - Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Lost of light intensity with distance (world distance) + 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 color - float intensity; // Light intensity level + Color diffuse; // Light diffuse color + float intensity; // Light intensity level - float coneAngle; // Spot light max angle + float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; // Light types @@ -450,14 +449,14 @@ 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 @@ -580,6 +579,12 @@ 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) @@ -817,6 +822,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Color color); 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... //------------------------------------------------------------------------------------ @@ -859,8 +865,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p //------------------------------------------------------------------------------------ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetDefaultShader(void); // Set default shader to be used in batch draw -void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw + Shader GetDefaultShader(void); // Get default shader Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture @@ -870,10 +875,15 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S 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 SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +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 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) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool -void DrawLights(void); // Draw all created lights in 3D world void DestroyLight(Light light); // Destroy a light and take it out of the list //---------------------------------------------------------------------------------- @@ -890,7 +900,6 @@ void ApplyForce(PhysicObject pObj, Vector2 force); void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale) -void DrawPhysicObjectInfo(PhysicObject pObj, Vector2 position, int fontSize); // Draw physic object information at screen position //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) @@ -910,7 +919,7 @@ bool IsSoundPlaying(Sound sound); // Check if a so 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) -int PlayMusicStream(int musicIndex, char *fileName); // Start music playing (open stream) +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 @@ -919,7 +928,7 @@ bool IsMusicPlaying(int index); // Check if musi void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max 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); +int GetMusicStreamCount(void); void SetMusicPitch(int index, float pitch); // used to output raw audio streams, returns negative numbers on error @@ -927,7 +936,7 @@ void SetMusicPitch(int index, float pitch); RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint); void CloseRawAudioContext(RawAudioContext ctx); -int BufferRawAudioContext(RawAudioContext ctx, void *data, int numberElements); // returns number of elements buffered +int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered #ifdef __cplusplus } |
