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Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 1127 |
1 files changed, 640 insertions, 487 deletions
diff --git a/src/raylib.h b/src/raylib.h index c598ec30..beda833c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1,43 +1,51 @@ /********************************************************************************************** * -* raylib 1.4.0 (www.raylib.com) +* raylib v1.7.0 (www.raylib.com) * * A simple and easy-to-use library to learn videogames programming * -* Features: +* FEATURES: * Library written in plain C code (C99) -* Uses C# PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 3.3 or ES2) -* Unique OpenGL abstraction layer [rlgl] -* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF) +* Uses PascalCase/camelCase notation +* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Heightmaps and Billboards -* Powerful math module for Vector and Matrix operations [raymath] -* Audio loading and playing with streaming support (WAV and OGG) -* Multiplatform support, including Android devices, Raspberry Pi and HTML5 +* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* Audio loading and playing with streaming support and mixing channels [audio] +* VR stereo rendering support with configurable HMD device parameters +* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* Custom color palette for fancy visuals on raywhite background +* Minimal external dependencies (GLFW3, OpenGL, OpenAL) +* Complete binding for Lua [rlua] * -* Used external libs: -* GLFW3 (www.glfw.org) for window/context management and input -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC) -* stb_image_write (Sean Barret) for image writting (PNG) -* stb_vorbis (Sean Barret) for ogg audio loading -* stb_truetype (Sean Barret) for ttf fonts loading -* OpenAL Soft for audio device/context management -* tinfl for data decompression (DEFLATE algorithm) -* -* Some design decisions: +* NOTES: * 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font is loaded automatically when InitWindow() +* One custom default font could be loaded automatically when InitWindow() [core] * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined) +* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* +* DEPENDENCIES: +* GLFW3 (www.glfw.org) for window/context management and input [core] +* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] +* stb_image_write (Sean Barret) for image writting (PNG) [utils] +* stb_truetype (Sean Barret) for ttf fonts loading [text] +* stb_vorbis (Sean Barret) for ogg audio loading [audio] +* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] +* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] +* dr_flac (David Reid) for FLAC audio file loading [audio] +* OpenAL Soft for audio device/context management [audio] +* tinfl for data decompression (DEFLATE algorithm) [utils] * -* -- LICENSE -- +* +* LICENSE: zlib/libpng * * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) * * 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. @@ -64,33 +72,39 @@ //#define PLATFORM_ANDROID // Android device //#define PLATFORM_RPI // Raspberry Pi //#define PLATFORM_WEB // HTML5 (emscripten, asm.js) +//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP) // Security check in case no PLATFORM_* defined #if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB) #define PLATFORM_DESKTOP #endif -#if defined(PLATFORM_ANDROID) - typedef struct android_app; // Define android_app struct (android_native_app_glue.h) +#if defined(_WIN32) && defined(BUILDING_DLL) + #define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL +#elif defined(_WIN32) && defined(RAYLIB_DLL) + #define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL +#else + #define RLAPI // We are building or using raylib as a static library (or Linux shared library) #endif //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- #ifndef PI - #define PI 3.14159265358979323846 + #define PI 3.14159265358979323846f #endif #define DEG2RAD (PI/180.0f) #define RAD2DEG (180.0f/PI) // raylib Config Flags -#define FLAG_FULLSCREEN_MODE 1 -#define FLAG_SHOW_LOGO 2 -#define FLAG_SHOW_MOUSE_CURSOR 4 -#define FLAG_CENTERED_MODE 8 -#define FLAG_MSAA_4X_HINT 16 -#define FLAG_VSYNC_HINT 32 +#define FLAG_SHOW_LOGO 1 // Set this flag to show raylib logo at startup +#define FLAG_FULLSCREEN_MODE 2 // Set this flag to run program in fullscreen +#define FLAG_WINDOW_RESIZABLE 4 // Set this flag to allow resizable window +#define FLAG_WINDOW_DECORATED 8 // Set this flag to show window decoration (frame and buttons) +#define FLAG_WINDOW_TRANSPARENT 16 // Set this flag to allow transparent window +#define FLAG_MSAA_4X_HINT 32 // Set this flag to try enabling MSAA 4X +#define FLAG_VSYNC_HINT 64 // Set this flag to try enabling V-Sync on GPU // Keyboard Function Keys #define KEY_SPACE 32 @@ -158,15 +172,18 @@ #define KEY_Y 89 #define KEY_Z 90 +#if defined(PLATFORM_ANDROID) + // Android Physical Buttons + #define KEY_BACK 4 + #define KEY_MENU 82 + #define KEY_VOLUME_UP 24 + #define KEY_VOLUME_DOWN 25 +#endif + // Mouse Buttons #define MOUSE_LEFT_BUTTON 0 -#if defined(PLATFORM_WEB) - #define MOUSE_RIGHT_BUTTON 2 - #define MOUSE_MIDDLE_BUTTON 1 -#else - #define MOUSE_RIGHT_BUTTON 1 - #define MOUSE_MIDDLE_BUTTON 2 -#endif +#define MOUSE_RIGHT_BUTTON 1 +#define MOUSE_MIDDLE_BUTTON 2 // Touch points registered #define MAX_TOUCH_POINTS 2 @@ -177,68 +194,115 @@ #define GAMEPAD_PLAYER3 2 #define GAMEPAD_PLAYER4 3 -// Gamepad Buttons -// NOTE: Adjusted for a PS3 USB Controller -#define GAMEPAD_BUTTON_A 2 -#define GAMEPAD_BUTTON_B 1 -#define GAMEPAD_BUTTON_X 3 -#define GAMEPAD_BUTTON_Y 4 -#define GAMEPAD_BUTTON_R1 7 -#define GAMEPAD_BUTTON_R2 5 -#define GAMEPAD_BUTTON_L1 6 -#define GAMEPAD_BUTTON_L2 8 -#define GAMEPAD_BUTTON_SELECT 9 -#define GAMEPAD_BUTTON_START 10 - -// TODO: Review Xbox360 USB Controller Buttons - -// Android Physic Buttons -#define ANDROID_BACK 4 -#define ANDROID_MENU 82 -#define ANDROID_VOLUME_UP 24 -#define ANDROID_VOLUME_DOWN 25 +// Gamepad Buttons/Axis + +// PS3 USB Controller Buttons +#define GAMEPAD_PS3_BUTTON_TRIANGLE 0 +#define GAMEPAD_PS3_BUTTON_CIRCLE 1 +#define GAMEPAD_PS3_BUTTON_CROSS 2 +#define GAMEPAD_PS3_BUTTON_SQUARE 3 +#define GAMEPAD_PS3_BUTTON_L1 6 +#define GAMEPAD_PS3_BUTTON_R1 7 +#define GAMEPAD_PS3_BUTTON_L2 4 +#define GAMEPAD_PS3_BUTTON_R2 5 +#define GAMEPAD_PS3_BUTTON_START 8 +#define GAMEPAD_PS3_BUTTON_SELECT 9 +#define GAMEPAD_PS3_BUTTON_UP 24 +#define GAMEPAD_PS3_BUTTON_RIGHT 25 +#define GAMEPAD_PS3_BUTTON_DOWN 26 +#define GAMEPAD_PS3_BUTTON_LEFT 27 +#define GAMEPAD_PS3_BUTTON_PS 12 + +// PS3 USB Controller Axis +#define GAMEPAD_PS3_AXIS_LEFT_X 0 +#define GAMEPAD_PS3_AXIS_LEFT_Y 1 +#define GAMEPAD_PS3_AXIS_RIGHT_X 2 +#define GAMEPAD_PS3_AXIS_RIGHT_Y 5 +#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level) +#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level) + +// Xbox360 USB Controller Buttons +#define GAMEPAD_XBOX_BUTTON_A 0 +#define GAMEPAD_XBOX_BUTTON_B 1 +#define GAMEPAD_XBOX_BUTTON_X 2 +#define GAMEPAD_XBOX_BUTTON_Y 3 +#define GAMEPAD_XBOX_BUTTON_LB 4 +#define GAMEPAD_XBOX_BUTTON_RB 5 +#define GAMEPAD_XBOX_BUTTON_SELECT 6 +#define GAMEPAD_XBOX_BUTTON_START 7 +#define GAMEPAD_XBOX_BUTTON_UP 10 +#define GAMEPAD_XBOX_BUTTON_RIGHT 11 +#define GAMEPAD_XBOX_BUTTON_DOWN 12 +#define GAMEPAD_XBOX_BUTTON_LEFT 13 +#define GAMEPAD_XBOX_BUTTON_HOME 8 + +// Xbox360 USB Controller Axis +// NOTE: For Raspberry Pi, axis must be reconfigured +#if defined(PLATFORM_RPI) + #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down) + #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down) + #define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level) + #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) +#else + #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down) + #define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down) + #define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level) + #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) +#endif + +// NOTE: MSC C++ compiler does not support compound literals (C99 feature) +// Plain structures in C++ (without constructors) can be initialized from { } initializers. +#ifdef __cplusplus + #define CLITERAL +#else + #define CLITERAL (Color) +#endif // Some Basic Colors // NOTE: Custom raylib color palette for amazing visuals on WHITE background -#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray -#define GRAY (Color){ 130, 130, 130, 255 } // Gray -#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray -#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow -#define GOLD (Color){ 255, 203, 0, 255 } // Gold -#define ORANGE (Color){ 255, 161, 0, 255 } // Orange -#define PINK (Color){ 255, 109, 194, 255 } // Pink -#define RED (Color){ 230, 41, 55, 255 } // Red -#define MAROON (Color){ 190, 33, 55, 255 } // Maroon -#define GREEN (Color){ 0, 228, 48, 255 } // Green -#define LIME (Color){ 0, 158, 47, 255 } // Lime -#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green -#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue -#define BLUE (Color){ 0, 121, 241, 255 } // Blue -#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue -#define PURPLE (Color){ 200, 122, 255, 255 } // Purple -#define VIOLET (Color){ 135, 60, 190, 255 } // Violet -#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple -#define BEIGE (Color){ 211, 176, 131, 255 } // Beige -#define BROWN (Color){ 127, 106, 79, 255 } // Brown -#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown - -#define WHITE (Color){ 255, 255, 255, 255 } // White -#define BLACK (Color){ 0, 0, 0, 255 } // Black -#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) -#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta -#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) +#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray +#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray +#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray +#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow +#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold +#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange +#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink +#define RED CLITERAL{ 230, 41, 55, 255 } // Red +#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon +#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green +#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime +#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green +#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue +#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue +#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue +#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple +#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet +#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple +#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige +#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown +#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown + +#define WHITE CLITERAL{ 255, 255, 255, 255 } // White +#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black +#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent) +#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta +#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #ifndef __cplusplus // Boolean type -typedef enum { false, true } bool; + #if !defined(_STDBOOL_H) + typedef enum { false, true } bool; + #define _STDBOOL_H + #endif #endif -// byte type -typedef unsigned char byte; - // Vector2 type typedef struct Vector2 { float x; @@ -283,7 +347,7 @@ typedef struct Image { int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) + int format; // Data format (TextureFormat type) } Image; // Texture2D type, bpp always RGBA (32bit) @@ -293,121 +357,163 @@ typedef struct Texture2D { int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) + int format; // Data format (TextureFormat type) } Texture2D; +// RenderTexture2D type, for texture rendering +typedef struct RenderTexture2D { + unsigned int id; // OpenGL Framebuffer Object (FBO) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture +} RenderTexture2D; + +// SpriteFont character info +typedef struct CharInfo { + int value; // Character value (Unicode) + Rectangle rec; // Character rectangle in sprite font + int offsetX; // Character offset X when drawing + int offsetY; // Character offset Y when drawing + int advanceX; // Character advance position X +} CharInfo; + // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { Texture2D texture; // Font texture - int size; // Base size (default chars height) - int numChars; // Number of characters - int *charValues; // Characters values array - Rectangle *charRecs; // Characters rectangles within the texture - Vector2 *charOffsets; // Characters offsets (on drawing) - int *charAdvanceX; // Characters x advance (on drawing) + int baseSize; // Base size (default chars height) + int charsCount; // Number of characters + CharInfo *chars; // Characters info data } SpriteFont; // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { - Vector3 position; - Vector3 target; - Vector3 up; + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view apperture in Y (degrees) } Camera; +// Camera2D type, defines a 2d camera +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; + // Bounding box type typedef struct BoundingBox { - Vector3 min; - Vector3 max; + Vector3 min; // minimum vertex box-corner + Vector3 max; // maximum vertex box-corner } BoundingBox; // Vertex data definning a mesh typedef struct Mesh { - int vertexCount; // num vertices - float *vertices; // vertex position (XYZ - 3 components per vertex) - float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) - float *texcoords2; // vertex second texture coordinates (useful for lightmaps) - float *normals; // vertex normals (XYZ - 3 components per vertex) - float *tangents; // vertex tangents (XYZ - 3 components per vertex) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) - - BoundingBox bounds; // mesh limits defined by min and max points - - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data) + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic shader) typedef struct Shader { - unsigned int id; // Shader program id - - // TODO: This should be Texture2D objects - unsigned int texDiffuseId; // Diffuse texture id - unsigned int texNormalId; // Normal texture id - unsigned int texSpecularId; // Specular texture id - - // Variable attributes - int vertexLoc; // Vertex attribute location point (vertex shader) - int texcoordLoc; // Texcoord attribute location point (vertex shader) - int normalLoc; // Normal attribute location point (vertex shader) - int colorLoc; // Color attibute location point (vertex shader) - - // Uniforms - int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int tintColorLoc; // Color uniform location point (fragment shader) - - int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) - int mapNormalLoc; // Normal map texture uniform location point (fragment shader) - int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) + 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) + + // Uniform locations + int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) + int colDiffuseLoc; // Diffuse color uniform location point (fragment shader) + int colAmbientLoc; // Ambient color uniform location point (fragment shader) + int colSpecularLoc; // Specular 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) } Shader; // Material type -// TODO: Redesign material-shaders-textures system typedef struct Material { - //Shader shader; - - //Texture2D texDiffuse; // Diffuse texture - //Texture2D texNormal; // Normal texture - //Texture2D texSpecular; // Specular texture - - Color colDiffuse; - Color colAmbient; - Color colSpecular; - - float glossiness; - float normalDepth; + 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) + + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color + + float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; -// 3d Model type -// TODO: Replace shader/testure by material +// Model type typedef struct Model { - Mesh mesh; - Matrix transform; - Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader - Shader shader; - //Material material; + Mesh mesh; // Vertex data buffers (RAM and VRAM) + Matrix transform; // Local transform matrix + Material material; // Shader and textures data } Model; // 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; -} Sound; +// Information returned from a raycast +typedef struct RayHitInfo { + bool hit; // Did the ray hit something? + float distance; // Distance to nearest hit + Vector3 hitPosition; // Position of nearest hit + Vector3 hitNormal; // Surface normal of hit +} RayHitInfo; // Wave type, defines audio wave data typedef struct Wave { + unsigned int sampleCount; // Number of samples + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) void *data; // Buffer data pointer - unsigned int dataSize; // Data size in bytes - unsigned int sampleRate; - short bitsPerSample; - short channels; } Wave; +// Sound source type +typedef struct Sound { + unsigned int source; // OpenAL audio source id + unsigned int buffer; // OpenAL audio buffer id + int format; // OpenAL audio format specifier +} Sound; + +// Music type (file streaming from memory) +// NOTE: Anything longer than ~10 seconds should be streamed +typedef struct MusicData *Music; + +// Audio stream type +// NOTE: Useful to create custom audio streams not bound to a specific file +typedef struct AudioStream { + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo) + + int format; // OpenAL audio format specifier + unsigned int source; // OpenAL audio source id + unsigned int buffers[2]; // OpenAL audio buffers (double buffering) +} AudioStream; + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -431,6 +537,21 @@ typedef enum { COMPRESSED_ASTC_8x8_RGBA // 2 bpp } TextureFormat; +// Texture parameters: filter mode +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + FILTER_POINT = 0, // No filter, just pixel aproximation + FILTER_BILINEAR, // Linear filtering + FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} TextureFilterMode; + +// Texture parameters: wrap mode +typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode; + // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; @@ -450,51 +571,55 @@ typedef enum { GESTURE_PINCH_OUT = 512 } Gestures; -// Touch action (fingers or mouse) -typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; - -// Gesture events -// NOTE: MAX_TOUCH_POINTS fixed to 2 -typedef struct { - int touchAction; - int pointCount; - int pointerId[MAX_TOUCH_POINTS]; - Vector2 position[MAX_TOUCH_POINTS]; -} GestureEvent; - // Camera system modes -typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode; - -// Collider types -typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType; - -// Transform struct -typedef struct Transform { - Vector2 position; - float rotation; - Vector2 scale; -} Transform; - -// Rigidbody struct -typedef struct Rigidbody { - bool enabled; - float mass; - Vector2 acceleration; - Vector2 velocity; - bool isGrounded; - bool isContact; // Avoid freeze player when touching floor - bool applyGravity; - float friction; // 0.0f to 1.0f - float bounciness; // 0.0f to 1.0f -} Rigidbody; - -// Collider struct -typedef struct Collider { - bool enabled; - ColliderType type; - Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE - int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE -} Collider; +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON +} CameraMode; + +// Head Mounted Display devices +typedef enum { + HMD_DEFAULT_DEVICE = 0, + HMD_OCULUS_RIFT_DK2, + HMD_OCULUS_RIFT_CV1, + HMD_VALVE_HTC_VIVE, + HMD_SAMSUNG_GEAR_VR, + HMD_GOOGLE_CARDBOARD, + HMD_SONY_PLAYSTATION_VR, + HMD_RAZER_OSVR, + HMD_FOVE_VR, +} VrDevice; + +// rRES data returned when reading a resource, +// it contains all required data for user (24 byte) +typedef struct RRESData { + unsigned int type; // Resource type (4 byte) + + unsigned int param1; // Resouce parameter 1 (4 byte) + unsigned int param2; // Resouce parameter 2 (4 byte) + unsigned int param3; // Resouce parameter 3 (4 byte) + unsigned int param4; // Resouce parameter 4 (4 byte) + + void *data; // Resource data pointer (4 byte) +} RRESData; + +// RRESData type +typedef enum { + RRES_TYPE_RAW = 0, + RRES_TYPE_IMAGE, + RRES_TYPE_WAVE, + RRES_TYPE_VERTEX, + RRES_TYPE_TEXT, + RRES_TYPE_FONT_IMAGE, + RRES_TYPE_FONT_CHARDATA, // CharInfo data array + RRES_TYPE_DIRECTORY +} RRESDataType; + +// RRES type (pointer to RRESData array) +typedef struct RRESData *RRES; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -509,343 +634,371 @@ extern "C" { // Prevents name mangling of functions // Window and Graphics Device Functions (Module: core) //------------------------------------------------------------------------------------ #if defined(PLATFORM_ANDROID) -void InitWindow(int width, int height, struct android_app *state); // Init Android Activity and OpenGL Graphics +RLAPI void InitWindow(int width, int height, void *state); // Init Android Activity and OpenGL Graphics (struct android_app) #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics +RLAPI void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics #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) -void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +RLAPI void CloseWindow(void); // Close Window and Terminate Context +RLAPI bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed +RLAPI bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) +RLAPI void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) +RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height + +#if !defined(PLATFORM_ANDROID) +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Returns true if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor +RLAPI void DisableCursor(void); // Disables cursor #endif -int GetScreenWidth(void); // Get current screen width -int GetScreenHeight(void); // Get current screen height -void ClearBackground(Color color); // Sets Background Color -void BeginDrawing(void); // Setup drawing canvas to start drawing -void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters -void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) +RLAPI void ClearBackground(Color color); // Sets Background Color +RLAPI void BeginDrawing(void); // Setup drawing canvas to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) -void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) -void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +RLAPI void End2dMode(void); // Ends 2D mode custom camera usage +RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) +RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture -Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position -Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) -void SetTargetFPS(int fps); // Set target FPS (maximum) -float GetFPS(void); // Returns current FPS -float GetFrameTime(void); // Returns time in seconds for one frame +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for one frame -Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -int GetHexValue(Color color); // Returns hexadecimal value for a Color -float *ColorToFloat(Color color); // Converts Color to float array and normalizes -float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array -float *MatrixToFloat(Matrix mat); // Converts Matrix to float array +RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color +RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes +RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array +RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array -int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) -Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -void SetConfigFlags(char flags); // Setup some window configuration flags -void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) +RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags +RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) -bool IsFileDropped(void); // Check if a file have been dropped into window -char **GetDroppedFiles(int *count); // Retrieve dropped files into window -void ClearDroppedFiles(void); // Clear dropped files paths buffer +RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer -void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) -int StorageLoadValue(int position); // Storage load integer value (from defined position) +RLAPI void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) +RLAPI int StorageLoadValue(int position); // Storage load integer value (from defined position) //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -bool IsKeyPressed(int key); // Detect if a key has been pressed once -bool IsKeyDown(int key); // Detect if a key is being pressed -bool IsKeyReleased(int key); // Detect if a key has been released once -bool IsKeyUp(int key); // Detect if a key is NOT being pressed -int GetKeyPressed(void); // Get latest key pressed - -bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed -int GetMouseX(void); // Returns mouse position X -int GetMouseY(void); // Returns mouse position Y -Vector2 GetMousePosition(void); // Returns mouse position XY -void SetMousePosition(Vector2 position); // Set mouse position XY -int GetMouseWheelMove(void); // Returns mouse wheel movement Y - -void ShowCursor(void); // Shows cursor -void HideCursor(void); // Hides cursor -void EnableCursor(void); // Enables cursor -void DisableCursor(void); // Disables cursor -bool IsCursorHidden(void); // Returns true if cursor is not visible - -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad -bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed -#endif - -int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) -int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) -Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) - -#if defined(PLATFORM_ANDROID) -bool IsButtonPressed(int button); // Detect if an android physic button has been pressed -bool IsButtonDown(int button); // Detect if an android physic button is being pressed -bool IsButtonReleased(int button); // Detect if an android physic button has been released -#endif +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get latest key pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) +RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis + +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY +RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y + +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ -void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures -void UpdateGestures(void); // Update gestures detected (must be called every frame) -bool IsGestureDetected(void); // Check if a gesture have been detected -int GetGestureType(void); // Get latest detected gesture -void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -int GetTouchPointsCount(void); // Get touch points count - -float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -Vector2 GetGestureDragVector(void); // Get gesture drag vector -float GetGestureDragAngle(void); // Get gesture drag angle -Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) -void UpdateCamera(Camera *camera); // Update camera (player position is ignored) -void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) - -void SetCameraPosition(Vector3 position); // Set internal camera position -void SetCameraTarget(Vector3 target); // Set internal camera target - -void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) -void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode -void SetCameraMoveControls(int frontKey, int backKey, - int leftKey, int rightKey, - int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) -void SetCameraMouseSensitivity(float sensitivity); // Set camera mouse sensitivity (1st person and 3rd person cameras) +RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMoveControls(int frontKey, int backKey, + int rightKey, int leftKey, + int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ -void DrawPixel(int posX, int posY, Color color); // Draw a pixel -void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) -void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle -void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline -void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle -void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle -void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle -void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) -void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle -void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline -void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) -void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points -void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines - -bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles -bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles -bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision -bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle -bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle -bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines + +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -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 LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -void UnloadImage(Image image); // Unload image from CPU memory (RAM) -void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) -void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) -void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle -void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) -void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image -Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) -Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) -void ImageFlipVertical(Image *image); // Flip image vertically -void ImageFlipHorizontal(Image *image); // Flip image horizontally -void ImageColorTint(Image *image, Color color); // Modify image color: tint -void ImageColorInvert(Image *image); // Modify image color: invert -void ImageColorGrayscale(Image *image); // Modify image color: grayscale -void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) -void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) -void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture -void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data - -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 +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) +RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, + float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode + +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters float rotation, Color tint); //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ -SpriteFont GetDefaultFont(void); // Get the default SpriteFont -SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) +RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from TTF font file with generation parameters +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) -void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters - int fontSize, int spacing, Color tint); -int MeasureText(const char *text, int fontSize); // Measure string width for default font -Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters + float fontSize, int spacing, Color tint); +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont -void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner -const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' -const char *SubText(const char *text, int position, int length); // Get a piece of a text string +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner +RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube -void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) -void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured -void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere -void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters -void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires -void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone -void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires -void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ -void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad -void DrawRay(Ray ray, Color color); // Draw a ray line -void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -void DrawGizmo(Vector3 position); // Draw simple gizmo -//DrawTorus(), DrawTeapot() are useless... +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +//DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data) -//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource) -Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -void UnloadModel(Model model); // Unload 3d model from memory -void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model - -void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set) -void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires) - -void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec - -BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes -bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box -Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap - // NOTE: Return the normal vector of the impacted surface +RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file +RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data +RLAPI Model LoadModel(const char *fileName); // Load model from file +RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data +RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data +RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data +RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + +RLAPI Material LoadMaterial(const char *fileName); // Load material from file +RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) + +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, + float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, + float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, + Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, + Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh +RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) + //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id -void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetPostproShader(Shader shader); // Set fullscreen postproduction shader -void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw -void SetDefaultShader(void); // Set default shader to be used in batch draw -void SetModelShader(Model *model, Shader shader); // Link a shader to a model -bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled - -int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment -void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment -void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment -void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment - -void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) +RLAPI char *LoadText(const char *fileName); // Load chars array from text file +RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) -//---------------------------------------------------------------------------------- -// Physics System Functions (engine-module: physac) -//---------------------------------------------------------------------------------- -void InitPhysics(int maxPhysicElements); // Initialize all internal physics values -void UnloadPhysics(); // Unload physic elements arrays +RLAPI Shader GetDefaultShader(void); // Get default shader +RLAPI Texture2D GetDefaultTexture(void); // Get default texture -void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot -void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter -void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody -void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) -void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value) -void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) -void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter -Collider GetCollider(int index); // Returns the internal collider data defined by index parameter +//------------------------------------------------------------------------------------ +// VR experience Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ +RLAPI void InitVrDevice(int vdDevice); // Init VR device +RLAPI void CloseVrDevice(void); // Close VR device +RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready +RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ -void InitAudioDevice(void); // Initialize audio device and context -void CloseAudioDevice(void); // Close the audio device and context (and music stream) - -Sound LoadSound(char *fileName); // Load sound to memory -Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -void UnloadSound(Sound sound); // Unload sound -void PlaySound(Sound sound); // Play a sound -void PauseSound(Sound sound); // Pause a sound -void StopSound(Sound sound); // Stop playing a sound -bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing -void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) -void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) - -void PlayMusicStream(char *fileName); // Start music playing (open stream) -void UpdateMusicStream(void); // Updates buffers for music streaming -void StopMusicStream(void); // Stop music playing (close stream) -void PauseMusicStream(void); // Pause music playing -void ResumeMusicStream(void); // Resume playing paused music -bool MusicIsPlaying(void); // Check if music is playing -void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) -float GetMusicTimeLength(void); // Get current music time length (in seconds) -float GetMusicTimePlayed(void); // Get current music time played (in seconds) +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) + +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, + unsigned int sampleSize, + unsigned int channels); // Init audio stream (to stream raw audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream #ifdef __cplusplus } |
