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Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

Aros/Developer/OpenGL

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Introduction #GLSL openGL Shader Language, #raylib #Modules #RLGL #Misc #Game design document GDD The Amiga's first introduction to hardware enhanced 3D was Warp3D in the 1990s. This was followed by an open source(software based) equivalent called Wazp3D A Wazp3D adaptation to AROS from Matthias Rustler appeared on December 2007. During 2009 Krzysztof "Deadwood" Smiechowicz ported version 7.5 of MESA 3D to AROS. MESA 3D provides a generic OpenGL implementation. Then he added hardware 3D acceleration capabilities to AROS with his port of Gallium3D for MESA 3D. Then on September 2011 Wazp3D was linked to Mesa 3D for hardware enhanced 3D. in -> vertex -> fragment -> out Framebuffer – alpha, stencil, depth Vertex – transform and lighting Fragment – texturing, fog, Geometry – primitives (dots, lines, polygons triangle/quad), clipping Compute - Tessellation - Far better using SDL's 1.2.x GL additions for up to and including OpenGL 2 or consider SDL 1.3 / 2.x for OpenGL 3 and above Web GL 1.0 – OpenGL ES 2.0 – OpenGL 2 but complete support in OpenGL 4.1 Web GL 2.0 – Open GL ES 3.0 – OpenGL 4.3 There is no backwards compatibility from OpenGL 2 to OpenGL 1 as well as OpenGL ES 2 to OpenGL ES 1. But all later OpenGL and ES versions are retrospectively support. Considered deprecated (ie not advised using or missing/removed) GL1.1 – OpenGL ES 1 with Fixed Functions – glNormalPointer, glColorPointer and glVertexPointer were introduced. Nearly all of the old ID software are OpenGL 1.1 + extensions GL1.3 - GL1.4 – fragment support added GL1.5 – VBOs added – OpenGL ES 1.1 – added features such as mandatory support for multitexture, better multitexture support (including combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering GL2.0 – OpenGL es 2 – Vertex / Fragment shaders introduced – WebGL minimum – GLSL shading language - deprecated = glMatrixMode glMult/LoadMatrix glRotate/Translate/Scale glPush/PopMatrix glBegin/End glVertex glTexCoords glLight glMaterial glPush/PopAttrib GL2.1 – 2006 – last appearance of some matrix functions/stacks – PBOs Pixel buffer objects - If you want to be able to run on hardware incapable of OpenGL 3.0, then suggest that you not write applications for OpenGL 3.0. Many of the features of 3.0 that can be used on older hardware are backported via extensions. So instead of writing a 3.x application, you could be writing a 2.1 application that is able to use certain extensions. So just code to the GL 2.1 spec instead. You can always research the calls and features that have been since deprecated and just avoid using them in a pure 2.1 program general method is to have different rendering paths for different features. You detect the version number. If it's one thing, you use one rendering path. If it's lower, you use another. Etc. You can do fine-grained checking by checking for the presence of certain extensions. Minimum advised starting point for new apps which arrived with Mesa 12 ported to AROS which opened access to the following (hardware support permitting) Gl3.0 – 2008 – Geometry shaders – Vertex Array Objects (VAOs) ie GL_ARB_vertex_array_object. Older versions need to do more vertex setup work when drawing an object, rather than setting them up once and just binding the VAO. Modern OpenGL enforces you to write your own matrices and pass those manually into shader programs. use programmable function pipelines GL3.1 – eliminates most of the fixed-function rendering pipeline in favor of a programmable one GL3.3 GL4.0 – 2010 – Tesselation shaders – Image load/store and atomic counters are probably the biggest ones (this includes shader storage buffers too), though simultaneously the least advertised. Shaders get to write/read from images and buffers directly, though there are a lot of caveats and synchronization issues to understand about doing this. introduces an additional pair of shader stages: one that decides how much to tessellate a primitive, and the other to decide how to generate the new values from the tessellated primitive. GL4.1 – 2010 – incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the GL_ARB_ES2_compatibility extension. Subroutines are an interesting but often overlooked feature. Basically, you can attach subroutines to shader programs like uniforms. So you could use the same basic program that will run a lighting function, but you can swap lighting functions without changing the program. The basic program would fetch textures, figure out what the diffuse/specular/etc material parameters are, determine the normal and lighting parameters, and pass that to the subroutine. allows you to dynamically piece together different fragments of shaders. You can more or less attach a function to a specific bind point in a program. GL4.2 – 2011 - GL4.3 – 2012 – Compute shaders – openGL ES 3 compatibility - GL4.4 GL4.5 Compiling ...to the top WARP3D Recompiling a program that use Warp3D.library is quite simple. You just need to link it to Warp3D So compiling cow3d for Aros x86 was as simple as gcc -c -O3 CoW3D-3.c -o Cow3D-Aros -lWarp3D Wazp3D-Prefs is a little tool for selecting how Wazp3D works (fast or nice). Aros version is included with Aminet/Cow3D (see Wazp3D homepage for documentation) Option "Renderer:Soft to Image" is safer if your Aros system dont support LockBitmapTags() else "Renderer:Soft to Bitmap" If your Aros support "Native Graphics Aros" then you can try "Renderer:hard overlay" or "Renderer:hard" but the display is not perfect as Mesa dont support rendering to bitmap as Warp3D You need to use W3D_DrawTriFan(), W3D_DrawTriSttrip() or better still, W3D_DrawArray() with their corresponding data structures. Suggest the latter since you have much more control over how the vertex data is organised. You create a triangle strip or a triangle fan. In a strip, alternate triangles share two points along an edge. In a fan, all triangles share one common vertex and adjacent triangles also share an edge. The simplest to illustrate is the strip. A rectangle is simply a 2 triangle strip, something like this: V[0]--V[1] | /| | / | | / | | / | | / | V[2]--V[3] Using one of the strip drawing methods, the same texture is applied to all polygons in the strip. If you use the old single triangle routines, you have to either enable global texture environment or specify the texture in each polygon separately. Warp3D is a rasterizer only. That means that it draws primitives in screen space. Strictly, the axes are defined as X=left to right in pixels, Y top to botton in pixels, Z is plane of the screen into the distance. The valid range for Z is 0.0 – 1.0. You need to calculate your vertices in screen space directly or write your own transformation pipeline. See Starship3D MESA 3D MESA 12 This is a work in progress Creating a window in SDL and binding an OpenGL 3.2 context to it uses these steps Initialize the SDL video subsystem using SDL_Init or SDL_VideoInit Set the parameters we require for opengl using SDL_GL_SetAttribute Create a window using SDL_CreateWindow Bind an OpenGL context to the window using SDL_GL_CreateContext MESA 7 From client perspective using mesa.library is quite simple: 1) For programs that simply use OpenGL and Glut (like Aminet/starship) then just compile them gcc starship.c -lglut -lgl – o starshiparos 2) For programs that use OpenGL and Amiga windowing system Create a window Call AROSMesaCreateContext passing it the window and some other stuff -> you get rendering context in return Call AROSMesaMakeCurrent passing it the context so that AROSMesa knows what to render on Render some stuff using glXXX functions Call AROSMesaSwapBuffers to have the content of render buffer painted onto your window Loop to glXXX functions [...] Call AROSMesaDestroyContext(context); Call CloseWindow(window); OpenGL API has been changed in ABI V1, just rename 'glA' to 'AROSMesa' The VBO functions are still there, but you need to access them via glaGetProcAddress. /* Copyright (C) 2006-2011 Mark Olsen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include <intuition/intuition.h> #include <intuition/intuitionbase.h> #include <intuition/extensions.h> #include <cybergraphx/cybergraphics.h> #include <proto/exec.h> #include <proto/intuition.h> #include <proto/cybergraphics.h> #include <GL/arosmesa.h> #include "quakedef.h" #include "input.h" #include "keys.h" #include "gl_local.h" #include "in_morphos.h" #include "vid_mode_morphos.h" struct Library *MesaBase = 0; struct display { void *inputdata; unsigned int width, height; int fullscreen; char used_mode[256]; struct Screen *screen; struct Window *window; void *pointermem; char pal[256*4]; AROSMesaContext mesacontext; }; void Sys_Video_CvarInit(void) { } void *Sys_Video_Open(const char *mode, unsigned int width, unsigned int height, int fullscreen, unsigned char *palette) { struct display *d; struct modeinfo modeinfo; char monitorname[128]; int r; int i; d = AllocVec(sizeof(*d), MEMF_CLEAR); if (d) { MesaBase = OpenLibrary("mesa.library", 0); if (MesaBase) { if (fullscreen) { if (*mode && modeline_to_modeinfo(mode, &modeinfo)) { snprintf(monitorname, sizeof(monitorname), "%s.monitor", modeinfo.monitorname); d->screen = OpenScreenTags(0, SA_Width, modeinfo.width, SA_Height, modeinfo.height, SA_Depth, modeinfo.depth, #if 0 SA_MonitorName, monitorname, #endif SA_Quiet, TRUE, TAG_DONE); } else { d->screen = OpenScreenTags(0, SA_Quiet, TRUE, TAG_DONE); } if (d->screen) { width = d->screen->Width; height = d->screen->Height; snprintf(d->used_mode, sizeof(d->used_mode), "Dunno,%d,%d,42", width, height); } else fullscreen = 0; } if (d->screen || !fullscreen) { d->window = OpenWindowTags(0, d->screen?WA_Width:WA_InnerWidth, width, d->screen?WA_Height:WA_InnerHeight, height, WA_Title, "FodQuake", WA_DragBar, d->screen?FALSE:TRUE, WA_DepthGadget, d->screen?FALSE:TRUE, WA_Borderless, d->screen?TRUE:FALSE, WA_RMBTrap, TRUE, d->screen?WA_CustomScreen:TAG_IGNORE, (IPTR)d->screen, WA_Activate, TRUE, TAG_DONE); if (d->window) { d->mesacontext = AROSMesaCreateContextTags( AMA_Window, d->window, AMA_Left, d->screen?0:d->window->BorderLeft, AMA_Top, d->screen?0:d->window->BorderTop, AMA_Width, width, AMA_Height, height, AMA_NoStencil, TRUE, AMA_NoAccum, TRUE, TAG_DONE); if (d->mesacontext) { AROSMesaMakeCurrent(d->mesacontext); d->pointermem = AllocVec(256, MEMF_ANY|MEMF_CLEAR); if (d->pointermem) { SetPointer(d->window, d->pointermem, 16, 16, 0, 0); d->width = width; d->height = height; d->fullscreen = fullscreen; d->inputdata = Sys_Input_Init(d->screen, d->window); if (d->inputdata) { return d; } FreeVec(d->pointermem); } AROSMesaMakeCurrent(0); AROSMesaDestroyContext(d->mesacontext); } CloseWindow(d->window); } if (d->screen) CloseScreen(d->screen); } CloseLibrary(MesaBase); } FreeVec(d); } return 0; } void Sys_Video_Close(void *display) { struct display *d = display; Sys_Input_Shutdown(d->inputdata); AROSMesaMakeCurrent(0); AROSMesaDestroyContext(d->mesacontext); CloseWindow(d->window); FreeVec(d->pointermem); if (d->screen) CloseScreen(d->screen); CloseLibrary(MesaBase); FreeVec(d); } unsigned int Sys_Video_GetNumBuffers(void *display) { struct display *d; d = display; return d->screen ? 3 : 1; } int Sys_Video_GetKeyEvent(void *display, keynum_t *keynum, qboolean *down) { struct display *d = display; return Sys_Input_GetKeyEvent(d->inputdata, keynum, down); } void Sys_Video_GetMouseMovement(void *display, int *mousex, int *mousey) { struct display *d = display; Sys_Input_GetMouseMovement(d->inputdata, mousex, mousey); } void Sys_Video_SetWindowTitle(void *display, const char *text) { struct display *d; d = display; SetWindowTitles(d->window, text, (void *)-1); } unsigned int Sys_Video_GetWidth(void *display) { struct display *d; d = display; return d->width; } unsigned int Sys_Video_GetHeight(void *display) { struct display *d; d = display; return d->height; } qboolean Sys_Video_GetFullscreen(void *display) { struct display *d; d = display; return d->fullscreen; } const char *Sys_Video_GetMode(void *display) { struct display *d; d = display; return d->used_mode; } void Sys_Video_BeginFrame(void *display, unsigned int *x, unsigned int *y, unsigned int *width, unsigned int *height) { struct display *d; d = display; *x = 0; *y = 0; *width = d->width; *height = d->height; } void Sys_Video_Update(void *display, vrect_t *rects) { struct display *d = display; AROSMesaSwapBuffers(d->mesacontext); } void Sys_Video_GrabMouse(void *display, int dograb) { struct display *d = display; if (!d->screen) { Sys_Input_GrabMouse(d->inputdata, dograb); if (dograb) { /* Hide pointer */ SetPointer(d->window, d->pointermem, 16, 16, 0, 0); } else { /* Show pointer */ ClearPointer(d->window); } } } void Sys_Video_SetGamma(void *display, unsigned short *ramps) { } qboolean Sys_Video_HWGammaSupported(void *display) { return 0; } int Sys_Video_FocusChanged(void *display) { return 0; } 3D Voxel C, 3D Voxel C++, voxel space c, Minecr*ft simple terrain, Voxel C++, [], [], TD C++, 2D Tiles Sprite Sheet Game C++, 2D Tile Youtube, [], [], Games Assets, [], [], GLSL openGL Shader Language ...to the top Shaders are written in the C-like language GLSL which has no pointers and is not object-oriented. GLSL is tailored for use with graphics and contains useful features specifically targeted at vector and matrix manipulation. GLSL 1.0 to 1.2 (OpenGL 2.x) Shaders always begin with a version declaration, followed by a list of input and output variables, uniforms and its main function. Each shader's entry point is at its main function where we process any input variables and output the results in its output variables. #version version_number uniform type uniform_name; void main() { // process input(s) and do_something ... // output did_somethings to output variable out_variable_name = something_done; } Each input variable is also known as a vertex attribute. There is a maximum number of vertex attributes we're allowed to declare limited by the hardware. OpenGL guarantees there are always at least 16 4-component vertex attributes available, but some hardware may allow for more which you can retrieve by querying GL_MAX_VERTEX_ATTRIBS: Types GLSL has, like any other programming language, data types for specifying what kind of variable we want to work with. GLSL has most of the default basic types we know from languages like C: int, float, double, uint and bool. GLSL also features two container types that we'll be using a lot, namely vectors and matrices. Vectors A vector in GLSL is a 2,3 or 4 component container for any of the basic types just mentioned. They can take the following form (n represents the number of components): vecn: the default vector of n floats. bvecn: a vector of n booleans. ivecn: a vector of n integers. uvecn: a vector of n unsigned integers. dvecn: a vector of n double components. Most of the time we will be using the basic vecn since floats are sufficient for most of our purposes. Components of a vector can be accessed via vec.x where x is the first component of the vector. You can use .x, .y, .z and .w to access their first, second, third and fourth component respectively. GLSL also allows you to use rgba for colors or stpq for texture coordinates, accessing the same components. The vector datatype allows for some interesting and flexible component selection called swizzling. Swizzling allows us to use syntax like this: vec2 someVec; vec4 differentVec = someVec.xyxx; vec3 anotherVec = differentVec.zyw; vec4 otherVec = someVec.xxxx + anotherVec.yxzy; You can use any combination of up to 4 letters to create a new vector (of the same type) as long as the original vector has those components; it is not allowed to access the .z component of a vec2 for example. We can also pass vectors as arguments to different vector constructor calls, reducing the number of arguments required: vec2 vect = vec2(0.5, 0.7); vec4 result = vec4(vect, 0.0, 0.0); vec4 otherResult = vec4(result.xyz, 1.0); Vectors are thus a flexible datatype that we can use for all kinds of input and output. Uniforms are another way to pass data from our application on the CPU to the shaders on the GPU. Uniforms are global so is unique per shader program object, and can be accessed from any shader at any stage in the shader program. Uniforms also will keep their values until they're either reset or updated. To declare a uniform in GLSL we simply add the uniform keyword to a shader with a type and a name. From that point on we can use the newly declared uniform in the shader. #version 330 core out vec4 FragColor; uniform vec4 ourColor; // we set this variable in the OpenGL code. void main() { FragColor = ourColor; } Vertex - attributes Vectors - swizzling worldspace (position) transformed matrix to screenspace (projection, modelview, position) Fragment - vectors R, G, B, A sdf (signed distance function) 2d and 3d shapes in shaders Tut, [], [], SDL2 snake c++, Snake C++, [], Game starter, Game start, [], [], simple c++ platformer, [], [], Simple C 3D engine, [], [], [], [], [], SDL1 [], [], [], [], [], [], #include <GL/glu.h> #include <GL/glut.h> #include <vector> #include <cmath> const int SCREEN_WIDTH = 1024; const int SCREEN_HEIGHT = 1024; const float camera[] = {.6,0,1}; const float light0_position[4] = {1,1,1,0}; void render_scene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(camera[0], camera[1], camera[2], 0, 0, 0, 0, 1, 0); glColor3f(.8, 0., 0.); glutSolidTeapot(.7); glutSwapBuffers(); } void process_keys(unsigned char key, int x, int y) { if (27==key) { exit(0); } } void change_size(int w, int h) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glViewport(0, 0, w, h); glOrtho(-1,1,-1,1,-1,8); glMatrixMode(GL_MODELVIEW); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowPosition(100,100); glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT); glutCreateWindow("GLSL tutorial"); glClearColor(0.0,0.0,1.0,1.0); glutDisplayFunc(render_scene); glutReshapeFunc(change_size); glutKeyboardFunc(process_keys); glEnable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glutMainLoop(); return 0; } #include <exec/types.h> #include <intuition/intuition.h> #include <intuition/intuitionbase.h> #include <intuition/screens.h> #include <cybergraphx/cybergraphics.h> #include <proto/exec.h> #include <proto/dos.h> #include <proto/intuition.h> #include <proto/timer.h> #include <devices/timer.h> #include <proto/cybergraphics.h> #define GL_GLEXT_PROTOTYPES #include <GL/arosmesa.h> #include <stdio.h> AROSMesaContext glcont=NULL; double angle = 0.0; double angle_inc = 0.0; BOOL finished = FALSE; struct Window * win = NULL; struct Device * TimerBase = NULL; struct timerequest timereq; struct MsgPort timeport; struct Library * CyberGfxBase = NULL; BOOL fullscreen = FALSE; GLuint fragmentShader = 0; GLuint vertexShader = 0; GLuint shaderProgram = 0; GLint angleLocation = 0; const GLchar * fragmentShaderSource = "uniform float angle;" "void main()" "{" " vec4 v = vec4(gl_Color);" " float intensity = abs(1.0f - (mod(angle, 1440.0f) / 720.0f));" " v.b = v.b * intensity;" " v.g = v.g * (1.0f - intensity);" " gl_FragColor = v;" "}"; const GLchar * vertexShaderSource = "void main()" "{ " " gl_FrontColor = gl_Color;" " gl_Position = ftransform();" "}"; #define RAND_COL 1.0f #define DEGREES_PER_SECOND 180.0 #define USE_PERSPECTIVE 1 void prepare_shader_program() { #define BUFFER_LEN 2048 char buffer[BUFFER_LEN] = {0}; int len; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); glGetShaderInfoLog(fragmentShader, BUFFER_LEN, &len, buffer); printf("Fragment shader compile output: %s\n", buffer); vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); glGetShaderInfoLog(vertexShader, BUFFER_LEN, &len, buffer); printf("Vertex shader compile output: %s\n", buffer); shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramInfoLog(shaderProgram, BUFFER_LEN, &len, buffer); printf("Shader program compile output: %s\n", buffer); #undef BUFFER_LEN } void cleanup_shader_program() { glUseProgram(0); glDetachShader(shaderProgram, fragmentShader); glDetachShader(shaderProgram, vertexShader); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteProgram(shaderProgram); } void render_face() { glBegin(GL_QUADS); glColor4f(RAND_COL , 0.0, RAND_COL, 0.3); glVertex3f(-0.25, -0.25, 0.0); glColor4f(0, RAND_COL, RAND_COL, 0.3); glVertex3f(-0.25, 0.25, 0.0); glColor4f(0 , 0, 0, 0.3); glVertex3f(0.25, 0.25, 0.0); glColor4f(RAND_COL , RAND_COL, 0, 0.3); glVertex3f(0.25, -0.25, 0.0); glEnd(); } void render_cube() { glPushMatrix(); glRotatef(0.0, 0.0, 1.0, 0.0); glTranslatef(0.0, 0.0, 0.25); render_face(); glPopMatrix(); glPushMatrix(); glRotatef(90.0, 0.0, 1.0, 0.0); glTranslatef(0.0, 0.0, 0.25); render_face(); glPopMatrix(); glPushMatrix(); glRotatef(180.0, 0.0, 1.0, 0.0); glTranslatef(0.0, 0.0, 0.25); render_face(); glPopMatrix(); glPushMatrix(); glRotatef(270.0, 0.0, 1.0, 0.0); glTranslatef(0.0, 0.0, 0.25); render_face(); glPopMatrix(); glPushMatrix(); glRotatef(90.0, 1.0, 0.0, 0.0); glTranslatef(0.0, 0.0, 0.25); render_face(); glPopMatrix(); glPushMatrix(); glRotatef(-90.0, 1.0, 0.0, 0.0); glTranslatef(0.0, 0.0, 0.25); render_face(); glPopMatrix(); } void render_triangle() { glBegin(GL_TRIANGLES); glColor4f(1.0, 0.0, 0.0, 1.0); glVertex3f(-0.25, -0.25, 0.0); glColor4f(0.0, 1.0, 0.0, 1.0); glVertex3f(-0.25, 0.25, 0.0); glColor4f(0.0, 0.0, 1.0, 1.0); glVertex3f( 0.25, 0.25, 0.0); glEnd(); } void render() { glLoadIdentity(); glClearColor(0.3, 0.3, 0.3, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCullFace(GL_BACK); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); angle += angle_inc; glUniform1f(angleLocation, angle); #if USE_PERSPECTIVE == 1 glTranslatef(0.0, 0.0, -6.0); #endif glPushMatrix(); glRotatef(angle, 0.0, 1.0, 0.0); glTranslatef(0.0, 0.0, 0.25); glRotatef(angle, 1.0, 0.0, 1.0); render_cube(); glPopMatrix(); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); AROSMesaSwapBuffers(glcont); } #define VISIBLE_WIDTH 300 #define VISIBLE_HEIGHT 300 void initmesa() { struct TagItem attributes [ 14 ]; /* 14 should be more than enough :) */ int i = 0; GLfloat h = 0.0f; attributes[i].ti_Tag = AMA_Window; attributes[i++].ti_Data = (IPTR)win; attributes[i].ti_Tag = AMA_Left; attributes[i++].ti_Data = win->BorderLeft; attributes[i].ti_Tag = AMA_Top; attributes[i++].ti_Data = win->BorderTop; attributes[i].ti_Tag = AMA_Bottom; attributes[i++].ti_Data = win->BorderBottom; attributes[i].ti_Tag = AMA_Right; attributes[i++].ti_Data = win->BorderRight; // double buffer ? attributes[i].ti_Tag = AMA_DoubleBuf; attributes[i++].ti_Data = GL_TRUE; // RGB(A) Mode ? attributes[i].ti_Tag = AMA_RGBMode; attributes[i++].ti_Data = GL_TRUE; /* Stencil/Accum */ attributes[i].ti_Tag = AMA_NoStencil; attributes[i++].ti_Data = GL_TRUE; attributes[i].ti_Tag = AMA_NoAccum; attributes[i++].ti_Data = GL_TRUE; // done... attributes[i].ti_Tag = TAG_DONE; glcont = AROSMesaCreateContext(attributes); if (glcont) { AROSMesaMakeCurrent(glcont); h = (GLfloat)VISIBLE_HEIGHT / (GLfloat)VISIBLE_WIDTH ; glViewport(0, 0, (GLint) VISIBLE_WIDTH, (GLint) VISIBLE_HEIGHT); #if USE_PERSPECTIVE == 1 glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0); glMatrixMode(GL_MODELVIEW); #endif prepare_shader_program(); glUseProgram(shaderProgram); angleLocation = glGetUniformLocation(shaderProgram, "angle"); } else finished = TRUE; /* Failure. Stop */ } void deinitmesa() { if (glcont) { cleanup_shader_program(); AROSMesaDestroyContext(glcont); } } static int init_timerbase() { timeport.mp_Node.ln_Type = NT_MSGPORT; timeport.mp_Node.ln_Pri = 0; timeport.mp_Node.ln_Name = NULL; timeport.mp_Flags = PA_IGNORE; timeport.mp_SigTask = FindTask(NULL); timeport.mp_SigBit = 0; NEWLIST(&timeport.mp_MsgList); timereq.tr_node.io_Message.mn_Node.ln_Type = NT_MESSAGE; timereq.tr_node.io_Message.mn_Node.ln_Pri = 0; timereq.tr_node.io_Message.mn_Node.ln_Name = NULL; timereq.tr_node.io_Message.mn_ReplyPort = &timeport; timereq.tr_node.io_Message.mn_Length = sizeof (timereq); if(OpenDevice("timer.device",UNIT_VBLANK,(struct IORequest *)&timereq,0) == 0) { TimerBase = (struct Device *)timereq.tr_node.io_Device; return 1; } else { return 0; } } static void deinit_timerbase() { if (TimerBase != NULL) CloseDevice((struct IORequest *)&timereq); } void HandleIntuiMessages(void) { struct IntuiMessage *msg; while((msg = (struct IntuiMessage *)GetMsg(win->UserPort))) { switch(msg->Class) { case IDCMP_CLOSEWINDOW: finished = TRUE; break; case IDCMP_VANILLAKEY: if (msg->Code == 27 /* ESC */) finished = TRUE; break; } ReplyMsg((struct Message *)msg); } } #define ARG_FULLSCREEN 0 #define NUM_ARGS 1 STATIC CONST_STRPTR TEMPLATE=(CONST_STRPTR) "FULLSCREEN/S"; static struct RDArgs *myargs; static IPTR args[NUM_ARGS]; void get_arguments(void) { if((myargs = ReadArgs(TEMPLATE, args, NULL))) { fullscreen = (BOOL)args[ARG_FULLSCREEN]; FreeArgs(myargs); } } /* ** Open a simple window using OpenWindowTagList() */ int main(void) { ULONG fps = 0; // ULONG exitcounter = 0; TEXT title[100]; struct Screen * pubscreen = NULL; struct Screen * customscreen = NULL; LONG modeid; struct timeval tv; UQUAD lastmicrosecs = 0L; UQUAD currmicrosecs = 0L; UQUAD fpsmicrosecs = 0L; get_arguments(); init_timerbase(); GetSysTime(&tv); lastmicrosecs = tv.tv_secs * 1000000 + tv.tv_micro; fpsmicrosecs = lastmicrosecs; if (fullscreen) { CyberGfxBase = OpenLibrary("cybergraphics.library", 0L); modeid = BestCModeIDTags(CYBRBIDTG_NominalWidth, VISIBLE_WIDTH, CYBRBIDTG_NominalHeight, VISIBLE_HEIGHT, TAG_DONE); customscreen = OpenScreenTags(NULL, SA_Type, CUSTOMSCREEN, SA_DisplayID, modeid, SA_Width, VISIBLE_WIDTH, SA_Height, VISIBLE_HEIGHT, SA_ShowTitle, FALSE, SA_Quiet, TRUE, TAG_DONE); win = OpenWindowTags(NULL, WA_Left, 0, WA_Top, 200, WA_InnerWidth, VISIBLE_WIDTH, WA_InnerHeight, VISIBLE_HEIGHT, WA_CustomScreen, (IPTR)customscreen, WA_Flags, WFLG_ACTIVATE | WFLG_BACKDROP | WFLG_BORDERLESS | WFLG_RMBTRAP, WA_IDCMP, IDCMP_VANILLAKEY, TAG_DONE); } else { if ((pubscreen = LockPubScreen(NULL)) == NULL) return 1; win = OpenWindowTags(0, WA_Title, (IPTR)"MesaSimpleRendering", WA_PubScreen, pubscreen, WA_CloseGadget, TRUE, WA_DragBar, TRUE, WA_DepthGadget, TRUE, WA_Left, 50, WA_Top, 200, WA_InnerWidth, VISIBLE_WIDTH, WA_InnerHeight, VISIBLE_HEIGHT, WA_Activate, TRUE, WA_RMBTrap, TRUE, WA_SimpleRefresh, TRUE, WA_NoCareRefresh, TRUE, WA_IDCMP, IDCMP_VANILLAKEY | IDCMP_CLOSEWINDOW, TAG_DONE); UnlockPubScreen(NULL, pubscreen); } initmesa(); // finished = TRUE; while(!finished) { GetSysTime(&tv); currmicrosecs = tv.tv_secs * 1000000 + tv.tv_micro; if (currmicrosecs - fpsmicrosecs > 1000000) { /* FPS counting is naive! */ fpsmicrosecs += 1000000; sprintf(title, "MesaSimpleRendering, FPS: %d", fps); SetWindowTitles(win, title, (UBYTE *)~0L); fps = 0; } angle_inc = ((double)(currmicrosecs - lastmicrosecs) / 1000000.0) * DEGREES_PER_SECOND; lastmicrosecs = currmicrosecs; fps++; render(); HandleIntuiMessages(); // exitcounter++; // Delay(10); // if (exitcounter > 0) finished = TRUE; } deinitmesa(); deinit_timerbase(); CloseWindow(win); if (customscreen) CloseScreen(customscreen); if (CyberGfxBase) CloseLibrary(CyberGfxBase); return 0; } GLSL tut, [], [], [] load a vertex shader file and fragment shader file and store each in a separate C string call glCreateShader twice; for 1 vertex and 1 fragment shader index call glShaderSource to copy code from a string for each of the above call glCompileShader for both shader indices call glCreateProgram to create an index to a new program call glAttachShader twice, to attach both shader indices to the program call glLinkProgram call glGetUniformLocation to get the unique location of the variable called "inputColour" call glUseProgram to switch to your shader before calling... glUniform4f(location, r,g,b,a) to assign an initial colour to your fragment shader (e.g. glUniform4f(colour_loc, 1.0f, 0.0f, 0.0f, 1.0f) for red) For a complete list of OpenGL shader functions see the Quick Reference Card. The most useful functions are below OpenGL "Shader" (Separate Shader Code) Functions Function Name Description glCreateShader() create a variable for storing a shader's code in OpenGL. returns unsigned int index to it. glShaderSource() copy shader code from C string into an OpenGL shader variable glCompileShader() compile an OpenGL shader variable that has code in it glGetShaderiv() can be used to check if compile found errors glGetShaderInfoLog() creates a string with any error information glDeleteShader() free memory used by an OpenGL shader variable OpenGL "Program" (Combined Shader Programme) Functions Function Name Description glCreateProgram() create a variable for storing a combined shader programme in OpenGL. returns unsigned int index to it. glAttachShader() attach a compiled OpenGL shader variable to a shader programme variable glLinkProgram() after all shaders are attached, link the parts into a complete shader programme glValidateProgram() check if a program is ready to execute. information stored in a log glGetProgramiv() can be used to check for link and validate errors glGetProgramInfoLog() writes any information from link and validate to a C string glUseProgram() switch to drawing with a specified shader programme glGetActiveAttrib() get details of a numbered per-vertex attribute used in the shader glGetAttribLocation() get the unique "location" identifier of a named per-vertex attribute glGetUniformLocation() get the unique "location" identifier of a named uniform variable glGetActiveUniform() get details of a named uniform variable used in the shader glUniform{1234}{ifd}() set the value of a uniform variable of a given shader (function name varies by dimensionality and data type) glUniform{1234}{ifd}v() same as above, but with a whole array of values glUniformMatrix{234}{fd}v() same as above, but for matrices of dimensions 2x2,3x3, or 4x4 tut, examples, [], GLSL 1.3 to 1.5 (OpenGL 3.x) GLSL 4.x (OpenGL 4.x) Some changes occurred with later OpenGL specs compared to OpenGL 2 and so #version version_number in type in_variable_name; in type in_variable_name; out type out_variable_name; uniform type uniform_name; void main() { // process input(s) and do_something ... // output did_somethings to output variable out_variable_name = something_done; } Want to have inputs and outputs on the individual shaders so that we can move stuff around. GLSL defined the in and out keywords specifically for that purpose. Each shader can specify inputs and outputs using those keywords and wherever an output variable matches with an input variable of the next shader stage they're passed along. The vertex and fragment shader differ raylib ...to the top Where Raylib lies regarding other systems 1st - C, C++ base level 2nd - SDL with OpenGL framework, Raylib with OpenGL 3rd - Godot engines, Ren'Py, GameMaker, Scratch, Unity, Unreal ect (AROS does not have any of these) Raylib's history 2013 1.0 2016 2.0 2019 3.0 2021 3.7 2023 5.0 2024 5.5 It is highly inspired by XNA framework and by Borland BGI graphics lib Made for games and animations Input polled every frame starts from fresh empty screen, you are tracking any state entity data per refresh nothing happens until EndDrawing is called Game loop - Quit -> Handle Input -> Update Game -> begin Drawing -> Draw Game -> End Drawing -> to Quit DrawFPS, SetTargetFPS, Camera2d (), beginMode2D , EndMode2D, GetworldToScreen2D (pos, camera) for HUD, health etc, GetScreenToWorld2D (pos, camera) what World items clicked, Flexible Materials system, supporting classic maps and PBR maps DrawTexturePro (tex2d, src, dest, origin, rot, color) or part of a sprite sheet with DrawTextureRec and use time functions GetFrameTime() 2D Physics engines like Box2D, Velocity Raptor, Torque2D, Chipmunk2D, [], [], Fluids, 3D models with LoadModel and LoadTexture and animations via your own code covering all motions, use time functions GetFrameTime() To use 3D content for games: While 3d formats like OBJ / GLTF / etc can be loaded quite easily, a lot of highly useful information can be lost: Names, Cloned mesh instances in GLTF are right now copied and transformed during loading, The meshes don't have a transform/pivot, Hierarchy 3D Scene loading + management problem is that there is no way to identify individual objects, and if there are lots of instances, the mesh copies lead to a lot of inefficiencies. Additionally, the model rendering doesn't do any culling. The current workaround is to load meshes individually and assemble them via code or own editors. So named objects, finding named objects, hierarchy, pivots of objects (transforms), reusing meshes (not duplicating, like the model loader is doing right now), culling, attaching userdata to objects, adding / deleting / enabling / disabling scene objects R3D needs Raylib 5.6 and is ideal for developers who want to add 3D rendering to their raylib projects without building a full rendering engine from scratch. Animated 3D models supported whilst other formats support must be enabled in raylib/src/config.h Wavefront (.obj) see [], maybe [.mtl materials and textures], Inter-Quake Model (.iqm) glTF (.glTF) limitations, uses JSON to describe the 3D model (more useful), while .glb stores the model, textures etc into a simple single binary file (easy in some uses) .m3d MagicalVoxel (.vox) blocky voxel like Rigged (skeletal bones) Wavefront (.obj) Inter-Quake Model (.iqm) unchecked DP style (.iqm attach to bones), [], glTF (.glTF) .m3d MagicalVoxel (.vox) Animated (skeletal bones joints animation) Wavefront (.obj) Inter-Quake Model (.iqm) src example, unchecked CSQC skeletal controls or as used in Cube2, Xonotic etc glTF (.glTF) src example, [], .m3d src example, [], MagicalVoxel (.vox) .bvh View, In Use, bvh motions, some more, and more, BVH file has two parts, a header section which describes the hierarchy and initial pose of the skeleton; and a data section which contains the motion data 3D Physics like Torque6, , ODE, Jolt, , Cu, Vehicle, Physics3D, qu3e, Newton, A* (A star) pathfinding, [], [], Dijkstra, BreadthFirstS and DepthFirstS gcc -o game main.c -lraylib #include "raylib.h" int main(void) { const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib "); SetTargetFPS(60); // Set our game to run at 60 frames-per-second while (!WindowShouldClose()) // Detect window close button or ESC key { BeginDrawing(); ClearBackground(RAYWHITE); BeginMode2D(camera); EndMode2D(); EndDrawing(); } CloseWindow(); // Close window and OpenGL context return 0; } #include <stdio.h> #include "raylib.h" int main() { Texture2D sprite; Sound sound; Music music; InitWindow(800, 450, "basic window"); InitAudioDevice(); sprite = LoadTexture("sprite.png"); sound = LoadSound("sound.ogg"); music = LoadMusicStream("music.mp3"); float posX = -sprite.width; while(!WindowShouldClose()) { UpdateMusicStream(music); posX += GetFrameTime() * 300; if (posX > 800) { posX = -sprite.width; } if (IsKeyPressed(KEY_SPACE)) { StopMusicStream(music); PlayMusicStream(music); } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { Rectangle spriteRect = { posX, 10, sprite.width, sprite.height }; if (CheckCollisionPointRec(GetMousePosition(), spriteRect)) { PlaySound(sound); } } BeginDrawing(); ClearBackground(RAYWHITE); DrawTexture(sprite, posX, 10, WHITE); // DrawCircle(posX, 10, 5, GREEN); EndDrawing(); } StopMusicStream(music); CloseAudioDevice(); CloseWindow(); return 0; } /******************************************************************************************* * * raylib [core] example - 2D Camera system * * Example originally created with raylib 1.5, last time updated with raylib 3.0 * * Example 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) 2016-2024 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_BUILDINGS 100 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); Rectangle player = { 400, 280, 40, 40 }; Rectangle buildings[MAX_BUILDINGS] = { 0 }; Color buildColors[MAX_BUILDINGS] = { 0 }; int spacing = 0; for (int i = 0; i < MAX_BUILDINGS; i++) { buildings[i].width = (float)GetRandomValue(50, 200); buildings[i].height = (float)GetRandomValue(100, 800); buildings[i].y = screenHeight - 130.0f - buildings[i].height; buildings[i].x = -6000.0f + spacing; spacing += (int)buildings[i].width; buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 }; } Camera2D camera = { 0 }; camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f }; camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; camera.rotation = 0.0f; camera.zoom = 1.0f; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Player movement if (IsKeyDown(KEY_RIGHT)) player.x += 2; else if (IsKeyDown(KEY_LEFT)) player.x -= 2; // Camera target follows player camera.target = (Vector2){ player.x + 20, player.y + 20 }; // Camera rotation controls if (IsKeyDown(KEY_A)) camera.rotation--; else if (IsKeyDown(KEY_S)) camera.rotation++; // Limit camera rotation to 80 degrees (-40 to 40) if (camera.rotation > 40) camera.rotation = 40; else if (camera.rotation < -40) camera.rotation = -40; // Camera zoom controls camera.zoom += ((float)GetMouseWheelMove()*0.05f); if (camera.zoom > 3.0f) camera.zoom = 3.0f; else if (camera.zoom < 0.1f) camera.zoom = 0.1f; // Camera reset (zoom and rotation) if (IsKeyPressed(KEY_R)) { camera.zoom = 1.0f; camera.rotation = 0.0f; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode2D(camera); DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY); for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]); DrawRectangleRec(player, RED); DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN); DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN); EndMode2D(); DrawText("SCREEN AREA", 640, 10, 20, RED); DrawRectangle(0, 0, screenWidth, 5, RED); DrawRectangle(0, 5, 5, screenHeight - 10, RED); DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED); DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED); DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f)); DrawRectangleLines( 10, 10, 250, 113, BLUE); DrawText("Free 2d camera controls:", 20, 20, 10, BLACK); DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY); DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY); DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /******************************************************************************************* * * raylib [core] example - 2D Camera platformer * * Example originally created with raylib 2.5, last time updated with raylib 3.0 * * Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5) * * Example 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) 2019-2024 arvyy (@arvyy) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define G 400 #define PLAYER_JUMP_SPD 350.0f #define PLAYER_HOR_SPD 200.0f typedef struct Player { Vector2 position; float speed; bool canJump; } Player; typedef struct EnvItem { Rectangle rect; int blocking; Color color; } EnvItem; //---------------------------------------------------------------------------------- // Module functions declaration //---------------------------------------------------------------------------------- void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta); void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); Player player = { 0 }; player.position = (Vector2){ 400, 280 }; player.speed = 0; player.canJump = false; EnvItem envItems[] = { {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY }, {{ 0, 400, 1000, 200 }, 1, GRAY }, {{ 300, 200, 400, 10 }, 1, GRAY }, {{ 250, 300, 100, 10 }, 1, GRAY }, {{ 650, 300, 100, 10 }, 1, GRAY } }; int envItemsLength = sizeof(envItems)/sizeof(envItems[0]); Camera2D camera = { 0 }; camera.target = player.position; camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; camera.rotation = 0.0f; camera.zoom = 1.0f; // Store pointers to the multiple update camera functions void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = { UpdateCameraCenter, UpdateCameraCenterInsideMap, UpdateCameraCenterSmoothFollow, UpdateCameraEvenOutOnLanding, UpdateCameraPlayerBoundsPush }; int cameraOption = 0; int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]); char *cameraDescriptions[] = { "Follow player center", "Follow player center, but clamp to map edges", "Follow player center; smoothed", "Follow player center horizontally; update player center vertically after landing", "Player push camera on getting too close to screen edge" }; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- float deltaTime = GetFrameTime(); UpdatePlayer(&player, envItems, envItemsLength, deltaTime); camera.zoom += ((float)GetMouseWheelMove()*0.05f); if (camera.zoom > 3.0f) camera.zoom = 3.0f; else if (camera.zoom < 0.25f) camera.zoom = 0.25f; if (IsKeyPressed(KEY_R)) { camera.zoom = 1.0f; player.position = (Vector2){ 400, 280 }; } if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength; // Call update camera function by its pointer cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(LIGHTGRAY); BeginMode2D(camera); for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color); Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 }; DrawRectangleRec(playerRect, RED); DrawCircle(player.position.x, player.position.y, 5, GOLD); EndMode2D(); DrawText("Controls:", 20, 20, 10, BLACK); DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY); DrawText("- Space to jump", 40, 60, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY); DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY); DrawText("Current camera mode:", 20, 120, 10, BLACK); DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta) { if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta; if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta; if (IsKeyDown(KEY_SPACE) && player->canJump) { player->speed = -PLAYER_JUMP_SPD; player->canJump = false; } bool hitObstacle = false; for (int i = 0; i < envItemsLength; i++) { EnvItem *ei = envItems + i; Vector2 *p = &(player->position); if (ei->blocking && ei->rect.x <= p->x && ei->rect.x + ei->rect.width >= p->x && ei->rect.y >= p->y && ei->rect.y <= p->y + player->speed*delta) { hitObstacle = true; player->speed = 0.0f; p->y = ei->rect.y; break; } } if (!hitObstacle) { player->position.y += player->speed*delta; player->speed += G*delta; player->canJump = false; } else player->canJump = true; } void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) { camera->offset = (Vector2){ width/2.0f, height/2.0f }; camera->target = player->position; } void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) { camera->target = player->position; camera->offset = (Vector2){ width/2.0f, height/2.0f }; float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; for (int i = 0; i < envItemsLength; i++) { EnvItem *ei = envItems + i; minX = fminf(ei->rect.x, minX); maxX = fmaxf(ei->rect.x + ei->rect.width, maxX); minY = fminf(ei->rect.y, minY); maxY = fmaxf(ei->rect.y + ei->rect.height, maxY); } Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera); Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera); if (max.x < width) camera->offset.x = width - (max.x - width/2); if (max.y < height) camera->offset.y = height - (max.y - height/2); if (min.x > 0) camera->offset.x = width/2 - min.x; if (min.y > 0) camera->offset.y = height/2 - min.y; } void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) { static float minSpeed = 30; static float minEffectLength = 10; static float fractionSpeed = 0.8f; camera->offset = (Vector2){ width/2.0f, height/2.0f }; Vector2 diff = Vector2Subtract(player->position, camera->target); float length = Vector2Length(diff); if (length > minEffectLength) { float speed = fmaxf(fractionSpeed*length, minSpeed); camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length)); } } void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) { static float evenOutSpeed = 700; static int eveningOut = false; static float evenOutTarget; camera->offset = (Vector2){ width/2.0f, height/2.0f }; camera->target.x = player->position.x; if (eveningOut) { if (evenOutTarget > camera->target.y) { camera->target.y += evenOutSpeed*delta; if (camera->target.y > evenOutTarget) { camera->target.y = evenOutTarget; eveningOut = 0; } } else { camera->target.y -= evenOutSpeed*delta; if (camera->target.y < evenOutTarget) { camera->target.y = evenOutTarget; eveningOut = 0; } } } else { if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y)) { eveningOut = 1; evenOutTarget = player->position.y; } } } void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height) { static Vector2 bbox = { 0.2f, 0.2f }; Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera); Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera); camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height }; if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x; if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y; if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x); if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y); } /* Raylib example file. This is an example main file for a simple C/C++raylib project. */ #include "raylib.h" #include "raymath.h" // define a timer typedef struct { float Lifetime; }Timer; // start or restart a timer with a specific lifetime void StartTimer(Timer* timer, float lifetime) { if (timer != NULL) timer->Lifetime = lifetime; } // update a timer with the current frame time void UpdateTimer(Timer* timer) { // subtract this frame from the timer if it's not allready expired if (timer != NULL && timer->Lifetime > 0) timer->Lifetime -= GetFrameTime(); } // check if a timer is done. bool TimerDone(Timer* timer) { if (timer != NULL) return timer->Lifetime <= 0; return false; } int main () { // set up the window InitWindow(1280, 800, "Raylib Timer Example"); SetTargetFPS(144); // setup ball info float radius = 20; float speed = 400; Vector2 pos = { radius, 400 }; Vector2 dir = { 1,0 }; float ballLife = 2.0f; // a timer for the ball Timer ballTimer = { 0 }; // game loop while (!WindowShouldClose()) { // check to see if the user clicked if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { // if they did, move the ball to the current position and restart the timer pos = GetMousePosition(); StartTimer(&ballTimer, ballLife); } // tick our timer UpdateTimer(&ballTimer); // if the timer hasn't expired, move the ball if (!TimerDone(&ballTimer)) { // move the ball based on the speed and the frame time pos = Vector2Add(pos, Vector2Scale(dir, GetFrameTime() * speed)); if (pos.x > GetScreenWidth() - radius) // check if we have gone over the right edge, and if so, bounce us { pos.x = GetScreenWidth() - radius; dir.x = -1; } else if (pos.x < radius) // check if we have gone over the left edge { pos.x = radius; dir.x = 1; } } // drawing BeginDrawing(); ClearBackground(BLACK); // draw the ball where it is if the timer is alive if (!TimerDone(&ballTimer)) DrawCircleV(pos, radius, RED); EndDrawing(); } // cleanup CloseWindow(); return 0; } #include "raylib.h" #include <stdlib.h> #include <time.h> #include <stdio.h> #include <math.h> #define SCALE_FACTOR 1.6 typedef struct { int x; int y; int width; int height; int velocity; int direction; int speed; bool jumping; bool walking; } Character; typedef enum { PLATFORM, FLOOR, } PlatformType; typedef struct { int x; int y; int width; int height; PlatformType type; } Platform; float rand_float() { return (float) ( (float) rand() / (float) RAND_MAX ); } int character_on_platform( Character character, Platform platforms[], int count ) { for( int i = 0; i < count; i++ ) { Rectangle platform_rec = { .x = platforms[i].x, .y = platforms[i].y, .width = platforms[i].width, .height = platforms[i].height, }; Rectangle character_rec = { .x = character.x + 10, .y = character.y + character.height - character.height * 0.2, .width = character.width - 15, .height = character.height * 0.2 + 1, }; if( CheckCollisionRecs( character_rec, platform_rec ) ) { return i; } } return -1; } int main() { srand(time(NULL)); int window_width = 800 * SCALE_FACTOR; int window_height = 600 * SCALE_FACTOR; InitWindow( window_width, window_height, "My Game" ); SetTargetFPS( 60 ); Character character = { .x = window_width/2, .y = window_height/2, .width = 101, .height = 260, .velocity = 4 * SCALE_FACTOR, .speed = 6, .walking = false, .jumping = false, }; int gravity = 2 * SCALE_FACTOR; Vector2 camera_offset = { .x = 0, .y = 0, }; Vector2 camera_target = { .x = 0, .y = 0, }; Camera2D camera = { .offset = camera_offset, .target = camera_target, .rotation = 0, .zoom = 1, }; float platform_spacing = 0.01; int world_width = window_width * 10; int platform_width = 180; int platform_count = world_width / ( platform_width + platform_spacing * window_width ); int floor_piece_width = 490; int floor_piece_height = 190; int floor_piece_count = ceil( (float) world_width / (float) floor_piece_width ); int floor_whitespace = 33; int platform_height = 50; int platform_min_y = window_height * 0.2; int platform_max_y = window_height - floor_piece_height - platform_height - platform_min_y; int platform1_whitespace = 45; int platform2_whitespace = 20; platform_count += floor_piece_count; Platform platforms[platform_count+1]; Texture2D background_texture = LoadTexture( "img/background.png" ); int background_width = 1792; int background_overflow = background_width - window_width; float background_ratio = 1 / ((float)(world_width - window_width) / (float)background_overflow); int background_x = 0; Image platform1_image = LoadImage( "img/platform1.png" ); Texture2D platform1_texture = LoadTextureFromImage( platform1_image ); UnloadImage( platform1_image ); Image platform2_image = LoadImage( "img/platform2.png" ); Texture2D platform2_texture = LoadTextureFromImage( platform2_image ); UnloadImage( platform2_image ); // Create floor Image floor_image = LoadImage( "img/floor.png" ); Texture2D floor_piece_texture = LoadTextureFromImage( floor_image ); UnloadImage( floor_image ); int i = 0; int floor_x = 0; for( ; i < floor_piece_count; i++ ) { platforms[i].x = floor_x; platforms[i].y = window_height - floor_piece_height + floor_whitespace; platforms[i].width = floor_piece_width; platforms[i].height = floor_piece_height; platforms[i].type = FLOOR; floor_x += platforms[i].width; } int platform_x = window_width * 0.1; for( ; i <= platform_count; i++ ) { platforms[i].x = platform_x; platforms[i].y = rand_float() * platform_max_y + platform_min_y; platforms[i].width = platform_width; platforms[i].height = platform_height; platforms[i].type = PLATFORM; platform_x += platforms[i].width + window_width * platform_spacing; } Image char_stand_img = LoadImage( "img/standing.png" ); Texture2D char_stand_right = LoadTextureFromImage( char_stand_img ); ImageFlipHorizontal( &char_stand_img ); Texture2D char_stand_left = LoadTextureFromImage( char_stand_img ); UnloadImage( char_stand_img ); Image char_jump_img = LoadImage( "img/jumping.png" ); Texture2D char_jump_right = LoadTextureFromImage( char_jump_img ); ImageFlipHorizontal( &char_jump_img ); Texture2D char_jump_left = LoadTextureFromImage( char_jump_img ); UnloadImage( char_jump_img ); Image char_walk1_img = LoadImage( "img/walk1.png" ); Texture2D char_walk1_right = LoadTextureFromImage( char_walk1_img ); ImageFlipHorizontal( &char_walk1_img ); Texture2D char_walk1_left = LoadTextureFromImage( char_walk1_img ); UnloadImage( char_walk1_img ); Image char_walk2_img = LoadImage( "img/walk2.png" ); Texture2D char_walk2_right = LoadTextureFromImage( char_walk2_img ); ImageFlipHorizontal( &char_walk2_img ); Texture2D char_walk2_left = LoadTextureFromImage( char_walk2_img ); UnloadImage( char_walk2_img ); while( ! WindowShouldClose() ) { BeginDrawing(); character.walking = false; if( character.x > window_width * 0.6 ) { camera.offset.x = -(character.x - window_width * 0.6); } else if( character.x < window_width * 0.4 ) { camera.offset.x = -(character.x - window_width * 0.4); } if( camera.offset.x > 0 ) { camera.offset.x = 0; } if( camera.offset.x < -(world_width - window_width) ) { camera.offset.x = -(world_width - window_width); } BeginMode2D( camera ); background_x = -camera.offset.x; background_x -= background_x * background_ratio; character.y += character.velocity; character.velocity += gravity; int current_platform = character_on_platform( character, platforms, platform_count ); if( current_platform != -1 ) { if( character.velocity > 0 ) { character.y = platforms[current_platform].y - character.height; character.velocity = 0; character.jumping = false; } if( IsKeyPressed( KEY_SPACE ) ) { character.velocity = -30 * SCALE_FACTOR; character.jumping = true; } } if( IsKeyDown( KEY_LEFT ) ) { character.walking = true; character.x -= character.speed * SCALE_FACTOR; character.direction = -1; } if( IsKeyDown( KEY_RIGHT ) ) { character.walking = true; character.x += character.speed * SCALE_FACTOR; character.direction = 1; } ClearBackground( WHITE ); DrawTexture( background_texture, background_x, 0, WHITE ); for( int i = 0; i < platform_count; i++ ) { if( platforms[i].type == FLOOR ) { DrawTexture( floor_piece_texture, platforms[i].x, platforms[i].y - floor_whitespace, WHITE ); } else { Texture2D platform_texture = platform1_texture; int whitespace = platform1_whitespace; if( i % 2 == 0 ) { platform_texture = platform2_texture; whitespace = platform2_whitespace; } DrawTexture( platform_texture, platforms[i].x - 10, platforms[i].y - whitespace, WHITE ); } } Texture2D char_texture; if( character.jumping ) { if( character.direction == -1 ) { char_texture = char_jump_left; } else { char_texture = char_jump_right; } } else if( character.walking ) { double time = GetTime() * 10; if( character.direction == -1 ) { if( ((int) time) % 2 == 0 ) { char_texture = char_walk1_left; } else { char_texture = char_walk2_left; } } else { if( ((int) time) % 2 == 0 ) { char_texture = char_walk1_right; } else { char_texture = char_walk2_right; } } } else { if( character.direction == -1 ) { char_texture = char_stand_left; } else { char_texture = char_stand_right; } } if( character.x < 0 ) { character.x = 0; } if( character.x > world_width - character.width ) { character.x = world_width - character.width; } DrawTexture( char_texture, character.x, character.y, WHITE ); EndMode2D(); EndDrawing(); } UnloadTexture( char_stand_right ); UnloadTexture( char_stand_left ); UnloadTexture( char_jump_right ); UnloadTexture( char_jump_left ); UnloadTexture( char_walk1_right ); UnloadTexture( char_walk1_left ); UnloadTexture( char_walk2_right ); UnloadTexture( char_walk2_left ); UnloadTexture( floor_piece_texture ); UnloadTexture( platform1_texture ); UnloadTexture( platform2_texture ); UnloadTexture( background_texture ); return 0; } // Raylib Minesweeper // Andrew Hamel Codes // https://github.com/AndrewHamel111/raylib-minesweeper // https://www.youtube.com/watch?v=3-EYrPRdjp4 #include <stdlib.h> #include <time.h> #include "raylib.h" #include "raymath.h" #define COLS 15 #define ROWS 15 const int screenWidth = 600; const int screenHeight = 600; const int cellWidth = screenWidth / COLS; const int cellHeight = screenHeight / ROWS; const char* youLose = "YOU LOSE!"; const char* youWin = "YOU WIN!"; const char* pressRToRestart = "Press 'r' to play again!"; typedef struct Cell { int i; int j; bool containsMine; bool revealed; bool flagged; int nearbyMines; } Cell; Cell grid[COLS][ROWS]; Texture2D flagSprite; int tilesRevealed; int minesPresent; typedef enum GameState { PLAYING, LOSE, WIN } GameState; GameState state; float timeGameStarted; float timeGameEnded; void CellDraw(Cell); bool IndexIsValid(int, int); void CellReveal(int, int); void CellFlag(int, int); int CellCountMines(int, int); void GridInit(void); void GridFloodClearFrom(int, int); void GameInit(void); int main() { srand(time(0)); InitWindow(screenWidth, screenHeight, "Raylib Minesweeper by Andrew Hamel"); flagSprite = LoadTexture("resources/flag.png"); GameInit(); while(!WindowShouldClose()) { if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { Vector2 mPos = GetMousePosition(); int indexI = mPos.x / cellWidth; int indexJ = mPos.y / cellHeight; if (state == PLAYING && IndexIsValid(indexI, indexJ)) { CellReveal(indexI, indexJ); } } else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) { Vector2 mPos = GetMousePosition(); int indexI = mPos.x / cellWidth; int indexJ = mPos.y / cellHeight; if (state == PLAYING && IndexIsValid(indexI, indexJ)) { CellFlag(indexI, indexJ); } } if (IsKeyPressed(KEY_R)) { GameInit(); } BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < COLS; i++) { for (int j = 0; j < ROWS; j++) { CellDraw(grid[i][j]); } } if (state == LOSE) { DrawRectangle(0, 0, screenWidth,screenHeight, Fade(WHITE, 0.8f)); DrawText(youLose, screenWidth / 2 - MeasureText(youLose, 40) / 2, screenHeight / 2 - 10, 40, DARKGRAY); DrawText(pressRToRestart, screenWidth / 2 - MeasureText(pressRToRestart, 20) / 2, screenHeight * 0.75f - 10, 20, DARKGRAY); int minutes = (int)(timeGameEnded - timeGameStarted) / 60; int seconds = (int)(timeGameEnded - timeGameStarted) % 60; DrawText(TextFormat("Time played: %d minutes, %d seconds.", minutes, seconds), 20, screenHeight - 40, 20, DARKGRAY); } if (state == WIN) { DrawRectangle(0, 0, screenWidth,screenHeight, Fade(WHITE, 0.8f)); DrawText(youWin, screenWidth / 2 - MeasureText(youWin, 40) / 2, screenHeight / 2 - 10, 40, DARKGRAY); DrawText(pressRToRestart, screenWidth / 2 - MeasureText(pressRToRestart, 20) / 2, screenHeight * 0.75f - 10, 20, DARKGRAY); int minutes = (int)(timeGameEnded - timeGameStarted) / 60; int seconds = (int)(timeGameEnded - timeGameStarted) % 60; DrawText(TextFormat("Time played: %d minutes, %d seconds.", minutes, seconds), 20, screenHeight - 40, 20, DARKGRAY); } EndDrawing(); } CloseWindow(); return 0; } void CellDraw(Cell cell) { if (cell.revealed) { if (cell.containsMine) { DrawRectangle(cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight, RED); } else { DrawRectangle(cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight, LIGHTGRAY); if (cell.nearbyMines > 0) { DrawText(TextFormat("%d", cell.nearbyMines), cell.i * cellWidth + 12, cell.j * cellHeight + 4, cellHeight - 8, DARKGRAY); } } } else if (cell.flagged) { // draw flag Rectangle source = {0, 0, flagSprite.width, flagSprite.height}; Rectangle dest = {cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight}; Vector2 origin = {0, 0}; DrawTexturePro(flagSprite, source, dest, origin, 0.0f, Fade(WHITE, 0.5f)); } DrawRectangleLines(cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight, BLACK); } bool IndexIsValid(int i, int j) { return i >= 0 && i < COLS && j >= 0 && j < ROWS; } void CellReveal(int i, int j) { if (grid[i][j].flagged || grid[i][j].revealed) { return; } grid[i][j].revealed = true; if (grid[i][j].containsMine) { state = LOSE; timeGameEnded = GetTime(); } else { if (grid[i][j].nearbyMines == 0) { GridFloodClearFrom(i, j); } tilesRevealed++; if (tilesRevealed >= ROWS * COLS - minesPresent) { state = WIN; timeGameEnded = GetTime(); } } } void CellFlag(int i, int j) { if (grid[i][j].revealed) { return; } grid[i][j].flagged = !grid[i][j].flagged; } int CellCountMines(int i, int j) { int count = 0; for (int iOff = -1; iOff <= 1; iOff++) { for (int jOff = -1; jOff <= 1; jOff++) { if (iOff == 0 && jOff == 0) { continue; } if (!IndexIsValid(i + iOff, j + jOff)) { continue; } if (grid[i + iOff][j + jOff].containsMine) { count++; } } } return count; } void GridInit(void) { for (int i = 0; i < COLS; i++) { for (int j = 0; j < ROWS; j++) { grid[i][j] = (Cell) { .i = i, .j = j, .containsMine = false, .revealed = false, .flagged = false, .nearbyMines = -1 }; } } minesPresent = (int)(ROWS * COLS * 0.1f); int minesToPlace = minesPresent; while (minesToPlace > 0) { int i = rand() % COLS; int j = rand() % ROWS; if (!grid[i][j].containsMine) { grid[i][j].containsMine = true; minesToPlace--; } } for (int i = 0; i < COLS; i++) { for (int j = 0; j < ROWS; j++) { if (!grid[i][j].containsMine) { grid[i][j].nearbyMines = CellCountMines(i, j); } } } } void GridFloodClearFrom(int i, int j) { for (int iOff = -1; iOff <= 1; iOff++) { for (int jOff = -1; jOff <= 1; jOff++) { if (iOff == 0 && jOff == 0) { continue; } if (!IndexIsValid(i + iOff, j + jOff)) { continue; } CellReveal(i + iOff, j + jOff); } } } void GameInit(void) { GridInit(); state = PLAYING; tilesRevealed = 0; timeGameStarted = GetTime(); } #************************************************************************************************** # # raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 # # Copyright (c) 2013-2024 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. # # Permission is granted to anyone to use this software for any purpose, including commercial # applications, and to alter it and redistribute it freely, subject to the following restrictions: # # 1. The origin of this software must not be misrepresented; you must not claim that you # wrote the original software. If you use this software in a product, an acknowledgment # in the product documentation would be appreciated but is not required. # # 2. Altered source versions must be plainly marked as such, and must not be misrepresented # as being the original software. # # 3. This notice may not be removed or altered from any source distribution. # #************************************************************************************************** .PHONY: all clean run # Define required environment variables #------------------------------------------------------------------------------------------------ # Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB PLATFORM ?= PLATFORM_DESKTOP # Define project variables PROJECT_NAME ?= raylib_game PROJECT_VERSION ?= 1.0 PROJECT_BUILD_PATH ?= . RAYLIB_PATH ?= ../../raylib # Locations of raylib.h and libraylib.a/libraylib.so # NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD RAYLIB_INCLUDE_PATH ?= /usr/local/include RAYLIB_LIB_PATH ?= /usr/local/lib # Library type compilation: STATIC (.a) or SHARED (.so/.dll) RAYLIB_LIBTYPE ?= STATIC # Build mode for project: DEBUG or RELEASE BUILD_MODE ?= RELEASE # Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system) # NOTE: This variable is only used for PLATFORM_OS: LINUX USE_WAYLAND_DISPLAY ?= FALSE # PLATFORM_WEB: Default properties BUILD_WEB_ASYNCIFY ?= FALSE BUILD_WEB_SHELL ?= minshell.html BUILD_WEB_HEAP_SIZE ?= 134217728 BUILD_WEB_RESOURCES ?= TRUE BUILD_WEB_RESOURCES_PATH ?= resources # Use cross-compiler for PLATFORM_RPI ifeq ($(PLATFORM),PLATFORM_RPI) USE_RPI_CROSS_COMPILER ?= FALSE ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) RPI_TOOLCHAIN ?= C:/SysGCC/Raspberry RPI_TOOLCHAIN_SYSROOT ?= $(RPI_TOOLCHAIN)/arm-linux-gnueabihf/sysroot endif endif # Determine PLATFORM_OS in case PLATFORM_DESKTOP selected ifeq ($(PLATFORM),PLATFORM_DESKTOP) # No uname.exe on MinGW!, but OS=Windows_NT on Windows! # ifeq ($(UNAME),Msys) -> Windows ifeq ($(OS),Windows_NT) PLATFORM_OS = WINDOWS ifndef PLATFORM_SHELL PLATFORM_SHELL = cmd endif else UNAMEOS = $(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS = LINUX endif ifeq ($(UNAMEOS),FreeBSD) PLATFORM_OS = BSD endif ifeq ($(UNAMEOS),OpenBSD) PLATFORM_OS = BSD endif ifeq ($(UNAMEOS),NetBSD) PLATFORM_OS = BSD endif ifeq ($(UNAMEOS),DragonFly) PLATFORM_OS = BSD endif ifeq ($(UNAMEOS),Darwin) PLATFORM_OS = OSX endif ifndef PLATFORM_SHELL PLATFORM_SHELL = sh endif endif endif ifeq ($(PLATFORM),PLATFORM_RPI) UNAMEOS = $(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS = LINUX endif ifndef PLATFORM_SHELL PLATFORM_SHELL = sh endif endif ifeq ($(PLATFORM),PLATFORM_DRM) UNAMEOS = $(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS = LINUX endif ifndef PLATFORM_SHELL PLATFORM_SHELL = sh endif endif ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(OS),Windows_NT) PLATFORM_OS = WINDOWS ifndef PLATFORM_SHELL PLATFORM_SHELL = cmd endif else UNAMEOS = $(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS = LINUX endif ifeq ($(UNAMEOS),Darwin) PLATFORM_OS = OSX endif ifndef PLATFORM_SHELL PLATFORM_SHELL = sh endif endif endif # Default path for raylib on Raspberry Pi ifeq ($(PLATFORM),PLATFORM_RPI) RAYLIB_PATH ?= /home/pi/raylib endif ifeq ($(PLATFORM),PLATFORM_DRM) RAYLIB_PATH ?= /home/pi/raylib endif # Define raylib release directory for compiled library RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src ifeq ($(OS),Windows_NT) ifeq ($(PLATFORM),PLATFORM_WEB) # Emscripten required variables EMSDK_PATH ?= C:/emsdk EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten CLANG_PATH = $(EMSDK_PATH)/upstream/bin PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) endif endif # Define default C compiler: CC #------------------------------------------------------------------------------------------------ CC = gcc ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),OSX) # OSX default compiler CC = clang endif ifeq ($(PLATFORM_OS),BSD) # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler CC = clang endif endif ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) # Define RPI cross-compiler #CC = armv6j-hardfloat-linux-gnueabi-gcc CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc endif endif ifeq ($(PLATFORM),PLATFORM_WEB) # HTML5 emscripten compiler # WARNING: To compile to HTML5, code must be redesigned # to use emscripten.h and emscripten_set_main_loop() CC = emcc endif # Define default make program: MAKE #------------------------------------------------------------------------------------------------ MAKE ?= make ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),WINDOWS) MAKE = mingw32-make endif endif ifeq ($(PLATFORM),PLATFORM_ANDROID) MAKE = mingw32-make endif # Define compiler flags: CFLAGS #------------------------------------------------------------------------------------------------ # -O1 defines optimization level # -g include debug information on compilation # -s strip unnecessary data from build # -Wall turns on most, but not all, compiler warnings # -std=c99 defines C language mode (standard C from 1999 revision) # -std=gnu99 defines C language mode (GNU C from 1999 revision) # -Wno-missing-braces ignore invalid warning (GCC bug 53119) # -Wno-unused-value ignore unused return values of some functions (i.e. fread()) # -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec CFLAGS = -std=c99 -Wall -Wno-missing-braces -Wunused-result -D_DEFAULT_SOURCE ifeq ($(BUILD_MODE),DEBUG) CFLAGS += -g -D_DEBUG else ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) CFLAGS += -O3 else CFLAGS += -Os endif else CFLAGS += -s -O2 endif endif # Additional flags for compiler (if desired) #CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),LINUX) ifeq ($(RAYLIB_LIBTYPE),STATIC) CFLAGS += -D_DEFAULT_SOURCE endif ifeq ($(RAYLIB_LIBTYPE),SHARED) # Explicitly enable runtime link to libraylib.so CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH) endif endif endif ifeq ($(PLATFORM),PLATFORM_RPI) CFLAGS += -std=gnu99 endif ifeq ($(PLATFORM),PLATFORM_DRM) CFLAGS += -std=gnu99 -DEGL_NO_X11 endif # Define include paths for required headers: INCLUDE_PATHS # NOTE: Some external/extras libraries could be required (stb, physac, easings...) #------------------------------------------------------------------------------------------------ INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras # Define additional directories containing required header files ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),BSD) INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) endif ifeq ($(PLATFORM_OS),LINUX) INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) endif endif ifeq ($(PLATFORM),PLATFORM_RPI) INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vmcs_host/linux INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vcos/pthreads endif ifeq ($(PLATFORM),PLATFORM_DRM) INCLUDE_PATHS += -I/usr/include/libdrm endif ifeq ($(PLATFORM),PLATFORM_WEB) INCLUDE_PATHS += -I$(EMSCRIPTEN_PATH)/cache/sysroot/include endif # Define library paths containing required libs: LDFLAGS #------------------------------------------------------------------------------------------------ LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),WINDOWS) # NOTE: The resource .rc file contains windows executable icon and properties LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data # -Wl,--subsystem,windows hides the console window ifeq ($(BUILD_MODE), RELEASE) LDFLAGS += -Wl,--subsystem,windows endif endif ifeq ($(PLATFORM_OS),LINUX) LDFLAGS += -L$(RAYLIB_LIB_PATH) endif ifeq ($(PLATFORM_OS),BSD) LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH) endif endif ifeq ($(PLATFORM),PLATFORM_WEB) # -Os # size optimization # -O2 # optimization level 2, if used, also set --memory-init-file 0 # -s USE_GLFW=3 # Use glfw3 library (context/input management) # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) # -s USE_PTHREADS=1 # multithreading support # -s WASM=0 # disable Web Assembly, emitted by default # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) # --profiling # include information for code profiling # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) # --preload-file resources # specify a resources folder for data compilation # --source-map-base # allow debugging in browser with source map LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1 # Build using asyncify ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) LDFLAGS += -s ASYNCIFY endif # Add resources building if required ifeq ($(BUILD_WEB_RESOURCES),TRUE) LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH) endif # Add debug mode flags if required ifeq ($(BUILD_MODE),DEBUG) LDFLAGS += -s ASSERTIONS=1 --profiling endif # Define a custom shell .html and output extension LDFLAGS += --shell-file $(BUILD_WEB_SHELL) EXT = .html endif ifeq ($(PLATFORM),PLATFORM_RPI) LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib endif # Define libraries required on linking: LDLIBS # NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name> #------------------------------------------------------------------------------------------------ ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),WINDOWS) # Libraries for Windows desktop compilation # NOTE: WinMM library required to set high-res timer resolution LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm # Required for physac examples LDLIBS += -static -lpthread endif ifeq ($(PLATFORM_OS),LINUX) # Libraries for Debian GNU/Linux desktop compiling # NOTE: Required packages: libegl1-mesa-dev LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt # On X11 requires also below libraries LDLIBS += -lX11 # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor # On Wayland windowing system, additional libraries requires ifeq ($(USE_WAYLAND_DISPLAY),TRUE) LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon endif # Explicit link to libc ifeq ($(RAYLIB_LIBTYPE),SHARED) LDLIBS += -lc endif endif ifeq ($(PLATFORM_OS),OSX) # Libraries for OSX 10.9 desktop compiling # NOTE: Required packages: libopenal-dev libegl1-mesa-dev LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo endif ifeq ($(PLATFORM_OS),BSD) # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling # NOTE: Required packages: mesa-libs LDLIBS = -lraylib -lGL -lpthread -lm # On XWindow requires also below libraries LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor endif endif ifeq ($(PLATFORM),PLATFORM_RPI) # Libraries for Raspberry Pi compiling # NOTE: Required packages: libasound2-dev (ALSA) LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) LDLIBS += -lvchiq_arm -lvcos endif endif ifeq ($(PLATFORM),PLATFORM_DRM) # Libraries for DRM compiling # NOTE: Required packages: libasound2-dev (ALSA) LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl endif ifeq ($(PLATFORM),PLATFORM_WEB) # Libraries for web (HTML5) compiling LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a endif # Define source code object files required #------------------------------------------------------------------------------------------------ PROJECT_SOURCE_FILES ?= \ raylib_game.c \ screen_logo.c \ screen_title.c \ screen_options.c \ screen_gameplay.c \ screen_ending.c # Define all object files from source files OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES)) # Define processes to execute #------------------------------------------------------------------------------------------------ # For Android platform we call a custom Makefile.Android ifeq ($(PLATFORM),PLATFORM_ANDROID) MAKEFILE_PARAMS = -f Makefile.Android export PROJECT_NAME export PROJECT_SOURCE_FILES else MAKEFILE_PARAMS = $(PROJECT_NAME) endif # Default target entry # NOTE: We call this Makefile target or Makefile.Android target all: $(MAKE) $(MAKEFILE_PARAMS) # Project target defined by PROJECT_NAME $(PROJECT_NAME): $(OBJS) $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) # Compile source files # NOTE: This pattern will compile every module defined on $(OBJS) %.o: %.c $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) run: $(MAKE) $(MAKEFILE_PARAMS) ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),WINDOWS) $(PROJECT_NAME) endif ifeq ($(PLATFORM_OS),LINUX) ./$(PROJECT_NAME) endif ifeq ($(PLATFORM_OS),OSX) ./$(PROJECT_NAME) endif endif .PHONY: clean_shell_cmd clean_shell_sh # Clean everything clean: clean_shell_$(PLATFORM_SHELL) @echo Cleaning done clean_shell_sh: ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),LINUX) find . -type f -executable -delete rm -fv *.o endif ifeq ($(PLATFORM_OS),OSX) find . -type f -perm +ugo+x -delete rm -f *.o endif endif ifeq ($(PLATFORM),PLATFORM_RPI) find . -type f -executable -delete rm -fv *.o endif ifeq ($(PLATFORM),PLATFORM_DRM) find . -type f -executable -delete rm -fv *.o endif ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(PLATFORM_OS),LINUX) rm -fv *.o $(PROJECT_NAME).data $(PROJECT_NAME).html $(PROJECT_NAME).js $(PROJECT_NAME).wasm endif ifeq ($(PLATFORM_OS),OSX) rm -f *.o $(PROJECT_NAME).data $(PROJECT_NAME).html $(PROJECT_NAME).js $(PROJECT_NAME).wasm endif endif # Set specific target variable clean_shell_cmd: SHELL=cmd clean_shell_cmd: del *.o *.exe $(PROJECT_NAME).data $(PROJECT_NAME).html $(PROJECT_NAME).js $(PROJECT_NAME).wasm /s Modules ...to the top module: rcore // Window-related functions void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context void CloseWindow(void); // Close window and unload OpenGL context bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) bool IsWindowReady(void); // Check if window has been initialized successfully bool IsWindowFullscreen(void); // Check if window is currently fullscreen bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) bool IsWindowResized(void); // Check if window has been resized last frame bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) void ClearWindowState(unsigned int flags); // Clear window configuration state flags void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) void SetWindowMonitor(int monitor); // Set monitor for the current window void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) void SetWindowSize(int width, int height); // Set window dimensions void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) void *GetWindowHandle(void); // Get native window handle int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height int GetRenderWidth(void); // Get current render width (it considers HiDPI) int GetRenderHeight(void); // Get current render height (it considers HiDPI) int GetMonitorCount(void); // Get number of connected monitors int GetCurrentMonitor(void); // Get current connected monitor Vector2 GetMonitorPosition(int monitor); // Get specified monitor position int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate Vector2 GetWindowPosition(void); // Get window position XY on monitor Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor void SetClipboardText(const char *text); // Set clipboard text content const char *GetClipboardText(void); // Get clipboard text content void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling // Cursor-related functions void ShowCursor(void); // Shows cursor void HideCursor(void); // Hides cursor bool IsCursorHidden(void); // Check if cursor is not visible void EnableCursor(void); // Enables cursor (unlock cursor) void DisableCursor(void); // Disables cursor (lock cursor) bool IsCursorOnScreen(void); // Check if cursor is on the screen // Drawing-related functions void ClearBackground(Color color); // Set background color (framebuffer clear color) void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) void EndMode2D(void); // Ends 2D mode with custom camera void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture void EndTextureMode(void); // Ends drawing to render texture 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, subtract, custom) void EndBlendMode(void); // End blending mode (reset to default: alpha blending) void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) void EndScissorMode(void); // End scissor mode void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) // VR stereo config functions for VR simulator VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config // Shader management functions // NOTE: Shader functionality is not available on OpenGL 1.1 Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations bool IsShaderReady(Shader shader); // Check if a shader is ready int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position // Timing-related functions void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) double GetTime(void); // Get elapsed time in seconds since InitWindow() int GetFPS(void); // Get current FPS // Custom frame control functions // NOTE: Those functions are intended for advance users that want full control over the frame processing // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) void PollInputEvents(void); // Register all input events void WaitTime(double seconds); // Wait for some time (halt program execution) // Random values generation functions void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator int GetRandomValue(int min, int max); // Get a random value between min and max (both included) int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated void UnloadRandomSequence(int *sequence); // Unload random values sequence // Misc. functions void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) void OpenURL(const char *url); // Open URL with default system browser (if available) // NOTE: Following functions implemented in module [utils] //------------------------------------------------------------------ void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level void *MemAlloc(unsigned int size); // Internal memory allocator void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator void MemFree(void *ptr); // Internal memory free // Set custom callbacks // WARNING: Callbacks setup is intended for advance users void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success //------------------------------------------------------------------ // File system functions bool FileExists(const char *fileName); // Check if file exists bool DirectoryExists(const char *dirPath); // Check if a directory path exists bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') const char *GetFileName(const char *filePath); // Get pointer to filename for a path string const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) const char *GetWorkingDirectory(void); // Get current working directory (uses static string) const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) bool ChangeDirectory(const char *dir); // Change working directory, return true on success bool IsPathFile(const char *path); // Check if a given path is a file or a directory FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan void UnloadDirectoryFiles(FilePathList files); // Unload filepaths bool IsFileDropped(void); // Check if a file has been dropped into window FilePathList LoadDroppedFiles(void); // Load dropped filepaths void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths long GetFileModTime(const char *fileName); // Get file modification time (last write time) // Compression/Encoding functionality unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() // Automation events functionality AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) void StopAutomationEventRecording(void); // Stop recording automation events void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard bool IsKeyPressed(int key); // Check if a key has been pressed once bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) bool IsKeyDown(int key); // Check if a key is being pressed bool IsKeyReleased(int key); // Check if a key has been released once bool IsKeyUp(int key); // Check if a key is NOT being pressed int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty void SetExitKey(int key); // Set a custom key to exit program (default is ESC) // Input-related functions: gamepads bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available const char *GetGamepadName(int gamepad); // Get gamepad internal name id bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed int GetGamepadButtonPressed(void); // Get the last gamepad button pressed int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed int GetMouseX(void); // Get mouse position X int GetMouseY(void); // Get mouse position Y Vector2 GetMousePosition(void); // Get mouse position XY Vector2 GetMouseDelta(void); // Get mouse delta between frames void SetMousePosition(int x, int y); // Set mouse position XY void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) int GetTouchPointId(int index); // Get touch point identifier for given index int GetTouchPointCount(void); // Get number of touch points //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected int GetGestureDetected(void); // Get latest detected gesture 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 //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation module: rshapes // NOTE: It can be useful when using basic shapes and one single font, // defining a font char white rectangle would allow drawing everything in a single draw call void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // Basic shapes drawing functions 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 (using gl lines) void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters // Splines drawing functions void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier // Basic shapes collision detection functions 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 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 bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision module: rtextures // Image loading functions // NOTE: These functions do not require GPU access Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) bool IsImageReady(Image image); // Check if an image is ready void UnloadImage(Image image); // Unload image from CPU memory (RAM) bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success // Image generation functions Image GenImageColor(int width, int height, Color color); // Generate image: plain color Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data // Image manipulation functions Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) void ImageFormat(Image *image, int newFormat); // Convert image data to desired format void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) void ImageFlipVertical(Image *image); // Flip image vertically void ImageFlipHorizontal(Image *image); // Flip image horizontally void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) void ImageRotateCW(Image *image); // Rotate image clockwise 90deg void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg 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 ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position // Image drawing functions // NOTE: Image software-rendering functions (CPU) void ImageClearBackground(Image *dst, Color color); // Clear image background with given color void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) // Texture loading functions // NOTE: These functions require GPU access Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) Texture2D LoadTextureFromImage(Image image); // Load texture from image data TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) bool IsTextureReady(Texture2D texture); // Check if a texture is ready void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data // Texture configuration functions void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode // Texture drawing functions 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 source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely // Color/pixel related functions Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f int ColorToInt(Color color); // Get hexadecimal value for a Color Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] Color ColorTint(Color color, Color tint); // Get color multiplied with another color Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format module: rtext // Font loading/unloading functions Font GetFontDefault(void); // Get the default Font Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' bool IsFontReady(Font font); // Check if a font is ready GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) void UnloadFont(Font font); // Unload font from GPU memory (VRAM) bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success // Text drawing functions void DrawFPS(int posX, int posY); // Draw current FPS void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) // Text font info functions void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks int MeasureText(const char *text, int fontSize); // Measure string width for default font Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found // Text codepoints management functions (unicode characters) char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) // Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string const char *TextToUpper(const char *text); // Get upper case version of provided string const char *TextToLower(const char *text); // Get lower case version of provided string const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string int TextToInteger(const char *text); // Get integer value from text (negative values not supported) module: rmodels // Basic geometric 3D shapes drawing functions void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points void DrawCube(Vector3 position, float width, float height, float length, 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 length, Color color); // Draw cube wires void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) 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 DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ void DrawRay(Ray ray, Color color); // Draw a ray line void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model management functions Model LoadModel(const char *fileName); // Load model from files (meshes and materials) Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) bool IsModelReady(Model model); // Check if a model is ready void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) // Model drawing functions 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 tint); // 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, Color color); // Draw bounding box (wires) void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation // Mesh management functions void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits void GenMeshTangents(Mesh *mesh); // Compute mesh tangents // Mesh generation functions Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Material loading/unloading functions Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) bool IsMaterialReady(Material material); // Check if a material is ready void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose void UnloadModelAnimation(ModelAnimation anim); // Unload animation data void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad module: raudio // Audio device management functions void InitAudioDevice(void); // Initialize audio device and context void CloseAudioDevice(void); // Close the audio device and context bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully void SetMasterVolume(float volume); // Set master volume (listener) float GetMasterVolume(void); // Get master volume (listener) // Wave/Sound loading/unloading functions Wave LoadWave(const char *fileName); // Load wave data from file Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' bool IsWaveReady(Wave wave); // Checks if wave data is ready Sound LoadSound(const char *fileName); // Load sound from file Sound LoadSoundFromWave(Wave wave); // Load sound from wave data Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data bool IsSoundReady(Sound sound); // Checks if a sound is ready void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data void UnloadWave(Wave wave); // Unload wave data void UnloadSound(Sound sound); // Unload sound void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success // Wave/Sound management functions void PlaySound(Sound sound); // Play a sound void StopSound(Sound sound); // Stop playing a sound void PauseSound(Sound sound); // Pause a sound void ResumeSound(Sound sound); // Resume a paused sound bool IsSoundPlaying(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 SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) Wave WaveCopy(Wave wave); // Copy a wave to a new wave void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions Music LoadMusicStream(const char *fileName); // Load music stream from file Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data bool IsMusicReady(Music music); // Checks if a music stream is ready void UnloadMusicStream(Music music); // Unload music stream void PlayMusicStream(Music music); // Start music playing bool IsMusicStreamPlaying(Music music); // Check if music is playing void UpdateMusicStream(Music music); // Updates buffers for music streaming void StopMusicStream(Music music); // Stop music playing void PauseMusicStream(Music music); // Pause music playing void ResumeMusicStream(Music music); // Resume playing paused music void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) float GetMusicTimeLength(Music music); // Get music time length (in seconds) float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill void PlayAudioStream(AudioStream stream); // Play audio stream void PauseAudioStream(AudioStream stream); // Pause audio stream void ResumeAudioStream(AudioStream stream); // Resume audio stream bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing void StopAudioStream(AudioStream stream); // Stop audio stream void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline structs struct Vector2; // Vector2, 2 components struct Vector3; // Vector3, 3 components struct Vector4; // Vector4, 4 components struct Matrix; // Matrix, 4x4 components, column major, OpenGL style, right handed struct Color; // Color, 4 components, R8G8B8A8 (32bit) struct Rectangle; // Rectangle, 4 components struct Image; // Image, pixel data stored in CPU memory (RAM) struct Texture; // Texture, tex data stored in GPU memory (VRAM) struct RenderTexture; // RenderTexture, fbo for texture rendering struct NPatchInfo; // NPatchInfo, n-patch layout info struct GlyphInfo; // GlyphInfo, font characters glyphs info struct Font; // Font, font texture and GlyphInfo array data struct Camera3D; // Camera, defines position/orientation in 3d space struct Camera2D; // Camera2D, defines position/orientation in 2d space struct Mesh; // Mesh, vertex data and vao/vbo struct Shader; // Shader struct MaterialMap; // MaterialMap struct Material; // Material, includes shader and maps struct Transform; // Transform, vectex transformation data struct BoneInfo; // Bone, skeletal animation bone struct Model; // Model, meshes, materials and animation data struct ModelAnimation; // ModelAnimation struct Ray; // Ray, ray for raycasting struct RayCollision; // RayCollision, ray hit information struct BoundingBox; // BoundingBox struct Wave; // Wave, audio wave data struct AudioStream; // AudioStream, custom audio stream struct Sound; // Sound struct Music; // Music, audio stream, anything longer than ~10 seconds should be streamed struct VrDeviceInfo; // VrDeviceInfo, Head-Mounted-Display device parameters struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator struct FilePathList; // File path list struct AutomationEvent; // Automation event struct AutomationEventList; // Automation event list colors // 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) module: raymath // Utils math float Clamp(float value, float min, float max); // Function specifiers definition Defines and Macros Get float vector for Matrix Get float vector for Vector3 Types and Structures Definition Vector2 type Vector3 type Vector4 type Quaternion type Matrix type (OpenGL style 4x4 - right handed, column major) NOTE: Helper types to be used instead of array return types for *ToFloat functions Clamp float value float Lerp(float start, float end, float amount); // Calculate linear interpolation between two floats float Normalize(float value, float start, float end); // Normalize input value within input range float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd); // Remap input value within input range to output range float Wrap(float value, float min, float max); // Wrap input value from min to max int FloatEquals(float x, float y); // Check whether two given floats are almost equal // Vector2 math Vector2 Vector2Zero(void); // Vector with components value 0.0f Vector2 Vector2One(void); // Vector with components value 1.0f Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) Vector2 Vector2AddValue(Vector2 v, float add); // Add vector and float value Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) Vector2 Vector2SubtractValue(Vector2 v, float sub); // Subtract vector by float value float Vector2Length(Vector2 v); // Calculate vector length float Vector2LengthSqr(Vector2 v); // Calculate vector square length float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors float Vector2DistanceSqr(Vector2 v1, Vector2 v2); // Calculate square distance between two vectors float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle from two vectors Vector2 Vector2Scale(Vector2 v, float scale); // Scale vector (multiply by value) Vector2 Vector2Multiply(Vector2 v1, Vector2 v2); // Multiply vector by vector Vector2 Vector2Negate(Vector2 v); // Negate vector Vector2 Vector2Divide(Vector2 v1, Vector2 v2); // Divide vector by vector Vector2 Vector2Normalize(Vector2 v); // Normalize provided vector Vector2 Vector2Transform(Vector2 v, Matrix mat); // Transforms a Vector2 by a given Matrix Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount); // Calculate linear interpolation between two vectors Vector2 Vector2Reflect(Vector2 v, Vector2 normal); // Calculate reflected vector to normal Vector2 Vector2Rotate(Vector2 v, float angle); // Rotate vector by angle Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance); // Move Vector towards target Vector2 Vector2Invert(Vector2 v); // Invert the given vector Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max); // Clamp the components of the vector between min and max values specified by the given vectors Vector2 Vector2ClampValue(Vector2 v, float min, float max); // Clamp the magnitude of the vector between two min and max values int Vector2Equals(Vector2 p, Vector2 q); // Check whether two given vectors are almost equal // Vector3 math Vector3 Vector3Zero(void); // Vector with components value 0.0f Vector3 Vector3One(void); // Vector with components value 1.0f Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors Vector3 Vector3AddValue(Vector3 v, float add); // Add vector and float value Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Subtract two vectors Vector3 Vector3SubtractValue(Vector3 v, float sub); // Subtract vector by float value Vector3 Vector3Scale(Vector3 v, float scalar); // Multiply vector by scalar Vector3 Vector3Multiply(Vector3 v1, Vector3 v2); // Multiply vector by vector Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector float Vector3Length(const Vector3 v); // Calculate vector length float Vector3LengthSqr(const Vector3 v); // Calculate vector square length float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two vectors float Vector3DistanceSqr(Vector3 v1, Vector3 v2); // Calculate square distance between two vectors float Vector3Angle(Vector3 v1, Vector3 v2); // Calculate angle between two vectors Vector3 Vector3Negate(Vector3 v); // Negate provided vector (invert direction) Vector3 Vector3Divide(Vector3 v1, Vector3 v2); // Divide vector by vector Vector3 Vector3Normalize(Vector3 v); // Normalize provided vector void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2); // Orthonormalize provided vectors Makes vectors normalized and orthogonal to each other Gram-Schmidt function implementation Vector3 Vector3Transform(Vector3 v, Matrix mat); // Transforms a Vector3 by a given Matrix Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q); // Transform a vector by quaternion rotation Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle); // Rotates a vector around an axis Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors Vector3 Vector3Reflect(Vector3 v, Vector3 normal); // Calculate reflected vector to normal Vector3 Vector3Min(Vector3 v1, Vector3 v2); // Get min value for each pair of components Vector3 Vector3Max(Vector3 v1, Vector3 v2); // Get max value for each pair of components Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view); // Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available float3 Vector3ToFloatV(Vector3 v); // Get Vector3 as float array Vector3 Vector3Invert(Vector3 v); // Invert the given vector Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max); // Clamp the components of the vector between min and max values specified by the given vectors Vector3 Vector3ClampValue(Vector3 v, float min, float max); // Clamp the magnitude of the vector between two values int Vector3Equals(Vector3 p, Vector3 q); // Check whether two given vectors are almost equal Vector3 Vector3Refract(Vector3 v, Vector3 n, float r); // Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface // Matrix math float MatrixDeterminant(Matrix mat); // Compute matrix determinant float MatrixTrace(Matrix mat); // Get the trace of the matrix (sum of the values along the diagonal) Matrix MatrixTranspose(Matrix mat); // Transposes provided matrix Matrix MatrixInvert(Matrix mat); // Invert provided matrix Matrix MatrixIdentity(void); // Get identity matrix Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices Matrix MatrixSubtract(Matrix left, Matrix right); // Subtract two matrices (left - right) Matrix MatrixMultiply(Matrix left, Matrix right); // Get two matrix multiplication NOTE: When multiplying matrices... the order matters! Matrix MatrixTranslate(float x, float y, float z); // Get translation matrix Matrix MatrixRotate(Vector3 axis, float angle); // Create rotation matrix from axis and angle NOTE: Angle should be provided in radians Matrix MatrixRotateX(float angle); // Get x-rotation matrix NOTE: Angle must be provided in radians Matrix MatrixRotateY(float angle); // Get y-rotation matrix NOTE: Angle must be provided in radians Matrix MatrixRotateZ(float angle); // Get z-rotation matrix NOTE: Angle must be provided in radians Matrix MatrixRotateXYZ(Vector3 angle); // Get xyz-rotation matrix NOTE: Angle must be provided in radians Matrix MatrixRotateZYX(Vector3 angle); // Get zyx-rotation matrix NOTE: Angle must be provided in radians Matrix MatrixScale(float x, float y, float z); // Get scaling matrix Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Get perspective projection matrix Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Get perspective projection matrix NOTE: Fovy angle must be provided in radians Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Get orthographic projection matrix Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up); // Get camera look-at matrix (view matrix) float16 MatrixToFloatV(Matrix mat); // Get float array of matrix data // Quaternion math Quaternion QuaternionAdd(Quaternion q1, Quaternion q2); // Add two quaternions Quaternion QuaternionAddValue(Quaternion q, float add); // Add quaternion and float value Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2); // Subtract two quaternions Quaternion QuaternionSubtractValue(Quaternion q, float sub); // Subtract quaternion and float value Quaternion QuaternionIdentity(void); // Get identity quaternion float QuaternionLength(Quaternion q); // Computes the length of a quaternion Quaternion QuaternionNormalize(Quaternion q); // Normalize provided quaternion Quaternion QuaternionInvert(Quaternion q); // Invert provided quaternion Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication Quaternion QuaternionScale(Quaternion q, float mul); // Scale quaternion by float value Quaternion QuaternionDivide(Quaternion q1, Quaternion q2); // Divide two quaternions Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another Quaternion QuaternionFromMatrix(Matrix mat); // Get a quaternion for a given rotation matrix Matrix QuaternionToMatrix(Quaternion q); // Get a matrix for a given quaternion Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Get rotation quaternion for an angle and axis NOTE: Angle must be provided in radians void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Get the rotation angle and axis for a given quaternion Quaternion QuaternionFromEuler(float pitch, float yaw, float roll); // Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX Vector3 QuaternionToEuler(Quaternion q); // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians Quaternion QuaternionTransform(Quaternion q, Matrix mat); // Transform a quaternion given a transformation matrix int QuaternionEquals(Quaternion p, Quaternion q); // Check whether two given quaternions are almost equal RLGL ...to the top #include <raylib.h> int main() { InitWindow(1280, 720, "Model Loading"); Model model = LoadModel("Downloads/LOD0.obj"); Texture2D tex = LoadTexture("Downloads/Thing.png"); model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = tex; Camera cam = {0}; cam.position = (Vector3){50.0f,50.0f,50.0f}; cam.target = (Vector3){0.0f,0.0f,0.0f}; cam.up = (Vector3){0.0f,1.0f,0.0f}; cam.fovy = 90.f; cam.projection = CAMERA_PERSPECTIVE; Vector3 pos = {0.0f,0.0f,0.0f}; Vector3 pos2 = {200.0f,1.0f,0.0f}; BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); SetTargetFPS(60); SetCameraMode(cam, CAMERA_THIRD_PERSON); while(!WindowShouldClose()) { UpdateCamera(&cam); BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(cam); DrawModel(model, pos, 1.0f, WHITE); DrawModel(model, pos2, 1.0f, WHITE); DrawGrid(20, 10.0f); DrawBoundingBox(bounds, GREEN); EndMode3D(); DrawText("Loading obj file", 10, GetScreenHeight()-25, 25, DARKGRAY); DrawFPS(10,10); EndDrawing(); } UnloadTexture(tex); UnloadModel(model); CloseWindow(); return 0; } /******************************************************************************************* * * raylib [models] example - rlgl module usage with push/pop matrix transformations * * NOTE: This example uses [rlgl] module functionality (pseudo-OpenGL 1.1 style coding) * * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example 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) 2018-2024 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" #include <math.h> // Required for: cosf(), sinf() //------------------------------------------------------------------------------------ // Module Functions Declaration //------------------------------------------------------------------------------------ void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; const float sunRadius = 4.0f; const float earthRadius = 0.6f; const float earthOrbitRadius = 8.0f; const float moonRadius = 0.16f; const float moonOrbitRadius = 1.5f; InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type float rotationSpeed = 0.2f; // General system rotation speed float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees float moonRotation = 0.0f; // Rotation of moon around itself float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_ORBITAL); earthRotation += (5.0f*rotationSpeed); earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed); moonRotation += (2.0f*rotationSpeed); moonOrbitRotation += (8.0f*rotationSpeed); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); rlPushMatrix(); rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun DrawSphereBasic(GOLD); // Draw the Sun rlPopMatrix(); rlPushMatrix(); rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit rlPushMatrix(); rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth DrawSphereBasic(BLUE); // Draw the Earth rlPopMatrix(); rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon DrawSphereBasic(LIGHTGRAY); // Draw the Moon rlPopMatrix(); // Some reference elements (not affected by previous matrix transformations) DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f)); DrawGrid(20, 1.0f); EndMode3D(); DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //-------------------------------------------------------------------------------------------- // Module Functions Definitions (local) //-------------------------------------------------------------------------------------------- // Draw sphere without any matrix transformation // NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f void DrawSphereBasic(Color color) { int rings = 16; int slices = 16; // Make sure there is enough space in the internal render batch // buffer to store all required vertex, batch is reseted if required rlCheckRenderBatchLimit((rings + 2)*slices*6); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < (rings + 2); i++) { for (int j = 0; j < slices; j++) { rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), sinf(DEG2RAD*(270+(180/(rings + 1))*i)), cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)), sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices))); rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)), sinf(DEG2RAD*(270+(180/(rings + 1))*i)), cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices))); rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)), sinf(DEG2RAD*(270+(180/(rings + 1))*(i))), cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices))); rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)), sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))), cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices))); } } rlEnd(); } /******************************************************************************************* * * raylib [rlgl] example - compute shader - Conway's Game of Life * * NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, * shaders used in this example are #version 430 (OpenGL 4.3) * * Example originally created with raylib 4.0, last time updated with raylib 2.5 * * Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5) * * Example 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) 2021-2024 Teddy Astie (@tsnake41) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" #include <stdlib.h> // IMPORTANT: This must match gol*.glsl GOL_WIDTH constant. // This must be a multiple of 16 (check golLogic compute dispatch). #define GOL_WIDTH 768 // Maximum amount of queued draw commands (squares draw from mouse down events). #define MAX_BUFFERED_TRANSFERTS 48 // Game Of Life Update Command typedef struct GolUpdateCmd { unsigned int x; // x coordinate of the gol command unsigned int y; // y coordinate of the gol command unsigned int w; // width of the filled zone unsigned int enabled; // whether to enable or disable zone } GolUpdateCmd; // Game Of Life Update Commands SSBO typedef struct GolUpdateSSBO { unsigned int count; GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; } GolUpdateSSBO; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life"); const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; unsigned int brushSize = 8; // Game of Life logic compute shader char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); UnloadFileText(golLogicCode); // Game of Life logic render shader Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); int resUniformLoc = GetShaderLocation(golRenderShader, "resolution"); // Game of Life transfert shader (CPU<->GPU download and upload) char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); UnloadFileText(golTransfertCode); // Load shader storage buffer object (SSBO), id returned unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); GolUpdateSSBO transfertBuffer = { 0 }; // Create a white texture of the size of the window to update // each pixel of the window using the fragment shader: golRenderShader Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); Texture whiteTex = LoadTextureFromImage(whiteImage); UnloadImage(whiteImage); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- brushSize += (int)GetMouseWheelMove(); if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) { // Buffer a new command transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2; transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2; transfertBuffer.commands[transfertBuffer.count].w = brushSize; transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); transfertBuffer.count++; } else if (transfertBuffer.count > 0) // Process transfert buffer { // Send SSBO buffer to GPU rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0); // Process SSBO commands on GPU rlEnableShader(golTransfertProgram); rlBindShaderBuffer(ssboA, 1); rlBindShaderBuffer(ssboTransfert, 3); rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // Each GPU unit will process a command! rlDisableShader(); transfertBuffer.count = 0; } else { // Process game of life logic rlEnableShader(golLogicProgram); rlBindShaderBuffer(ssboA, 1); rlBindShaderBuffer(ssboB, 2); rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1); rlDisableShader(); // ssboA <-> ssboB int temp = ssboA; ssboA = ssboB; ssboB = temp; } rlBindShaderBuffer(ssboA, 1); SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLANK); BeginShaderMode(golRenderShader); DrawTexture(whiteTex, 0, 0, WHITE); EndShaderMode(); DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED); DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE); DrawFPS(GetScreenWidth() - 100, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload shader buffers objects. rlUnloadShaderBuffer(ssboA); rlUnloadShaderBuffer(ssboB); rlUnloadShaderBuffer(ssboTransfert); // Unload compute shader programs rlUnloadShaderProgram(golTransfertProgram); rlUnloadShaderProgram(golLogicProgram); UnloadTexture(whiteTex); // Unload white texture UnloadShader(golRenderShader); // Unload rendering fragment shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } /******************************************************************************************* * * raylib [shaders] example - OpenGL point particle system * * Example originally created with raylib 3.8, last time updated with raylib 2.5 * * Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5) * * Example 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) 2021-2024 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5) * ******************************************************************************************** * * Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The * primary point is to demonstrate raylib and OpenGL interop. * * rlgl batched draw operations internally so we have to flush the current batch before * doing our own OpenGL work (rlDrawRenderBatchActive()). * * The example also demonstrates how to get the current model view projection matrix of * raylib. That way raylib cameras and so on work as expected. * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) #if defined(GRAPHICS_API_OPENGL_ES2) #include "glad_gles2.h" // Required for: OpenGL functionality #define glGenVertexArrays glGenVertexArraysOES #define glBindVertexArray glBindVertexArrayOES #define glDeleteVertexArrays glDeleteVertexArraysOES #define GLSL_VERSION 100 #else #if defined(__APPLE__) #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings #include <OpenGL/gl3.h> // OpenGL 3 library for OSX #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX #else #include "glad.h" // Required for: OpenGL functionality #endif #define GLSL_VERSION 330 #endif #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection() #include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat() #define MAX_PARTICLES 1000 // Particle type typedef struct Particle { float x; float y; float period; } Particle; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib - point particles"); Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION)); int currentTimeLoc = GetShaderLocation(shader, "currentTime"); int colorLoc = GetShaderLocation(shader, "color"); // Initialize the vertex buffer for the particles and assign each particle random values Particle particles[MAX_PARTICLES] = { 0 }; for (int i = 0; i < MAX_PARTICLES; i++) { particles[i].x = (float)GetRandomValue(20, screenWidth - 20); particles[i].y = (float)GetRandomValue(50, screenHeight - 20); // Give each particle a slightly different period. But don't spread it to much. // This way the particles line up every so often and you get a glimps of what is going on. particles[i].period = (float)GetRandomValue(10, 30)/10.0f; } // Create a plain OpenGL vertex buffer with the data and an vertex array object // that feeds the data from the buffer into the vertexPosition shader attribute. GLuint vao = 0; GLuint vbo = 0; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES*sizeof(Particle), particles, GL_STATIC_DRAW); // Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION] glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // Allows the vertex shader to set the point size of each particle individually #ifndef GRAPHICS_API_OPENGL_ES2 glEnable(GL_PROGRAM_POINT_SIZE); #endif SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(WHITE); DrawRectangle(10, 10, 210, 30, MAROON); DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE); rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls) // Switch to plain OpenGL //------------------------------------------------------------------------------ glUseProgram(shader.id); glUniform1f(currentTimeLoc, GetTime()); Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 }); glUniform4fv(colorLoc, 1, (float *)&color); // Get the current modelview and projection matrix so the particle system is displayed and transformed Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection)); glBindVertexArray(vao); glDrawArrays(GL_POINTS, 0, MAX_PARTICLES); glBindVertexArray(0); glUseProgram(0); //------------------------------------------------------------------------------ DrawFPS(screenWidth - 100, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } With perlin and glm #include "raylib.h" #include "raymath.h" #include "glm/glm.hpp" #define DB_PERLIN_IMPL #include "db_perlin.hpp" #define SCR_WIDTH 1024 #define SCR_HEIGHT 780 #define GRIDW 2048 #define GRIDH 1560 #define CELL_SIZE 20 #define COLS GRIDW / CELL_SIZE #define ROWS GRIDH / CELL_SIZE #define MIN_HEIGHT -10 #define MAX_HEIGHT 5 #define MOVE_SPEED 60 #define CAM_INIT_POS { 35.f, SCR_WIDTH, 210.0f } #define CAM_INIT_TARGET { 120.f, SCR_WIDTH, 150.f} #define CAM_UP { 0.0, 0.0f, 1.0f } #define CAM_FOVY 45.0f #define FLYING_SPEED 0.01f float flying = 0.f; float map(float value, float inMin, float inMax, float outMin, float outMax); void Init(Camera3D& camera, float terrain[COLS][ROWS]); void SetTerrain(float terrain[COLS][ROWS]); void Update(Camera3D& camera); void ProcessInput(Camera3D& camera); void Draw(Camera& camera,float terrain[COLS][ROWS]); int main(void) { // Initialization Camera3D camera = { 0 }; float terrain[COLS][ROWS]; Init(camera,terrain); while (!WindowShouldClose()) { Update(camera); ProcessInput(camera); Draw(camera,terrain); } // De-Initialization CloseWindow(); return 0; } void Init(Camera3D& camera, float terrain[COLS][ROWS]) { // Initialization InitWindow(SCR_WIDTH, SCR_HEIGHT, "Raylib - 3D Terrain Generation"); camera.position = CAM_INIT_POS; camera.target = CAM_INIT_TARGET; camera.up = CAM_UP; camera.fovy = CAM_FOVY; camera.projection = CAMERA_PERSPECTIVE; SetTargetFPS(60); DisableCursor(); } void SetTerrain(float terrain[COLS][ROWS]) { flying += FLYING_SPEED; float yoff = flying; for (int x = 0; x < COLS; x++) { float xoff = 0.f; for (int y = 0; y < ROWS; y++) { // Generate noise value float noiseValue = db::perlin(xoff, yoff); // Map the noise value to the desired range terrain[x][y] = map(noiseValue, 0.f, 1.0f, MIN_HEIGHT, MAX_HEIGHT); xoff += 0.2f; } yoff += 0.2f; } } void Update(Camera3D& camera) { // Update UpdateCamera(&camera, CAMERA_FREE); // Print camera settings to the console //printf("Camera Position: x: %.2f, y: %.2f, z: %.2f\n", camera.position.x, camera.position.y, camera.position.z); //printf("Camera Target: x: %.2f, y: %.2f, z: %.2f\n", camera.target.x, camera.target.y, camera.target.z); //printf("Camera Up: x: %.2f, y: %.2f, z: %.2f\n", camera.up.x, camera.up.y, camera.up.z); //printf("Camera FOV: %.2f\n\n", camera.fovy); } void ProcessInput(Camera3D& camera) { float moveAmount = MOVE_SPEED * GetFrameTime(); // Calculate forward and right vectors Vector3 forward = Vector3Normalize(Vector3Subtract(camera.target, camera.position)); Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up)); // Forward and Backward Movement if (IsKeyDown(KEY_W)) { camera.position = Vector3Add(camera.position, Vector3Scale(forward, moveAmount)); camera.target = Vector3Add(camera.target, Vector3Scale(forward, moveAmount)); } if (IsKeyDown(KEY_S)) { camera.position = Vector3Subtract(camera.position, Vector3Scale(forward, moveAmount)); camera.target = Vector3Subtract(camera.target, Vector3Scale(forward, moveAmount)); } // Left and Right Movement if (IsKeyDown(KEY_A)) { camera.position = Vector3Subtract(camera.position, Vector3Scale(right, moveAmount)); camera.target = Vector3Subtract(camera.target, Vector3Scale(right, moveAmount)); } if (IsKeyDown(KEY_D)) { camera.position = Vector3Add(camera.position, Vector3Scale(right, moveAmount)); camera.target = Vector3Add(camera.target, Vector3Scale(right, moveAmount)); } // Up and Down Movement if (IsKeyDown(KEY_E)) { camera.position.z += moveAmount; camera.target.z += moveAmount; } if (IsKeyDown(KEY_Q)) { camera.position.z -= moveAmount; camera.target.z -= moveAmount; } // Ensure camera.up remains consistent camera.up = CAM_UP; } void Draw(Camera& camera,float terrain[COLS][ROWS]) { SetTerrain(terrain); BeginDrawing(); ClearBackground(BLACK); BeginMode3D(camera); // Draw the terrain grid for (int x = 0; x < COLS - 1; x++) { for (int y = 0; y < ROWS - 1; y++) { // Get heights from the terrain array float zTopLeft = terrain[x][y]; float zTopRight = terrain[x + 1][y]; float zBottomLeft = terrain[x][y + 1]; float zBottomRight = terrain[x + 1][y + 1]; // Define corners of the current cell Vector3 topLeft = { (float) x * CELL_SIZE, (float) y * CELL_SIZE, zTopLeft }; Vector3 topRight = { (float) (x + 1) * CELL_SIZE, (float) y * CELL_SIZE, zTopRight }; Vector3 bottomLeft = { (float) x * CELL_SIZE, (float) (y + 1) * CELL_SIZE, zBottomLeft }; Vector3 bottomRight = { (float) (x + 1) * CELL_SIZE, (float) (y + 1) * CELL_SIZE, zBottomRight }; // Draw horizontal and vertical lines DrawLine3D(topLeft, topRight, RAYWHITE); // Top edge DrawLine3D(topLeft, bottomLeft, RAYWHITE); // Left edge // Draw diagonal lines DrawLine3D(topRight, bottomLeft, RAYWHITE); // Diagonal (top-right to bottom-left) DrawLine3D(topLeft, bottomRight, RAYWHITE); // Diagonal (top-left to bottom-right) } } EndMode3D(); DrawFPS(10, 10); EndDrawing(); } float map(float value, float inMin, float inMax, float outMin, float outMax) { float t = (value - inMin) / (inMax - inMin); // Normalize the input return glm::mix(outMin, outMax, t); // Interpolate using glm::mix } rlgl5.h /********************************************************************************************** * * rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API * * DESCRIPTION: * An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) * * ADDITIONAL NOTES: * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are * initialized on rlglInit() to accumulate vertex data. * * When an internal state change is required all the stored vertex data is renderer in batch, * additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. * * Some resources are also loaded for convenience, here the complete list: * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) * * Internal buffer (and resources) must be manually unloaded calling rlglClose(). * * CONFIGURATION: * #define GRAPHICS_API_OPENGL_11 * #define GRAPHICS_API_OPENGL_21 * #define GRAPHICS_API_OPENGL_33 * #define GRAPHICS_API_OPENGL_43 * #define GRAPHICS_API_OPENGL_ES2 * #define GRAPHICS_API_OPENGL_ES3 * Use selected OpenGL graphics backend, should be supported by platform * Those preprocessor defines are only used on rlgl module, if OpenGL version is * required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION * Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * * #define RLGL_RENDER_TEXTURES_HINT * Enable framebuffer objects (fbo) support (enabled by default) * Some GPUs could not support them despite the OpenGL version * * #define RLGL_SHOW_GL_DETAILS_INFO * Show OpenGL extensions and capabilities detailed logs on init * * #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT * Enable debug context (only available on OpenGL 4.3) * * rlgl capabilities could be customized just defining some internal * values before library inclusion (default values listed): * * #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits * #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) * #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) * #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) * * #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack * #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported * #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance * #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance * * When loading a shader, the following vertex attributes and uniform * location names are tried to be set automatically: * * #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD * #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL * #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT * #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix * #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))) * #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) * #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) * * DEPENDENCIES: * - OpenGL libraries (depending on platform and OpenGL version selected) * - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) * * * LICENSE: zlib/libpng * * Copyright (c) 2014-2024 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. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RLGL_H #define RLGL_H #define RLGL_VERSION "5.0" // Function specifiers in case library is build/used as a shared library // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll // NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) #elif defined(BUILD_LIBTYPE_SHARED) #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib) #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #endif // Function specifiers definition #ifndef RLAPI #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) #endif // Support TRACELOG macros #ifndef TRACELOG #define TRACELOG(level, ...) (void)0 #define TRACELOGD(...) (void)0 #endif // Allow custom memory allocators #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) #endif #ifndef RL_CALLOC #define RL_CALLOC(n,sz) calloc(n,sz) #endif #ifndef RL_REALLOC #define RL_REALLOC(n,sz) realloc(n,sz) #endif #ifndef RL_FREE #define RL_FREE(p) free(p) #endif // Security check in case no GRAPHICS_API_OPENGL_* defined #if !defined(GRAPHICS_API_OPENGL_11) && \ !defined(GRAPHICS_API_OPENGL_21) && \ !defined(GRAPHICS_API_OPENGL_33) && \ !defined(GRAPHICS_API_OPENGL_43) && \ !defined(GRAPHICS_API_OPENGL_ES2) && \ !defined(GRAPHICS_API_OPENGL_ES3) #define GRAPHICS_API_OPENGL_33 #endif // Security check in case multiple GRAPHICS_API_OPENGL_* defined #if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_21) #undef GRAPHICS_API_OPENGL_21 #endif #if defined(GRAPHICS_API_OPENGL_33) #undef GRAPHICS_API_OPENGL_33 #endif #if defined(GRAPHICS_API_OPENGL_43) #undef GRAPHICS_API_OPENGL_43 #endif #if defined(GRAPHICS_API_OPENGL_ES2) #undef GRAPHICS_API_OPENGL_ES2 #endif #endif // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality // WARNING: Specific parts are checked with #if defines #if defined(GRAPHICS_API_OPENGL_21) #define GRAPHICS_API_OPENGL_33 #endif // OpenGL 4.3 uses OpenGL 3.3 Core functionality #if defined(GRAPHICS_API_OPENGL_43) #define GRAPHICS_API_OPENGL_33 #endif // OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more) #if defined(GRAPHICS_API_OPENGL_ES3) #define GRAPHICS_API_OPENGL_ES2 #endif // Support framebuffer objects by default // NOTE: Some driver implementation do not support it, despite they should #define RLGL_RENDER_TEXTURES_HINT //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Default internal render batch elements limits #ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) // This is the maximum amount of elements (quads) per batch // NOTE: Be careful with text, every letter maps to a quad #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 #endif #if defined(GRAPHICS_API_OPENGL_ES2) // We reduce memory sizes for embedded systems (RPI and HTML5) // NOTE: On HTML5 (emscripten) this is allocated on heap, // by default it's only 16MB!...just take care... #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 #endif #endif #ifndef RL_DEFAULT_BATCH_BUFFERS #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) #endif #ifndef RL_DEFAULT_BATCH_DRAWCALLS #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) #endif #ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) #endif // Internal Matrix stack #ifndef RL_MAX_MATRIX_STACK_SIZE #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack #endif // Shader limits #ifndef RL_MAX_SHADER_LOCATIONS #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported #endif // Projection matrix culling #ifndef RL_CULL_DISTANCE_NEAR #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance #endif #ifndef RL_CULL_DISTANCE_FAR #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance #endif // Texture parameters (equivalent to OpenGL defines) #define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S #define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T #define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER #define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER #define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST #define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR #define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST #define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR #define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST #define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR #define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) #define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier) #define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT #define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE #define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT #define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT // Matrix modes (equivalent to OpenGL) #define RL_MODELVIEW 0x1700 // GL_MODELVIEW #define RL_PROJECTION 0x1701 // GL_PROJECTION #define RL_TEXTURE 0x1702 // GL_TEXTURE // Primitive assembly draw modes #define RL_LINES 0x0001 // GL_LINES #define RL_TRIANGLES 0x0004 // GL_TRIANGLES #define RL_QUADS 0x0007 // GL_QUADS // GL equivalent data types #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE #define RL_FLOAT 0x1406 // GL_FLOAT // GL buffer usage hint #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY #define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW #define RL_STATIC_READ 0x88E5 // GL_STATIC_READ #define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY #define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW #define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ #define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY // GL Shader type #define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER // GL blending factors #define RL_ZERO 0 // GL_ZERO #define RL_ONE 1 // GL_ONE #define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR #define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR #define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA #define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA #define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA #define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA #define RL_DST_COLOR 0x0306 // GL_DST_COLOR #define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR #define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE #define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR #define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR #define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA #define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA // GL blending functions/equations #define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD #define RL_MIN 0x8007 // GL_MIN #define RL_MAX 0x8008 // GL_MAX #define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT #define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT #define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION #define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) #define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA #define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB #define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB #define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA #define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA #define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR #define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER #define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER // Default shader vertex attribute locations #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 #endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) #include <stdbool.h> #elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) // Boolean type typedef enum bool { false = 0, true = !false } bool; #endif #if !defined(RL_MATRIX_TYPE) // Matrix, 4x4 components, column major, OpenGL style, right handed typedef struct Matrix { float m0, m4, m8, m12; // Matrix first row (4 components) float m1, m5, m9, m13; // Matrix second row (4 components) float m2, m6, m10, m14; // Matrix third row (4 components) float m3, m7, m11, m15; // Matrix fourth row (4 components) } Matrix; #define RL_MATRIX_TYPE #endif // Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct rlVertexBuffer { int elementCount; // Number of elements in the buffer (QUADS) 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 *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2) unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) #endif #if defined(GRAPHICS_API_OPENGL_ES2) unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) #endif unsigned int vaoId; // OpenGL Vertex Array Object id unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data) } rlVertexBuffer; // Draw call type // NOTE: Only texture changes register a new draw, other state-change-related elements are not // used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any // of those state-change happens (this is done in core module) typedef struct rlDrawCall { int mode; // Drawing mode: LINES, TRIANGLES, QUADS int vertexCount; // Number of vertex of the draw int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default } rlDrawCall; // rlRenderBatch type typedef struct rlRenderBatch { int bufferCount; // Number of vertex buffers (multi-buffering support) int currentBuffer; // Current buffer tracking in case of multi-buffering rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data rlDrawCall *draws; // Draw calls array, depends on textureId int drawCounter; // Draw calls counter float currentDepth; // Current depth value for next draw } rlRenderBatch; // OpenGL version typedef enum { RL_OPENGL_11 = 1, // OpenGL 1.1 RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100) RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es) } rlGlVersion; // Trace log level // NOTE: Organized by priority level typedef enum { RL_LOG_ALL = 0, // Display all logs RL_LOG_TRACE, // Trace logging, intended for internal use only RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds RL_LOG_INFO, // Info logging, used for program execution info RL_LOG_WARNING, // Warning logging, used on recoverable failures RL_LOG_ERROR, // Error logging, used on unrecoverable failures RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) RL_LOG_NONE // Disable logging } rlTraceLogLevel; // Texture pixel formats // NOTE: Support depends on OpenGL version typedef enum { RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float) RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } rlPixelFormat; // 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 { RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation RL_TEXTURE_FILTER_BILINEAR, // Linear filtering RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } rlTextureFilter; // Color blending modes (pre-defined) typedef enum { RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) RL_BLEND_ADDITIVE, // Blend textures adding colors RL_BLEND_MULTIPLIED, // Blend textures multiplying colors RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) } rlBlendMode; // Shader location point type typedef enum { RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf } rlShaderLocationIndex; #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS // Shader uniform data type typedef enum { RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) RL_SHADER_UNIFORM_INT, // Shader uniform type: int RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d } rlShaderUniformDataType; // Shader attribute data types typedef enum { RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) } rlShaderAttributeDataType; // Framebuffer attachment type // NOTE: By default up to 8 color channels defined, but it can be more typedef enum { RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1 RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7 RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil } rlFramebufferAttachType; // Framebuffer texture attachment type typedef enum { RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer } rlFramebufferAttachTextureType; // Face culling mode typedef enum { RL_CULL_FACE_FRONT = 0, RL_CULL_FACE_BACK } rlCullMode; //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ #if defined(__cplusplus) extern "C" { // Prevents name mangling of functions #endif RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed RLAPI void rlPushMatrix(void); // Push the current matrix to stack RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area RLAPI void rlSetClipPlanes(double near, double far); // Set clip planes distances RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far //------------------------------------------------------------------------------------ // Functions Declaration - Vertex level operations //------------------------------------------------------------------------------------ RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) RLAPI void rlEnd(void); // Finish vertex providing RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float //------------------------------------------------------------------------------------ // Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) // NOTE: This functions are used to completely abstract raylib code from OpenGL layer, // some of them are direct wrappers over OpenGL calls, some others are custom //------------------------------------------------------------------------------------ // Vertex buffers state RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported) RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element) RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index #if defined(GRAPHICS_API_OPENGL_11) RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer #endif // Textures state RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot RLAPI void rlEnableTexture(unsigned int id); // Enable texture RLAPI void rlDisableTexture(void); // Disable texture RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap) // Shader state RLAPI void rlEnableShader(unsigned int id); // Enable shader program RLAPI void rlDisableShader(void); // Disable shader program // Framebuffer state RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO) // General render state RLAPI void rlEnableColorBlend(void); // Enable color blending RLAPI void rlDisableColorBlend(void); // Disable color blending RLAPI void rlEnableDepthTest(void); // Enable depth test RLAPI void rlDisableDepthTest(void); // Disable depth test RLAPI void rlEnableDepthMask(void); // Enable depth write RLAPI void rlDisableDepthMask(void); // Disable depth write RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control RLAPI void rlSetCullFace(int mode); // Set face culling mode RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test RLAPI void rlEnableWireMode(void); // Enable wire mode RLAPI void rlEnablePointMode(void); // Enable point mode RLAPI void rlDisableWireMode(void); // Disable wire mode ( and point ) maybe rename RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI float rlGetLineWidth(void); // Get the line drawing width RLAPI void rlEnableSmoothLines(void); // Enable line aliasing RLAPI void rlDisableSmoothLines(void); // Disable line aliasing RLAPI void rlEnableStereoRender(void); // Enable stereo rendering RLAPI void rlDisableStereoRender(void); // Disable stereo rendering RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes RLAPI void rlSetBlendMode(int mode); // Set blending mode RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors) //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality //------------------------------------------------------------------------------------ // rlgl initialization functions RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures) RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required) RLAPI int rlGetVersion(void); // Get current OpenGL version RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations // Render batch management // NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode // but this render batch API is exposed in case of custom batches are required RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits //------------------------------------------------------------------------------------------------------------------------ // Vertex buffers management RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao) RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao) RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing // Textures management RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) // Framebuffer management (fbo) RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU // Shaders management RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) // Compute shader management RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) // Shader buffer storage object management (ssbo) RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO) RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU) RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size // Buffer management RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture // Matrix state management RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering // Quick and dirty cube/quad buffers load->draw->unload RLAPI void rlLoadDrawCube(void); // Load and draw a cube RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #if defined(__cplusplus) } #endif #endif // RLGL_H /*********************************************************************************** * * RLGL IMPLEMENTATION * ************************************************************************************/ #if defined(RLGL_IMPLEMENTATION) // Expose OpenGL functions from glad in raylib #if defined(BUILD_LIBTYPE_SHARED) #define GLAD_API_CALL_EXPORT #define GLAD_API_CALL_EXPORT_BUILD #endif #if defined(GRAPHICS_API_OPENGL_11) #if defined(__APPLE__) #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX #include <OpenGL/glext.h> // OpenGL extensions library #else // APIENTRY for OpenGL function pointer declarations is required #if !defined(APIENTRY) #if defined(_WIN32) #define APIENTRY __stdcall #else #define APIENTRY #endif #endif // WINGDIAPI definition. Some Windows OpenGL headers need it #if !defined(WINGDIAPI) && defined(_WIN32) #define WINGDIAPI __declspec(dllimport) #endif #include <GL/gl.h> // OpenGL 1.1 library #endif #endif #if defined(GRAPHICS_API_OPENGL_33) #define GLAD_MALLOC RL_MALLOC #define GLAD_FREE RL_FREE #define GLAD_GL_IMPLEMENTATION #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers #endif #if defined(GRAPHICS_API_OPENGL_ES3) #include <GLES3/gl3.h> // OpenGL ES 3.0 library #define GL_GLEXT_PROTOTYPES #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library #elif defined(GRAPHICS_API_OPENGL_ES2) // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) #define GLAD_GLES2_IMPLEMENTATION #include "external/glad_gles2.h" #else #define GL_GLEXT_PROTOTYPES //#include <EGL/egl.h> // EGL library -> not required, platform layer #include <GLES2/gl2.h> // OpenGL ES 2.0 library #include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library #endif // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi // provided headers (despite being defined in official Khronos GLES2 headers) #if defined(PLATFORM_DRM) typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); #endif #endif #include <stdlib.h> // Required for: malloc(), free() #include <string.h> // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] #include <math.h> // Required for: sqrtf(), sinf(), cosf(), floor(), log() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #ifndef PI #define PI 3.14159265358979323846f #endif #ifndef DEG2RAD #define DEG2RAD (PI/180.0f) #endif #ifndef RAD2DEG #define RAD2DEG (180.0f/PI) #endif #ifndef GL_SHADING_LANGUAGE_VERSION #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #endif #ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #endif #ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #endif #ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #endif #ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #endif #ifndef GL_ETC1_RGB8_OES #define GL_ETC1_RGB8_OES 0x8D64 #endif #ifndef GL_COMPRESSED_RGB8_ETC2 #define GL_COMPRESSED_RGB8_ETC2 0x9274 #endif #ifndef GL_COMPRESSED_RGBA8_ETC2_EAC #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #endif #ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 #endif #ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 #endif #ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 #endif #ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 #endif #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif #ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #endif #ifndef GL_PROGRAM_POINT_SIZE #define GL_PROGRAM_POINT_SIZE 0x8642 #endif #ifndef GL_LINE_WIDTH #define GL_LINE_WIDTH 0x0B21 #endif #if defined(GRAPHICS_API_OPENGL_11) #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif #if defined(GRAPHICS_API_OPENGL_21) #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #endif #if defined(GRAPHICS_API_OPENGL_ES2) #define glClearDepth glClearDepthf #if !defined(GRAPHICS_API_OPENGL_ES3) #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif #endif // Default shader vertex attribute names to set location points #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT #endif #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) #endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) #endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) #endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) #endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) typedef struct rlglData { rlRenderBatch *currentBatch; // Current render batch rlRenderBatch defaultBatch; // Default internal render batch struct { int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) float normalx, normaly, normalz; // Current active normal (added on glVertex*()) unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) int currentMatrixMode; // Current matrix mode Matrix *currentMatrix; // Current matrix pointer Matrix modelview; // Default modelview matrix Matrix projection; // Default projection matrix Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop int stackCounter; // Matrix stack counter unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture int *defaultShaderLocs; // Default shader locations pointer to be used on rendering unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) bool stereoRender; // Stereo rendering flag Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices // Blending variables int currentBlendMode; // Blending mode active int glBlendSrcFactor; // Blending source factor int glBlendDstFactor; // Blending destination factor int glBlendEquation; // Blending equation int glBlendSrcFactorRGB; // Blending source RGB factor int glBlendDestFactorRGB; // Blending destination RGB factor int glBlendSrcFactorAlpha; // Blending source alpha factor int glBlendDestFactorAlpha; // Blending destination alpha factor int glBlendEquationRGB; // Blending equation for RGB int glBlendEquationAlpha; // Blending equation for alpha bool glCustomBlendModeModified; // Custom blending factor and equation modification status int framebufferWidth; // Current framebuffer width int framebufferHeight; // Current framebuffer height } State; // Renderer state struct { bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float) bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc) bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) bool computeShader; // Compute shaders support (GL_ARB_compute_shader) bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) int maxDepthBits; // Maximum bits for depth component } ExtSupported; // Extensions supported flags } rlglData; typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR; static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static rlglData RLGL = { 0 }; #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 #if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3) // NOTE: VAO functionality is exposed through extensions (OES) static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; // NOTE: Instancing functionality could also be available through extension static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; #endif //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static void rlLoadShaderDefault(void); // Load default shader static void rlUnloadShaderDefault(void); // Unload default shader #if defined(RLGL_SHOW_GL_DETAILS_INFO) static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name #endif // RLGL_SHOW_GL_DETAILS_INFO #endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) // Auxiliar matrix math functions typedef struct rl_float16 { float v[16]; } rl_float16; static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data #define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix static Matrix rlMatrixIdentity(void); // Get identity matrix static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix operations //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_11) // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlMatrixMode(int mode) { switch (mode) { case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; default: break; } } void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) { glFrustum(left, right, bottom, top, znear, zfar); } void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) { glOrtho(left, right, bottom, top, znear, zfar); } void rlPushMatrix(void) { glPushMatrix(); } void rlPopMatrix(void) { glPopMatrix(); } void rlLoadIdentity(void) { glLoadIdentity(); } void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); } void rlScalef(float x, float y, float z) { glScalef(x, y, z); } void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); } #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Choose the current matrix to be transformed void rlMatrixMode(int mode) { if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; //else if (mode == RL_TEXTURE) // Not supported RLGL.State.currentMatrixMode = mode; } // Push the current matrix into RLGL.State.stack void rlPushMatrix(void) { if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)"); if (RLGL.State.currentMatrixMode == RL_MODELVIEW) { RLGL.State.transformRequired = true; RLGL.State.currentMatrix = &RLGL.State.transform; } RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; RLGL.State.stackCounter++; } // Pop lattest inserted matrix from RLGL.State.stack void rlPopMatrix(void) { if (RLGL.State.stackCounter > 0) { Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; *RLGL.State.currentMatrix = mat; RLGL.State.stackCounter--; } if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) { RLGL.State.currentMatrix = &RLGL.State.modelview; RLGL.State.transformRequired = false; } } // Reset current matrix to identity matrix void rlLoadIdentity(void) { *RLGL.State.currentMatrix = rlMatrixIdentity(); } // Multiply the current matrix by a translation matrix void rlTranslatef(float x, float y, float z) { Matrix matTranslation = { 1.0f, 0.0f, 0.0f, x, 0.0f, 1.0f, 0.0f, y, 0.0f, 0.0f, 1.0f, z, 0.0f, 0.0f, 0.0f, 1.0f }; // NOTE: We transpose matrix with multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); } // Multiply the current matrix by a rotation matrix // NOTE: The provided angle must be in degrees void rlRotatef(float angle, float x, float y, float z) { Matrix matRotation = rlMatrixIdentity(); // Axis vector (x, y, z) normalization float lengthSquared = x*x + y*y + z*z; if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) { float inverseLength = 1.0f/sqrtf(lengthSquared); x *= inverseLength; y *= inverseLength; z *= inverseLength; } // Rotation matrix generation float sinres = sinf(DEG2RAD*angle); float cosres = cosf(DEG2RAD*angle); float t = 1.0f - cosres; matRotation.m0 = x*x*t + cosres; matRotation.m1 = y*x*t + z*sinres; matRotation.m2 = z*x*t - y*sinres; matRotation.m3 = 0.0f; matRotation.m4 = x*y*t - z*sinres; matRotation.m5 = y*y*t + cosres; matRotation.m6 = z*y*t + x*sinres; matRotation.m7 = 0.0f; matRotation.m8 = x*z*t + y*sinres; matRotation.m9 = y*z*t - x*sinres; matRotation.m10 = z*z*t + cosres; matRotation.m11 = 0.0f; matRotation.m12 = 0.0f; matRotation.m13 = 0.0f; matRotation.m14 = 0.0f; matRotation.m15 = 1.0f; // NOTE: We transpose matrix with multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); } // Multiply the current matrix by a scaling matrix void rlScalef(float x, float y, float z) { Matrix matScale = { x, 0.0f, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, 0.0f, 0.0f, z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; // NOTE: We transpose matrix with multiplication order *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); } // Multiply the current matrix by another matrix void rlMultMatrixf(const float *matf) { // Matrix creation from array Matrix mat = { matf[0], matf[4], matf[8], matf[12], matf[1], matf[5], matf[9], matf[13], matf[2], matf[6], matf[10], matf[14], matf[3], matf[7], matf[11], matf[15] }; *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix); } // Multiply the current matrix by a perspective matrix generated by parameters void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) { Matrix matFrustum = { 0 }; float rl = (float)(right - left); float tb = (float)(top - bottom); float fn = (float)(zfar - znear); matFrustum.m0 = ((float) znear*2.0f)/rl; matFrustum.m1 = 0.0f; matFrustum.m2 = 0.0f; matFrustum.m3 = 0.0f; matFrustum.m4 = 0.0f; matFrustum.m5 = ((float) znear*2.0f)/tb; matFrustum.m6 = 0.0f; matFrustum.m7 = 0.0f; matFrustum.m8 = ((float)right + (float)left)/rl; matFrustum.m9 = ((float)top + (float)bottom)/tb; matFrustum.m10 = -((float)zfar + (float)znear)/fn; matFrustum.m11 = -1.0f; matFrustum.m12 = 0.0f; matFrustum.m13 = 0.0f; matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn; matFrustum.m15 = 0.0f; *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum); } // Multiply the current matrix by an orthographic matrix generated by parameters void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) { // NOTE: If left-right and top-botton values are equal it could create a division by zero, // response to it is platform/compiler dependant Matrix matOrtho = { 0 }; float rl = (float)(right - left); float tb = (float)(top - bottom); float fn = (float)(zfar - znear); matOrtho.m0 = 2.0f/rl; matOrtho.m1 = 0.0f; matOrtho.m2 = 0.0f; matOrtho.m3 = 0.0f; matOrtho.m4 = 0.0f; matOrtho.m5 = 2.0f/tb; matOrtho.m6 = 0.0f; matOrtho.m7 = 0.0f; matOrtho.m8 = 0.0f; matOrtho.m9 = 0.0f; matOrtho.m10 = -2.0f/fn; matOrtho.m11 = 0.0f; matOrtho.m12 = -((float)left + (float)right)/rl; matOrtho.m13 = -((float)top + (float)bottom)/tb; matOrtho.m14 = -((float)zfar + (float)znear)/fn; matOrtho.m15 = 1.0f; *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho); } #endif // Set the viewport area (transformation from normalized device coordinates to window coordinates) // NOTE: We store current viewport dimensions void rlViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } // Set clip planes distances void rlSetClipPlanes(double near, double far) { rlCullDistanceNear = near; rlCullDistanceFar = far; } // Get cull plane distance near double rlGetCullDistanceNear(void) { return rlCullDistanceNear; } // Get cull plane distance far double rlGetCullDistanceFar(void) { return rlCullDistanceFar; } //---------------------------------------------------------------------------------- // Module Functions Definition - Vertex level operations //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_11) // Fallback to OpenGL 1.1 function calls //--------------------------------------- void rlBegin(int mode) { switch (mode) { case RL_LINES: glBegin(GL_LINES); break; case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; case RL_QUADS: glBegin(GL_QUADS); break; default: break; } } void rlEnd() { glEnd(); } void rlVertex2i(int x, int y) { glVertex2i(x, y); } void rlVertex2f(float x, float y) { glVertex2f(x, y); } void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); } void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Initialize drawing mode (how to organize vertex) void rlBegin(int mode) { // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) { if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) { RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; RLGL.currentBatch->drawCounter++; } } if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; } } // Finish vertex providing void rlEnd(void) { // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, // as well as depth buffer bit-depth (16bit or 24bit or 32bit) // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) RLGL.currentBatch->currentDepth += (1.0f/20000.0f); } // Define one vertex (position) // NOTE: Vertex position data is the basic information required for drawing void rlVertex3f(float x, float y, float z) { float tx = x; float ty = y; float tz = z; // Transform provided vector if required if (RLGL.State.transformRequired) { tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12; ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13; tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; } // WARNING: We can't break primitives when launching a new batch. // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices. // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) { if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0)) { // Reached the maximum number of vertices for RL_LINES drawing // Launch a draw call but keep current state for next vertices comming // NOTE: We add +1 vertex to the check for security rlCheckRenderBatchLimit(2 + 1); } else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0)) { rlCheckRenderBatchLimit(3 + 1); } else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) && (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0)) { rlCheckRenderBatchLimit(4 + 1); } } // Add vertices RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz; // Add current texcoord RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy; // Add current normal RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz; // Add current color RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;

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